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Gaming captures the hearts of gamers, alleviates loneliness, and

Article:

Gaming is popular with teenagers, women, children, as well as

men. Older people say they play games as it alleviates

loneliness and puts them in contact with others. Statistics

reveal that 41% of gamers are women and more than 43 % gamers

are aged 25-49. And, research predicts that the games market in

2005 will be US$ 29 billion.

Players can choose between stored games and online games.

Stored games are played on consoles while online games are

played on a computer using either a broadband or dial up

Internet connection. The growth in online gaming according to

IDC, a research firm, is set to touch 256 million users by 2008.

And, that gaming is serious business is conformed by the hosting

of international conferences devoted to gaming and the formation

of "Casual Games Special Interest Group."

Gaming captures the imagination of the players and uses the

senses: sight, sound, as well as touch. Many need the use of

intelligence as well as strategy. Complex graphics, colors, high

quality virtual realities are all set to grab as well as hold

the attention of players. Multi-player gaming takes the interest

to the next level -offers challenges as well as new horizons to

be conquered.

Games played on the Internet are such that clever participants

daily routine, and people are tempted to play games even at...

find ways to push the game beyond its visible limits, one can

even device cheats to circumvent problems posed by the game.

Games test the skills, intelligence, concentration ability as

well as techie know how.

Online gaming architecture has six business aspects: the

subscriber; the advertiser; the gaming platform provider; the

broadband service provider; the network service provider; and

the gaming content provider. It is big business--hardware

revenues in 2005 are expected to be: US$ 9.4 billion with

software and content revenue touching US$16.9 billion.

However, there is a downside, gaming can become addicted and

affect normal life--kids stop studying, housewives neglect their

daily routine, and people are tempted to play games even at

work. It can lead to suicides, mental imbalance as well as

destroy marriages and careers. Gamers become recluses and rarely

make social contact outside their gaming groups.

Addiction studies indicate that gaming can result in:

obsession, neglect, lying, socially unacceptable behaviors,

carpal tunnel syndrome, dry eyes, neglect of personal hygiene,

as well as sleep disorders.

Popular gaming sites include: MSN games which has 3.4 million

monthly registered users ; Pogo which has 8.6 million monthly

registered users; and Yahoo games which has 10.1 million

registered monthly users.

Analysts predict that by 2007 online gaming will be at least

285 petabits a month, the revenue generated by online

subscriptions for gaming is expected to reach US$ 650 million

annually.

The future according to Peter Molyneux, is in developing games

that "reward a player for "out of the box" thinking and

creativity. Games must encourage players to be interactive and

decide the direction the game will take.

About the Author: Paul Wilson is a freelance writer for

www.1888FreeOnlineGames.com ,

the premier website to play thousands of free online games

including arcade games, action games, card games, flash games,

strategy games, puzzle games and more. He also freelances for

www.1888SoftwareDownloads.com .

About the author:

Paul Wilson is a freelance writer for

www.1888FreeOnlineGames.com ,

the premier website to play thousands of free online games

including arcade games, action games, card games, flash games,

strategy games, puzzle games and more. He also freelances for

www.1888SoftwareDownloads.com .