NETWORKED GAMES. Since 1997, networked games have
become a big opportunity on the Internet. Networked games
allow users to play games against friends who are connected to
the Internet. Almost any computer game that can be played by
two or more people can be played online. It is estimated that
by 2002, 60 percent of children online (over 16 million) will be
playing games, and they will spend over $70 per year for game
services. Adult will spend $140 per year for an estimated total
of $622 million for online game services. Wireless high-bandwidth
services allow for substantially improved game services
through streaming video and audio, and permit its players to
engage in games virtually from anywhere.
And as low-cost home broadband services and equipment
become more available, companies will create richer gaming
applications. Major game vendors such as Nintendo, Sony, and
Sega are entering the broadband market by selling game CDs
and allowing potential customers to participate in online games
for free. Alternatively, there are some games that can only be
played online including Ultima, Starseige, Quake Arena, and
Unreal Tournament.
To use online games, customers pay a monthly access fee or
pay-per-play. Networked games make it much easier for customers
to find new opponents, or to find a partner to play at
any time. High-speed data wireless access will provide for
much better three-dimensional (3D) graphics viewing.