Massively multiplayer online game

The first graphical MMOG, and a major milestone in the creation of the genre, was the multiplayer flight combat simulation game Air Warrior by Kesmai on the GEnie online service, which first appeared in 1986.

The genre was pioneered by the GemStone series on GEnie, also created by Kesmai, and Neverwinter Nights, the first such game to include graphics, which debuted on AOL in 1991.

[2] More recent developments are CipSoft's TibiaME and Biting Bit's MicroMonster, which features online and bluetooth multiplayer gaming.

MMOGs emerged from the hard-core gamer community to the mainstream strongly in December 2003, with an analysis in the Financial Times measuring the value of the virtual property in the then-largest MMOG, EverQuest, to result in a per-capita GDP of 2,266 dollars, which would have placed the virtual world of EverQuest as the 77th wealthiest nation, on par with Croatia, Ecuador, Tunisia or Vietnam.

The case that the third-party companies and their customers defend, is that they are selling and exchanging the time and effort put into the acquisition of the currency, not the digital information itself.

Companies in this situation most likely are concerned with their personal sales and subscription revenue over the development of their virtual economy, as they most likely have a higher priority to the games viability via adequate funding.

Games with an enormous player base, and consequently much higher sales and subscription income, can take more drastic actions more often and in much larger volumes.

[5] In 2011, it was estimated that up to 100,000 people in China and Vietnam are playing online games to gather gold and other items for sale to Western players.

An early, successful entry into the field was VR-1 Entertainment, whose Conductor platform was adopted and endorsed by a variety of service providers around the world including Sony Communications Network in Japan; the Bertelsmann Game Channel in Germany; British Telecom's Wireplay in England; and DACOM and Samsung SDS in South Korea.

Some MMORPGs are designed as a multiplayer browser game in order to reduce infrastructure costs and utilise a thin client that most users will already have installed.

Players often assume the role of a general, king, or other types of figurehead leading an army into battle while maintaining the resources needed for such warfare.

Similarly, in Darkwind: War on Wheels, vehicle driving and combat orders are submitted simultaneously by all players and a "tick" occurs typically once per 30 seconds.

They tend to be very specific to industries or activities of very large risk and huge potential loss, such as rocket science, airplanes, trucks, battle tanks, submarines etc.

The initial goal of World War II Online was to create a map (in northwestern Europe) that had real-world physics (gravity, air/water resistance, etc.

For example, flight simulation via an MMOG requires far less expenditure of time and money, is completely risk-free, and is far less restrictive (fewer regulations to adhere to, no medical exams to pass, and so on).

Another specialist area is the mobile telecoms operator (carrier) business where billion-dollar investments in networks are needed but market shares are won and lost on issues from segmentation to handset subsidies.

[16] Other titles that qualify as MMOSG have been around since the early 2000s, but only after 2010 did they start to receive the endorsements of some of the official major league associations and players.

Currently there are only a small number of racing-based MMOGs, including iRacing, Kart Rider, Test Drive Unlimited, Project Torque, Drift City and Race or Die.

Alternate reality games (ARGs) can be massively multiplayer, allowing thousands of players worldwide to co-operate in puzzle trials and mystery solving.

ARGs take place in a unique mixture of online and real-world play that usually does not involve a persistent world, and are not necessarily multiplayer, making them different from MMOGs.

One example that has garnered widespread media attention is Linden Lab's Second Life, emphasizing socializing, worldbuilding and an in-world virtual economy that depends on the sale and purchase of user-created content.

It is technically an MMOSG or Casual Multiplayer Online (CMO) by definition, though its stated goal was to realize[citation needed] the concept of the Metaverse from Neal Stephenson's novel Snow Crash.

Competitors in this subgenre (non-combat-based MMORPG) include Active Worlds, There, SmallWorlds, Furcadia, Whirled, IMVU and Red Light Center.

Massively multiplayer online combat games are realtime objective, strategy and capture the flag style modes.

In April 2004, the United States Army announced that it was developing a massively multiplayer training simulation called AWE (asymmetric warfare environment).

As the field of MMOs grows larger each year, research has also begun to investigate the socio-informatic bind the games create for their users.

The topic most intriguing to the pair was to further understand the gameplay, as well as the virtual world serving as a social meeting place, of popular MMOs.

The conclusions of the two studies explained how MMOs function as a new form of a "third place" for informal social interactions much like coffee shops, pubs, and other typical hangouts.

His argument is challenged by Putnam (2000) who concluded that MMOs are well suited for the formation of bridging social capital, tentative relationships that lack in depth, because it is inclusive and serves as a sociological lubricant that is shown across the data collected in both of the research studies.

Therefore, MMOs have the capacity and the ability to serve as a community that effectively socializes users just like a coffee shop or pub, but conveniently in the comfort of their home.