Online games in the midst of universal access era
It’s 2018 and online gaming is a thing almost every person using Internet is accustomed to and like to spend its free time doing it. There are lots of gaming options nowadays – from games such as normal cards playing to flash games, role play games to huge and famous such as World of Warcraft (WOW) and League of Legends (LOL). Gaming industry is one of the biggest industries all over the world and even there’s tons of accessible games, in every moment a new game is probably released somewhere over the world.
Role play games are ones of the most played games and in the latest years all the multiplayer games are becoming more and more popular and gamers all over the world creates groups and are playing together even though the had never seen each other. Now, in 2018, this is common thing and you can see players everywhere, using their laptops, tablets and even smartphones, so they can be competitive enough. The only thing they need is Internet connection, Thus, creation of universal access for all the players is main requirement which needs to be met.
As of June 2018, 55.1% of the world's population has internet access. The others though are not connected to the wide web and even countries with access haven’t full scope coverage, which may lead to impossibility of same playing conditions for players. For such problem, there are tools to help solve it. For instance, Wi-Fi amplifiers are useful when using Internet in places where it doesn’t reach all the time, such as mountain chalets, places remote from the big cities and others. It is a must when the need for equal access is mandatory.On another note, gaming industry is developing even more. Players become fourth-party developers, allowing for more open source models of game design, development and engineering. Players also create modifications (mods), which in some cases become just as popular as the original game for which they were created. An example of this is the game Counter-Strike, which began as a mod of the video game Half-Life and eventually became a very successful, published game in its own right.
Evidence of the increasing player willingness to play video games across a variety of media and different platforms can be seen in the rise of casual gaming on smartphones, tablets, and social networking sites as 92% of all smartphone and tablet owners play games at least once a week, 45% play daily, and industry estimates predict that one-third of all global mobile gaming revenue will come from tablets alone.
To conclude, we must say that all that statistics help to professionals to understand the need of equal and universal access to all available games and ensure the successful realization of the process of creating it.