An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached 16.9billion,with4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function.
The design of online games can range from simple text-based environments to the incorporation of complex graphics and virtual worlds. The existence of online components within a game can range from being minor features, such as an online leaderboard, to being part of core gameplay, such as directly playing against other players. Many online games create their own online communities, while other games, especially social games, integrate the players' existing real-life communities. Some online games can receive a massive influx of popularity due to many well-known Twitch streamers and YouTubers playing them.
Online gaming has drastically increased the scope and size of video game culture. Online games have attracted players from a variety of ages, nationalities, and occupations. The online game content is now being studied in the scientific field, especially gamers' interactions within virtual societies in relation to the behavior and social phenomena of everyday life. As in other cultures, the community has developed a gamut of slang words or phrases that can be used for communication in or outside of games.
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Since 2010 approaches in deep learning have revolutionized fields as diverse as computer vision, machine learning, or artificial intelligence. This course gives a systematic introduction into influent
The basis for a mechanical description of the musculoskeletal system are presented. This description is based on the concepts of solid mechanics, physiology and anatomy of the musculoskeletal system.
L'objectif du cours est de développer une méthodologie d'analyse du jeu vidéo, en particulier via une démarche empirique originale : le "Let's play". Il s'agira de présenter la manière dont le jeu vid
Covers the principles and strategies of privacy engineering, emphasizing the importance of embedding privacy into IT systems and the challenges faced in achieving privacy by design.
Voice chat is telecommunication via voice over IP (VoIP) technologies—especially when those technologies are used as intercoms among players in multiplayer online games. The VoIP functionality can be built into some games, be a system-wide communication system, or a third-party chat software. Voice chat in video games began in the sixth generation with the Sega Dreamcast (circa 1999). Some games, including Seaman and Alien Front Online included built in voice chat functionality, though it required an active subscription to the Dreamcast's online service, SegaNet.
A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely compete in some games for money, prizes, awards or the mere pleasure of competition and overcoming obstacles. In some countries such as the UK and Australia, the term "gaming" can refer to legalized gambling, which can take both traditional and digital forms, through online gambling.
A virtual economy (or sometimes synthetic economy) is an emergent economy existing in a virtual world, usually exchanging virtual goods in the context of an online game, particularly in massively multiplayer online games (MMOs). People enter these virtual economies for recreation and entertainment rather than necessity, which means that virtual economies lack the aspects of a real economy that are not considered to be "fun" (for instance, avatars in a virtual economy often do not need to buy food in order to survive, and usually do not have any biological needs at all).
A critical role of online platforms like Facebook, Wikipedia, YouTube, Amazon, Doordash, and Tinder is to moderate content. Interventions like banning users or deleting comments are carried out thousands of times daily and can potentially improve our onlin ...
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Defining a universal metric for Quality of Experience (QoE) is notoriously hard due to the complex relationship between low-level performance metrics and user satisfaction. The most common metric, the Mean Opinion Score (MOS), has well-known biases and inc ...
Reduced-order models are indispensable for multi-query or real-time problems. However, there are still many challenges to constructing efficient ROMs for time-dependent parametrized problems. Using a linear reduced space is inefficient for time-dependent n ...