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On the internet Activities - The Evolution

Now we see a large number of people playing online games such as for instance tetris, ping pong, mario bros, super mario etc for free but despite its history dating back to 1970s, for most people online gaming began with the explosion of Internet in 1993 and with the advent of Doom and Warcraft sometime in 1994 or 1995. This got further boost with publishers starting to include Internet connectivity to computer games in 1994-95.

The media, actually, have themselves been ignorant about online games history. In terms of they are concerned, online gaming just coincidentally happened when their advertisers started producing Internet-capable games. However it isn't so...

Early Years of development online game competition

In early 1950's an university student created a casino game much like Tic-Tac-Toe for a class project to be played on dinosaur computers of those times filled with cathode ray tubes for the screen display. The 1960's had MIT students programming a casino game called "Space war" that would be played with two people over an ancient network. The late 1960's brought the initial "real" video games like table tennis and shooter games.


The 70s - the game begins

Serious online gaming began with the initial interactive online game called ADVENT. In reality networked gaming got conceptualized with ADVENT. Networked gaming had users playing against each other in a online fantasy world. The initial networked game was called Mazewar, a casino game which involved networked players traveling by way of a maze and attempting to kill one another.

Next came the interpersonal interaction in a multi-player environment. The initial such game was called DUNGEN. DUNGEN had players competing against each other to accomplish some quests. DUNGEN supplied with new settings and players each time an individual logged on.

The late 1970's saw the start of game craze with increased and more households getting computer savvy. As a natural corollary, people started writing their own games for the house computers. These programming hobbyists traded and sold these home-grown games in local markets.

 
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