The Future of Internet Gaming: Industry Growth and Trends
This paper examines the rapid growth of the online gaming industry in the early 2000s, projecting its trajectory over the following five years. It surveys the expanding market — from PC and console gaming to online casinos — and discusses the role of broadband technology in enabling high-resolution, multiplayer experiences. The paper also explores Hollywood's growing partnership with game developers, the demographic targeting of teenagers and young adults, and the emergence of subscription-based virtual communities like The Sims Online. It concludes with a brief reflection on the social risks of gaming addiction, illustrated by the widely reported death of EverQuest player Shawn Woolley.
- Introduction: The Rise of Online Gaming: Internet evolution drives explosive online gaming growth
- Market Size and Industry Players: Billion-dollar projections and major competing companies
- Broadband, Consoles, and Accessibility: Broadband and EA spending fuel gaming expansion
- Casino Gaming and Online Gambling: Nevada and Atlantic City legalize online casino gaming
- Hollywood Crossovers and Movie Tie-In Games: LucasArts and studios merge cinema with gaming
- Future Trends and the Next Five Years: Subscription models, graphics, and console crossovers ahead
- Social Impact and Conclusion: Addiction risks and player responsibility in online gaming
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What makes this paper effective
- The paper grounds its claims in specific statistics and contemporary sources, lending credibility to its market projections and industry observations.
- It covers multiple dimensions of online gaming — economic, technological, demographic, and social — giving the argument breadth appropriate for an industry overview.
- The inclusion of a real-world case study (Shawn Woolley's death) adds a human dimension and provides a counterweight to the paper's otherwise optimistic market analysis.
Key academic technique demonstrated
The paper uses survey-style argumentation effectively, synthesizing multiple journalistic and industry sources to build a coherent picture of a fast-moving market. This technique — assembling evidence from trade publications, news outlets, and conference data — is characteristic of applied business and media analysis writing at the undergraduate level.
Structure breakdown
The paper opens with a brief historical framing of the Internet before pivoting to market data on online gaming's growth. It then examines specific sectors — broadband-enabled console gaming, online casino gambling, and Hollywood partnerships — before turning to future projections and closing with a short ethical reflection on gaming addiction. Each section is loosely organized around a theme rather than a formal argument, typical of an industry-survey essay.
Introduction: The Rise of Online Gaming
The Internet has come a long way from the days of UNIX commands and inter-office emails. Beyond the burden of endless spam mail, the Internet has become a staple in households across the world, where people can shop from the comfort of their own homes and educate themselves on world events and cultures.
In the new millennium, with online gaming evolving at a remarkable pace, the industry is growing at an alarming speed (Bahlmann, 2002) and shows no signs of slowing. According to CNet (Becker, 2002a), the then-current $210 million gaming industry was projected to reach $1.8 billion by 2005. Interestingly, there was no single dominant company in online gaming at the time — a fact reassuring to a public that already found itself with limited operating software options.
It is hard to imagine the economy being in decline when the gaming industry was posting such incredible figures. The long-term effects the gaming industry would have on overseas travel and box office sales were expected to fluctuate over the following few years, with factors related to job preservation ultimately deciding how people would spend their discretionary income.
Market Size and Industry Players
It is no secret that electronic games are big business. In 2001, $6.35 billion worth of video and computer games were sold at retail. An additional $196 million came from subscription fees to online games (Croal, 2002a). Popular free and pay-to-play services on sites like Yahoo! and MSN offered everything from board games to multiplayer arenas for commercially purchased PC games. In these spaces, players could connect with others around the world — often competing in games such as SWAT 3, the hugely popular Half-Life: Counter-Strike, or racing titles like Hot Pursuit.
A number of service providers joined the market, including AOL, which launched a service allowing its members to play new game releases exclusively before they became available to the general public (Moran, 2002). Unlike the free offerings from Yahoo! and MSN, these games were specifically designed for the online environment and would no doubt encourage avid gamers to subscribe to AOL in order to access them.
Sony's PlayStation 2 was projected to account for 72% of global console sales by the end of 2002 (Greenspan, 2002), with the average user being 23 years old. Games were being actively marketed toward an age bracket that included teenagers, and within a few years it would become clear which demographic was dominating Internet usage — and online gaming in particular. Teenagers were expected to remain a significant revenue source, especially as more DVD releases were timed to coincide with game launches, such as Reign of Fire, which carried a Teen rating.
Broadband, Consoles, and Accessibility
The onset of broadband technology helped open doors for major companies such as EA and Sony, which were already entering the online gaming arena with user-friendly gaming websites and the PlayStation 2's ability to connect to the Internet. Sony's EverQuest series received significant media attention in connection with the death of 21-year-old Shawn Woolley, who committed suicide shortly after playing the game (Miller, March 2002).
One might have expected such early negative publicity to dampen public interest, but EA found itself spending twice as much per game as it had six years prior (Salter, 2002), with its revolutionary approach to graphics drawing fans of sports simulations and first-person shooter titles.
Broadband and DSL connections made it easier to play high-resolution graphics online, and companies like Sony and Microsoft were making internet gaming more accessible to their console markets (Becker, 2002b). More than likely, a large crossover of console games appearing on the Internet would follow, with titles potentially available for free (Burnham, 2002). How this would affect the relative cost of console games versus PC games remained to be seen.
References
Bahlmann, B. (2002). Internet gaming: Understanding the attraction. Alopa Networks.
Becker, D. (2002a). Resetting online gaming's future? [Online]. CNet.
Becker, D. (2002b). [Online gaming accessibility report]. CNet.
Burnham, P. (2002). Report: Online gaming reaching critical point. Game Market Watch.
Croal, N. (2002a). Sims family values. Newsweek.
Croal, N. (2002b). [The Sims Online feature]. Newsweek.
eProductivity. (2001). Statistics [Online]. eProductivity.
GameStop. (2002). Releases [Online]. GameStop.
Greenspan, R. (2002). Gaming industry serious business. Internet News.
Mariano, G. (2001). Atlantic City makes a gamble for online betting [Online]. CNet.
Miller, S. A. (2002, March). Death of a game addict. Milwaukee Journal Sentinel.
Moran, J. (2002). AOL launches new online gaming area. Game Market Watch.
Morrison, M. (2002). World Internet gaming summit. Strategic Research Institute.
Salter, C. (2002). Playing to win. Fast Company.
Smith, H. (2001). Marketing Las Vegas: Child's play. Las Vegas Review-Journal.
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