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Thinking socially.(editor's note)

Computer Graphics World

| July 01, 2004 | LoPiccolo, Phil | COPYRIGHT 2004 PennWell Publishing Corp. This material is published under license from the publisher through the Gale Group, Farmington Hills, Michigan.  All inquiries regarding rights should be directed to the Gale Group. (Hide copyright information)Copyright

In a new report titled "Moore's Law and Electronic Games," Deloitte Research makes a bold prediction about the future of online gaming: By 2010, online games will become truly mainstream--the total number of online game players should be in the high tens of millions, and may reach as many as 150 mil lion to 200 million globally. Says Paul Lee, Deloitte's director of research and author of the report, online gaming will become so commonplace, it will recede into the background; it will no longer be reserved for the gaming elite.

Douglas Lowenstein, president of the Entertainment Software Association (ESA), shares that view. In his state-of-the-industry speech at the recent E3 conference, Lowenstein explained that for much of the last decade, we've been hearing that online games are the future. In the coming decade, he says, that future will arrive.

Is this vision likely to become reality? It would certainly seem so, if online technology and gaming trends are any indication. Here are some of the major forces converging to propel this new wave of online gaming and a look at the implications for game developers hoping to stay ahead of the curve:

Global connections: By 2010, nearly 450 million homes around the world will have broadband connectivity at speeds greater than 1Mbit/sec, according to the Deloitte study. That will be more than enough to enable robust online gaming experiences.

Online appeal: Online gaming is already surging in popularity among existing game players. Currently 43 percent say they play online games one or more hours per week, up from 37 percent last year and 31 percent in 2002, according to "Essential Facts About the Computer and Video Game Industry," from ESA.

Real players: Game players increasingly like to compete head-to-head ...

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