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CHAPTER-1: UNDERSTANDING OF ONLINE GAMING

INTRODUCTION

Games are entertainment for every age group. Kids as well as adults like to play games in their
leisure or due to their stressful work life. Some of the games whether online or outdoor have the
ability to de-stress the person through its captivating features which creates the interest & the
urge to play more.

In the history of games there were a number of games which were played from a span of Vedic
era. These Indian originated games were also passed on to other countries as they found it very
interesting and mind refreshing games such as chess, snakes and ladders, ludo, martial arts, judo,
and karate. However, games like Judo, Karate, Badminton which is known as ‘battledore and
shuttlecock’ in England originated in India.

It had also been seen that in the Indian history of the games in the era of epic Mahabharata,
Ramayana, Rigveda the game of dicing, archery, horse riding, swimming, wrestling, etc. Was
very popular among men.The game of Chaupar was also very well known in this age which was
also a cause of the epic Mahabharata. During the excavation of Harappan Civilization wooden
blocks,marbles & dice, wooden toys, etc. Were found which shows that people used to play with
these props.
As seen in past years the gaming industries developed in the entertainment world as well as in
the commercial sector. However, the development of gaming in the commercial sector was seen
in the 1970s with the arrival of video games which were first generation display games. In the
United States, the majority of university computers had preinstalled video games in the 1950s
and 1960s, the first video game commercialized in the year of 1972 this was the first home video
game the Magnavox Odyssey1 which sold 130,000 units in its first year. A lot more video games
were invented and developed over the span of time as the demand for such games increased.

Research Questions:-

1. The current legal framework in India pertaining to gaming lacks clarity and consistency,
resulting in confusion and uncertainty among the gaming industry players and potential
investors.

2. The legal ambiguity surrounding certain forms of gaming in India, such as online rummy
and poker, has led to a lack of regulation and oversight, potentially creating a breeding
ground for illegal activities.

3. The Indian govt.’s approach to regulating gaming has a significant impact on the growth
and profitability of the gaming industry, particularly in terms of taxation and licensing
fees.

4. The rise of esports and online gaming platforms in India has brought about new
challenges and opportunities for the legal framework governing gaming, particularly with
respect to player safety and data protection.
5. The Indian legal system’s enforcement mechanisms for gaming-related offenses, such as
gambling and money laundering, are not sufficiently robust, leading to inadequate
deterrence and potential harm to society.

6. The potential benefits of a clearer and more consistent legal framework for gaming in
India, including increased foreign investment, job creation, and economic growth,
outweigh the potential costs and risks associated with such regulation.

Hypothesis: -

H0: There are no need for an effective laws for online gaming in India.

H1: There is a urgent need for an effective laws on online gaming in India.
1“The History of Gaming – an Evolving Community” Techcrunch.Com (31/10/2015).

1.1 Historical background and Development


1.2
In ancient times people used to play ordinary games with basic props like stones and pebbles,
cart wheels,etc. By passing of each era games got upgraded swiftly in new and more exciting
versions.

Human intellect is very powerful and creative as it imagines various things and does a lot of hard
work to put it in the real picture. Such as comic books, picture or art books, novels, etc. Are the
creation of human intellect. There are a variety of books, novels and comics available which
includes mystery , horror stories, sci-fi arts,etc. These books and comics also encouraged people
to make films or movies based on it. However, Space war is the first movie based on the space
war comic which became so popular by the time2. Later on in the 1960s, MIT got inspired by the
movie and introduced the first video games played on computers3.

Gaming has indeed come a long way since its early days, and the rise of mobile technology has
played a significant role in its expansion and popularity. The convenience and widespread
availability of smartphones and tablets have made gaming more accessible to a larger audience,
including people who may not have considered themselves gamers in the past.4

The gaming industry has evolved into a multi-billion-dollar industry, rivaling or even surpassing
other forms of entertainment like movies and music. The development of advanced graphics,
immersive storytelling, and online multiplayer capabilities has contributed to the growth of the
industry and its integration into popular culture.5

The reference to Angry Birds is an example of how gaming has permeated various age groups
and demographics. Mobile games like Angry Birds achieved unprecedented success and became
widely recognized, even among those who were not traditionally associated with gaming.6
2 Jonas Medin and Erik Persson, “Seven Generations of Gaming” University of Sweden,
School Of Economics & Management (2009).
3

3“Understanding Video Gaming” Essential Introduction, New York Review Report (1960).

4 “The History of Gaming – an Evolving Community” Techcrunch.Com (31/10/2015)


5

5ibid 6ibid.

The statistics about the percentage of Americans who identify as gamers and the number of
households with gaming consoles highlights the widespread adoption of gaming in the United
States. Gaming has become a mainstream form of entertainment enjoyed by people from all
walks of life, transcending age, gender, and socioeconomic boundaries.7

Overall, the gaming industry’s journey from its humble beginnings to its current status as a
dominant force in the entertainment world is a testament to its continued evolution and
innovation.8

Further, after the launch of the first home setup of video games in 1972 the gaming industry has
seen a jumpstart in their business and industry started developing since then. Later, in the year of
1985 the NES came into big picture by bringing in the games like Duck hunt, Excite bike and the
introduction of the most popular and most played game Mario in Super Mario Bros9.

1.2 Gaming Generations

With the increasing demand and interest of the majority in the world of games, various
companies and brands around the world started manufacturing and launching the best versions of
their own prior production. By the variation of dimensions in the industry of gaming every
generation came with a number of competitors which also seek hype in the economy in the
market. Further, this industry was bifurcated into two distinct categories one deals with the
hardware production and the other one deals with software developing. The history of gaming is
generally divided into several “generations” that represent different eras of gaming technology
and trends.
7ibid.

8ibid.

9Editorial, “Evolution of Gaming Industry”, Outlook.

While there is no exact agreement on how many generations of gaming there are, the following
is a commonly accepted overview:

1. First Generation (1950s-1970s): This era is characterized by early experiments with


simple games on mainframe computers and the introduction of arcade games and home
console systems like the Atari 2600.

2. Second Generation (Late 1970s-Early 1980s): This era saw the rise of home computers
like the Commodore 64 and the introduction of more advanced arcade games like “Space
Invaders” and “Pac-Man.”
3. Third Generation (Mid 1980s-Early 1990s): This era was dominated by the introduction
of 8-bit and 16-bit home consoles like the Nintendo Entertainment System and the Sega
Genesis, which brought more advanced graphics and gameplay to home gaming.

4. Fourth Generation (Early-Mid 1990s): This era saw the introduction of 32-bit consoles
like the Sony PlayStation and the Nintendo 64, which brought even more advanced
graphics and gameplay to home gaming.

5. Fifth Generation (Mid-Late 1990s): This era saw the introduction of 64-bit consoles like
the Sega Dreamcast and the Sony PlayStation 2, as well as the rise of PC gaming and
online gaming.

6. Sixth Generation (Early-Mid 2000s):This era was characterized by the introduction of


more powerful consoles like the Microsoft Xbox and the Nintendo GameCube, as well as
the rise of mobile gaming.

7. Seventh Generation (Late 2000s-Early 2010s):This era saw the introduction of more
advanced consoles like the Sony PlayStation 3 and the Microsoft Xbox 360, as well as
the rise of motion-controlled gaming and online gaming.

8. Eighth Generation (Mid 2010s-Present):This era is characterized by the introduction of


even more powerful consoles like the Sony PlayStation 5 and the Microsoft Xbox Series
X/S, as well as the continued growth of mobile gaming and online gaming.

CHAPTER 2: LITERATURE REVIEW


2.1 Article by TechCrunch Early Stage, The History of Gaming: An Evolving
Community:

Gaming has become a popular entertainment industry since its commercial birth in the
1950a as a technological oddity. Mobile technology has revolutionized the industry &
opened the door to a new generation of gamers, with 42% of americans being gamers
&⅘ of U.S. households having a console. With the passing of time the gaming industry
has developed in an incredible way, which also includes the economic betterment of the
society. As per the study , Dr. Edward Uhler Condon unveiled the first game machine at
the New York World’s Fair in 1940, which was a precursor to the ancient mathematical
game of Nim& it was played by over 50,000 people & won over 90% of the games.36

2.2 Thesis by Jonas Medin & Erik Person, University of Sweden, Generations of
gaming:

The subject matter of this study or thesis is focused on the Gaming Generation as it is the
key factor which shows the drastic changes in every generation & also discusses its
failures. The customer segment has evolved significantly since the 1970s, with strategic
movements from Nintendo being one of the biggest changes in the seventh generation.
These changes have allowed the industry to remain competitive in the market, with
Nintendo staying ahead of the competition. Firms must identify the factors that need to be
addressed in the future generation in order to remain competitive. By looking back at the
past generations, we can identify the key question for firms to decide what factors are
needed.37

2.3 Journal by Computer & Video Game Archive in Duderstadt Center:

As per the study, the different stages of the gaming industries have been discussed in this
journal, which also describes the various phases of gaming consoles and how it changed
through time. Further, the differences have been seen in every generation like
36 “The History of Gaming – an Evolving Community” Techcrunch.Com (2015).

37 Jonas Medin and Erik Persson, “Seven Generations of Gaming” University of


Sweden, School Of Economics & Management (2009)

In the gaming pattern , consoles, development and variety of games, evolution of video
games,etc. However every gaming company upgraded its version in comparison with
other gaming companies. The interest towards games is not only a concern of children,
rather adults between the age group of 21-27 or above also showed their interest in the
games. Rather it could be said that instead of children adults are more fond of gaming
which does help in relaxing in their busy work schedule.

HAPTER 3: UNDERSTANDING METAVERSE

3.1 INTRODUCTION OF METAVERSE

The concept of the Metaverse, as you described, refers to a virtual world or environment
that transcends traditional online experiences by combining various technologies to create
a synthetic universe. It allows people to immerse themselves in a virtual space using
virtual reality (VR) headsets or augmented reality (AR) goggles, enabling them to
interact with the environment and others in a more engaging and immersive way.

The term “Metaverse” is derived from the combination of the prefix “meta-“ (indicating
transcending or going beyond) and the word “universe.” It signifies a connected and
integrated virtual realm that is linked to the physical world. While the Metaverse is still
largely a concept and not fully realized, the idea is to create a seamless and
interconnected digital space where people can live, work, and engage in various
activities.

In recent times, the Metaverse has gained significant attention and interest worldwide.
Many companies are exploring its potential and adopting the concept as part of their
business strategies. They aim to build their own Metaverse platforms and provide
consumers with captivating and interactive experiences. It offers opportunities for
individuals to enhance their virtual interactions with loved ones and for businesses to
offer innovative and immersive services to their customers.

Overall, the Metaverse represents a futuristic vision of a digital universe that combines
virtual and physical elements to provide a rich and dynamic experience for users. While
the concept is still evolving, it holds great promise for shaping the future of how we
interact with technology and each other.

In the heyday of Pong & Tetris online gaming has advanced significantly. Broadband
connectivity & sophisticated visual processing have made gaming an industry worth
billions of dollars that has given rise to several of the greatest & most popular
entertainment brands ever. The virtual world is a new edge that is emerging as technology
develops. Users can completely & thoroughly engage with one another & their
environment in the virtual world known as the Metaverse. It promises to transfer

The way people enjoy leisure & play video games 39. The goal behind virtual worlds
gaming is to create a shared virtual environment where individuals may connect &
partake in a variety of activities, including interacting with others gaming & even
transacting commerce.The concept of the metaverse has indeed gained a lot of attention
and excitement in recent years. The potential it holds to reshape human experiences and
create immersive virtual worlds is quite significant. However, it is important to note that
the term “metaverse” is still evolving, and there are different interpretations and visions
of what it could be.

The metaverse, as described, offers a virtual world where people can collaborate, explore,
and engage in various activities. It has the potential to provide limitless possibilities for
creativity, social interaction, learning, entertainment, and more. People could access this
virtual world from the comfort of their own rooms or through various devices.

While the benefits of the metaverse are often highlighted, it is crucial to consider the
challenges it may present. Developers and stakeholders need to evaluate and address
these challenges to create a metaverse that is inclusive, safe, and engaging for all users.

In order to better understand the potential impacts of the metaverse on individuals,


consulting with various health professionals is a valuable step. Psychologists, therapists,
neurologists, and general physicians can provide insights into how the metaverse might
affect people’s mental well-being, cognitive functions, and overall health. Their expertise
can contribute to the development of guidelines and safeguards that ensure the metaverse
is designed in a way that promotes positive experiences and mitigates any potential
negative effects.

It is important to approach the development and implementation of the metaverse with


careful consideration and responsible design. As with any emerging technology, there will
be ethical, social, and psychological implications that need to be addressed to ensure a
balanced and beneficial integration of the metaverse into our lives. Ongoing

39 “Metaverse Gaming” Blockchain Smart Solutions (2023).

Research, collaboration, and interdisciplinary dialogue will be crucial to navigate these


challenges and make the most of the potential benefits the metaverse may offer.

Metaverse gaming in contrast to conventional online games provides a more holistic &
captivating experience that melds the virtual & physical worlds. Innovative technologies
like virtual reality &real world augmented reality i.e. VR & AR respectively allow users
to connect with the simulated setting using physical gestures & motions which is
frequently used in the development of metaverse video games. A genuinely immersive
experience that makes players feel like they are a real part of the virtual world which is
intended40. However, personalizing the player’s character which is also termed as Avatar
& their virtual world is one of the key factors of Metaverse gaming.
Players have access to a wide selection of Avatars which might be customized with
various outfits,haircuts& other accessories. They may also design & build their own
virtual locations including houses, stores or entire towns.41 On a range of gadgets
including PCs, gaming consoles &cellphones,Metaverse games might be played.
Although players may select a gadget that seems comfortable for them for their usage as
it increases access as well as versatility in terms of gaming. In general, playing video
games in the metaverse delivers a distinctive & thrilling gaming experience free from real
world limitations. As developments in technology occur it might anticipate seeing an
increase in numerous metaverse games created & providing players with a genuinely
immersive & captivating simulation game42.

Metaverse gaming offers countless opportunities for developing games & playable
mechanisms since it is not constrained by the tangible limitations of the actual
world.Games are anything which exceed the limits of what can be accomplished in
conventional gameplay may result as a result of this being more inventive &
imaginative.43

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