The State of Online Gaming in 2018

Several decades ago and up until the early 2000s, video games were seen in a very bad light. There are people who still think it’s a mediocre and even harmful medium, but gaming is largely accepted by the general public now more than ever. Let’s peer into the state of online gaming the past year.

The Rise of Online Mobile Gaming

Smartphones have become better and better over the years with more powerful processors and clearer screens. It also helps that fast internet connection has become more affordable. These days, you can play multiplayer online battle arena (MOBA) titles such as Mobile Legends and Heroes Evolved.

Even massively multiplayer online role-playing games (MMORPG) such as Lineage and Ragnarok that started in the PC platform more than 15 years ago now have mobile versions. Players from Germany and the United Kingdom still primarily use computers for gaming, but smartphones are the dominant device on a global scale.

As expected, there is a difference among users when it comes to age. Those who were at least 46 years old were likely to use computers more while those that were younger preferred the more portable device. Even those at work have learned how to bypass VPN block just to keep playing in the office.

A Problem with Download Speeds

Consistent internet connections have made it easier to enjoy online games, but it seems that speed remains an issue. This is understandable as games get bigger in file size the more they expand the in-game world — and developers release additional content in the form of DLC for more revenue.

For example, Call of Duty: Black Ops 3 on Steam requires a whopping 100 GB of available space. The download isn’t canceled if the internet connection is off, but it still takes a long time to download. Moreover, people aren’t pleased when the downloaded game doesn’t work in the end.

The gaming industry is set to exceed expectations once again this year, especially in the field of mobile gaming. The goal now is for companies in the telecommunications industry to improve their services without jacking up the subscription rates.