This document outlines the evolution of social gaming from single-player arcade and console games to massively multiplayer online games. It traces the development from solitary gamers in the 1980s playing on TVs, to LAN parties and internet cafes in the 1990s that allowed small online multiplayer experiences, to globally connected online games in the 2000s that merged social and digital worlds. Now, games are live 24/7 with millions of concurrent players worldwide and social networks integrate gaming as a primary activity, showing how gaming has transitioned from an isolated hobby to a large-scale social phenomenon.
2. OUTLINE The Alone Gamer Home Networks : The First Meeting With Others Networks In Internet Cafe : The Second Meeting With Others Online Internet Games : The Wire Is Reach To So Far The Player Change the Game World Game 2.0 : The Wolf Joined to Herd 24 Hours Online Games and 24 Hours Online Gamers
3. The Path of Revulation To explain the historical development of gaming world from the TV arcade games to social games on Internet with milestones.
4. The Alone Gamer Before 1990’s there is a joystick on box and the gamer is alone on the screen of Tvor Monitor.
5. Home Networks The gamers come together in same home or apartment to play games. The Games multiplayer models are very limited. The games are created for Sinle player modes.
6. Networks In Internet Cafe In this stage, the person who don’t has a computer in home became computer gamer. The game not played in only one monitor and the gamer is not alone The teams were called gang and the players are no more alone as before.
9. The games are more complex and also easy to reach game from anywhere.
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11. Game 2.0 : The Wolf Joined to Herd The teenagers and also the mature people had a second life that lives in digital world. The gamer started to live in the game. Each wolf of game is strongly joined the Herd consist of players that plays a same game in world
12. 24 Hours Online Games and 24 Hours Online Gamers Before the online games, game finished in thesame day.But now, Game lives and continue 24 hours a day. Knight Online, WOW ( World of WarCraft),Silkway, Metin2. Knight online has more than 10 million active members, WOW has 12 million active members
13. According to surveys that, the social network users spend their %50-60 times to play a game Economic aspects of social game: There are more than 400.000.000 player in social networks.(5-10 USD from each users)
14. In the next years: The population of game and gamers will be more crowded. The game addictives will taste a more complex. The age that people start to play social games will decrease. The game status will affect the real life more than now. (king of game –respectful)
15. The social and online game sector economically will increase as exponentially. These market will also be additional income for housewives. The people will spend more time in social games. The social game items will be more valuable in real life. And social affects.