Online Gaming

Evolution and Future of the Online Gaming Industry

Evolution and Future of the Online Gaming Industry
Admin     18 October 2022

By offering users a reward system and the feeling of playing with their peers in a community, Quick Gaming has grown and attracted millions of members without using costly marketing campaigns.

By offering users a reward system and the feeling of playing with their peers in a community, Quick Gaming has grown and attracted millions of members without using costly marketing campaigns.

There have been video games for almost a century. The story starts in the 1950s when Ralph Baer—the genuine inventor of video games—saw a chance to popularise the idea of television consoles as televisions became more widely available and reasonably priced. In its first year, the Magnavox Odyssey game sold 130,000 units thanks to the distinctive brown box he designed.

Based on an earlier game by Steve Russell called Spacewar, Nolan Bushnell and Ted Dabney created the first arcade game Computer Space, in the early 1970s. The same year, they also formed Atari. Earlier versions of video games were developed in labs in the 1960s, but Pong, which Atari released in 1972, served as the industry's catalyst. The online gaming market has since developed further.

As a result of a technological race that started at the turn of the century, Nintendo released the Nintendo Entertainment System (NES) home console in 1985, emphasizing high-quality games and relentless marketing to win back the market. Thanks to titles like Duck Hunt, Excitebike, and Super Mario Bros., which featured Mario for the first time, the NES's enormous success helped to resurrect the console industry.

Sony unveiled the PlayStation in 1994, which increased storage space for individual games by using CD-ROMs rather than cartridges. It was the first console in history to sell over 100 million copies, but the introduction of the internet drove this industry's earnings from millions to billions.

In 2001, Microsoft made the multiplayer matchmaking and voice chat features of the Xbox Live online gaming network available to users for a monthly subscription charge. These features quickly became necessities for customers. With the 2004 release of World of Warcraft, Blizzard entered the Massive Multiplayer Online (MMO) subscription market on PCs. In 2007, MTV Games released Rock Band. After two years, Angry Bird dominated the internet. The online gaming business hasn't shown any signs of slowing down since then.

Fast forward to the present, when Virtual Reality is gaining popularity across the globe as it gets more fun and lifelike. The online gaming industry is changing due to games like Hitman 3 and Jurassic World: Aftermath, which is becoming more well-liked.

As NFTs and cryptocurrencies gain popularity, a novel idea is emerging in which specific play-to-earn online gaming platforms use NFT tokens as prizes. One such example is the blockchain online gaming ecosystem known as Quickgaming.

By offering users a reward system and the feeling of playing with their peers in a community, Quick Gaming has grown and attracted millions of members without using costly marketing campaigns. In addition, we intend to harness the decentralized nature of blockchain technology to build a crypto online gaming economy.

Quick Gaming: Word Twisting, Quick line Puzzle Game, Hold Bouncing Ball, Perfect Jumper, etc. are some of the games that the players can relish after quickly downloading them from the play store., QS games plan to launch many educational games in the upcoming years as we believe every household has a person addicted to digital playing in this modern virtual World.

Gamers want novelty and deserve it. They require new material. One of my rules as a game creator is that every game I work on has at least one element that has never been seen before.

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