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20 Years in Gaming – 5 Breakout Trends

George Miller

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20 Years in Gaming - 5 Breakout Trends
Reading Time: 3 minutes

 

The last 20 years of gaming have undoubtedly stood as the most extensive yet experienced. With leaps in technology, this world has opened up possibilities like never before, possibilities which continue to expand with each new console and piece of gaming tech. Taking five key examples from the past 20 years, we want to look at where these originated, what made them special, and what influence they hold to this day.

PUBG: Battle Royale Genre – 2017

In the first few days of PlayerUnknown’s Battlegrounds, when it remained a mod for ARMA 3, the game was much-celebrated, but rarely embraced by the masses. Once it found its official release as a standalone product in 2017, however, the game quickly found international fame.

At its all-time peak, PUBG had over 3.2 million concurrent players, according to the official Steam Charts. It might have eventually lost the battleground popularity contest to Fortnite, but there is no doubt the genre started with PUBG.

DOTA: MOBA Games – 2004

Another game which started as a mod, Defence of the Ancients was originally a fan-made addition to Warcraft 3. Eventually proving more popular than the base game, the rights would eventually be bought by Valve, who went on to create the sequel.

Modern DOTA 2 currently stands as the most popular competitive eSports game off all time, as illustrated by the yearly tournament The International. According to the DOTA 2 Prize Pool Tracker, 2019 had over $32 million of prizes on the line, a number that since 2014, has only been growing.

Casino Gaming: Digital Betting – 2008

Despite having their start in 1996, it took over a decade for online casino games to really find their feet. Now worth close $60 billion in 2020, the expansion of this market has been near-unprecedented while showing no signs of slowing down.

Online betting games, while always popular on PC, saw significant success when translated to mobile devices. Now games like bingo are accessible to anyone and everyone, with services that focus on omni-channel solutions which have offered the most in pushing the envelope and customer-friendly engagement across multiple platforms.

World of Warcraft: MMORPGs – 2004

World of Warcraft (WoW) was hardly the first massively multiplayer online role-playing game, but it was the one which raised the public visibility of MMORPGs into the public eye. At its peak in 2012, WoW boasted a massive 12 million subscribers, bringing developers Blizzard around $180 million a month in subscription fees alone.

Even today, WoW remains popular, with many other MMOs borrowing from the patterns which it established so long ago. It might not hold the prestige it once did, but there is little doubt that Warcraft is the most influential MMO in gaming history.

Minecraft: Creative Gaming – 2009

When it comes to creative gaming, none have matched the force that Minecraft has. Originally borrowing the idea from a game called Infiniminer, Minecraft would bring people of all ages together in the pursuit to tame and then dominate their creative worlds. Both as a vanilla package and as one supported by the modding community, Minecraft offers near-endless opportunities. In fact, according to some basic math, the total hypothetical area of a Minecraft world is equal to about 8 times the surface of the earth.

Of course, given the size of modern gaming, these 5 examples only scratch the surface of what is out there. Make no mistake though, if you’ve played any digital games within the last 20 years, chances are you’ve felt the influence of this list in some way or another, and this influence is only going to grow more pronounced.

Latest News

Swansea City Teams Up with The Big Step

Niji Narayan

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Swansea City Teams Up with The Big Step
Reading Time: 2 minutes

 

Swansea City football club has teamed up with gambling harm reduction charity The Big Step in a trailblazing new partnership.

The Big Step is a football-focused gambling education project and part of the Gambling with Lives charity.

The 18-month Gambling Harms Prevention programme will be delivered by Swans’ fan Nick Phillips, himself a recovering gambling addict.

In addition to the support of the club, the scheme has also been backed by the Swansea City Supporters Trust, Swansea City Community Trust and has been positively received by local MP Carolyn Harris.

“I would like to thank the club and the supporters trust in giving us the opportunity to talk about gambling and, in particular, the harms that are attached with it,” Nick said.

“As a lifelong fan of the club, I am excited about this education project and believe it will have a significant positive impact amongst the fans and the local community.”

James Grimes, senior programme manager at Gambling with Lives and Founder of The Big Step, added: “I am so proud to announce our partnership with Swansea City, whose community scheme is renowned for improving lives.

“As a recovering gambling addict, I am passionate about preventing young people going through the same thing that I did. During 12 years of addiction, football failed to provide adequate warnings or the help that I so desperately needed.

“This partnership will show how football can be a positive social vehicle in preventing and reducing gambling harms in its community through our education, awareness and signposting work.”

Swansea City’s head of commercial, Rebecca Edwards-Symmons, said: “We are delighted to be able to lend our full support to the fine work of The Big Step.

“At Swansea City, our supporters and their welfare are at the centre of our values, so we were quick to pledge our backing to this project, which can help the lives of not just individuals, but their families and friends too.

“Aside from backing The Big Step, this season we have moved away from having a gambling company as our main kit sponsor, which allows our junior Jacks to proudly wear the same shirts as their heroes.

“These are the big steps we are making to help strengthen the battle against gambling addiction.”

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eSports

Rix.GG signs Joonas “Mognus” Salo to Rocket League roster

George Miller

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Rix.GG signs Joonas "Mognus" Salo to Rocket League roster
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Rix.GG, a new esports organisation, announces the signing of Finnish superstar Joonas “Mognus” Salo to its Rocket League roster.

Rix.GG’s Rocket League roster ahead of RLCS X Winter Split will be:

  1. Dan “Polar” Rees
  2. Lorenzo “Dead-Monster” Tongiorgi
  3. Joonas “Mognus” Salo

By signing Joonas “Mognus” Salo, Rix.GG is taking a hybrid approach to both nurture home-grown talent and bolster it with unrivaled expertise in Rocket League. Joonas “Mognus” Salo brings with him a wealth of experience, competing and winning at the highest levels of the esport. Rix.GG hopes the move will lead to the development of a winning team strategy to become one of the top Rocket League teams in the EU.

Jamie Lewis, founder, said: “We [Rix.GG] are doubling down on our efforts to build a top tier team and are delighted to have a world-class talent like Mongnus on board. We feel he is the perfect addition to our budding team.”

Ibrahim Taylor, team manager, said: “Mognus is widely regarded as one of the most capable Rocket League players, someone that has seen great success for many years at the very pinnacle of competitive Rocket League. He also gels very well with the team and the great atmosphere is clear to see. Polar and Dead-Monster are both keen to continue to improve, with the experience and history Mognus brings he is the perfect person for them to combine with to take them to new heights.”

Joonas “Mognus” Salo, said: “I’m happy to be joining Rix.GG as a new third player for its Rocket League team. They take good care of their players, so I know I’m in good hands. Immediately from the first scrim I noticed the potential that Polar and Dead-monster have. With my experience, I hope to bring more consistency to the table

and bring out the best of my teammates. It will definitely take some time, but I hope you can support me and my new team on this journey.”

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Asia

PAGCOR Considers Allowing Casinos to Operate Online Gambling

Niji Narayan

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PAGCOR Considers Allowing Casinos to Operate Online Gambling
Reading Time: < 1 minute

 

The Philippines Amusement and Gaming Corp (PAGCOR) has confirmed that it is considering a proposal to allow online gambling in casinos.

The regulator said it has received requests from operators to allow online bets from known patrons in order to reduce the financial impact of pandemic-related restrictions.

PAGCOR said the departments involved are currently conducting studies on the proposals.

The regulator is already evaluating the legalisation of streaming sabong events in authorised arenas.

An industry source said the change was likely to be made soon but only for Philippine clients.

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