Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes and have designed these systems accordingly; however, use of online games is by intrinsic motivations such as fun, relaxation, competition, achievement and learning, which considerations must drive their design.The prominence of online components within a game can range from being minor features, such as an online leaderboard, to being part of core gameplay, such as directly playing against other players.Many online games, especially MMORPG, create their own online communities, while other games, especially social games, integrate the players' existing real-life communities.
Online games are ubiquitous on modern gaming platforms, including PCs, consoles and mobile devices, and span many genres, including first-person shooters, strategy games and massively multiplayer online role-playing games (MMORPG).
as well as more graphical games, such as the flight simulator Air Warrior, released in 1987.
The rapid availability of the Internet in the 1990s led to an expansion of online games, with notable titles including Quakeworld (1996), Ultima Online (1997), Starcraft (1998), and Counter-Strike (1999).
Video game consoles also began to receive networking features, such as the Play Station 2 (2000) and the Xbox (2001).
Recent statistics begin to diminish the male domination myth in gaming culture.
Although a worldwide number of male online gamers still dominates over female (52% by 48%); In 2006, male gamers dominated female, 62% to 38%. By 2014, female gamers had just about reversed the numbers, standing 48% to 52% female to male.
Other statistic in the United State shows a dominance of female population in certain online game genres.
Gaming platform such as Raptr and Steam collect data of players during their gaming experience.
Statistics from Raptr present a list of worldwide most-played online games according to total playing time in the platform.