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Online console gaming


Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services.

The three most common networks now are Microsoft's Xbox Live, Sony's PlayStation Network, and Nintendo's Nintendo Wi-Fi Connection and Nintendo Network. These networks feature cross platform capabilities which allows users to use a single account. However, the services provided by both are still limited to the console connected (e.g. an Xbox 360 cannot download an Xbox One game).

Additional services provided by these networks include the capability of buying additional games, online chatting, downloadable content, and game demos.

During the 1990s a number of online gaming networks were introduced for home consoles, but due to a multitude of problems they failed to make a significant impact on the console gaming industry.

The first online initiative, the Sega Net Work System was a network service in Japan for people using the Sega Mega Drive. Debuting in 1990, this service worked with the Game Toshokan (literally Game Library) cartridge to download games on the console (meaning that the game will have to be re-downloaded each time). Players attached a MegaModem (modem, with a speed of 1,600 to 2,400 bit/s) to the "EXT" DE-9 port on the back of the Mega Drive, and used it to dial up other players to play games. There was a monthly fee of ¥800

Sega then brought a similar online service to North America, the Sega Channel, debuted in the winter of 1994. Sega Channel provided users the opportunity to download new games straight to their consoles with the purchase of a cartridge similar sold through General Instruments. The service cost $15 (USD) per month and at one point had over 250,000 American subscribers while also building a following overseas but Sega decided to halt the project and provide an online portal in their new console the Sega Saturn.


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