Wednesday, March 28, 2007

Street Fighter and The King of Fighters in Hong Kong: A Study of Cultural Consumption and Localization of Japanese Games in an Asian Context

by Benjamin Wai-ming Ng

Introduction
The electronic game is one of the most globalized but little-studied forms of Japanese popular culture.[1] Japanese arcade games, home console games and handheld console games have dominated the world market since the mid-1980s. [2] Hong Kong is one of the consumption centres of Japanese electronic games in Asia. As John Fiske points out that just as readers can become "active readers" by adding new meanings to cultural products (Fiske 1989, p.32), Hong Kong game players, businessmen and artists have been turning Japanese games into Hong Kong-style Japanese games and other forms of hybrid culture in terms of the rule of playing, the making of crossover cultural products as well as specific languages translated, used or created. As one of the first studies on the subject of Japanese games in Asia, this paper examines the reception and domestication of Japanese games in Hong Kong through a case study of Street Fighter (SF) and The King of Fighters (KOF), the two of the most popular arcade games as well as combat games in the world. & #12288;Both games have had a significant impact on Hong Kong popular culture and the Hong Kong entertainment industry. Hong Kong artists and players have been selectively and creatively incorporating elements of Hong Kong commercial movies, martial arts novels and comics, as well as lower-class slang and behaviour into these two Japanese games. Examining the history of SF and KOF in Hong Kong, the making of new rules and jargons by Hong Kong players, and the adaptation of these two games into Hong Kong comics from historical and cultural perspectives, this study aims to deepen understanding of the dynamic force of localization and transnational cultural flows in forging Asian popular culture. Data about SF and KOF were gathered from newspapers, magazines and the internet, interviews with game players, arcade game shopkeepers and editors of game magazines, as well as on-site observation and participation.
The History of Street Fighter and The King of Fighters in Hong Kong
The history of Japanese arcade games in Hong Kong can be traced to the 1970s. In these early years, small game centres equipped with first-generation arcade games such as Pac-Man and Space Invaders mushroomed across the entire territory. In the 1980s, Japanese games became dominant at Hong Kong game centres. In 1987, Capcom, a leading Japanese game software company, introduced Street Fighter (SF1) to Hong Kong and it became an instant success. Newman (2002) argues that "the pleasures of videogame play are not principally visual, but rather are kinaesthetic" (p. 2). This idea can be applied to SF1. Despite its primitive program and character designs and unsophisticated graphics, SF1 won the hearts of the players with an innovative control system (such as the use of separate keys for punching and kicking and the joystick for choosing direction, jumping or hiding) that later became the model for other two-dimensional combat games including the KOF and Samurai Spirit series. Street Fighter's draw also helped popularize the term hissatsuwaza (literally "sure-kill technique", the most powerful fighting skill) among young people in Hong Kong. [3] Game players in Hong Kong added elements of Chinese martial arts to SF1 by perpetuating the rumour that there was a hidden hissatsuwaza called yiyangzhi (single yang finger), a term borrowed from popular Hong Kong martial arts novels by Jinyong. There was a time when Hong Kong game players were absorbed with finding and discussing this hidden move. This shows that the localization of Japanese combat games started from the very beginning of their introduction to Hong Kong.
Street Fighter 2 (SF2), launched in 1991, created an unprecedented arcade game craze in Hong Kong. The game represented a breakthrough in control system, stage and graphic designs, drawings and music (Kent, 2001). It became the most popular arcade game in Hong Kong in the early 1990s. Many small-sized game centres had nothing but SF2 games. The queue was always long for SF2. Street Fighter 2 competitions were held frequently by various organizations in different parts of Hong Kong. Local game magazines focused their reports on SF2. Characters and terms of this game were adopted in Hong Kong comics, movies and Cantonese pop music (Chen, 2002). For example, the Hong Kong comic artist Situ Jianqian, used Ryu, Ken and Chun Li, the three major characters of the SF series, in his comic, Supergod Z: Cyber Weapon (1993). After receiving a warning letter from Capcom, Situ changed their names, but kept the character designs (see Figure 1) (Situ, 1993).

The Games Economists Play - Implications of Economic Game Theory for the Study of Computer Games

by : Jonas Heide Smith

Abstract
It is a source of confusion that economists for decades have worked on "game theory" while studying economic behaviour. However, while not focused on games in the recreational sense this perspective does provide a highly meticulous complementary framework for the understanding of computer game structure and player behaviour. This article attempts to extract useful analytic concepts and insights from economic game theory and to give suggestions for how these might be put to concrete use in the study of computer games. A non-technical introduction is given, the framework is applied to computer games, a brief case study is performed and finally ideas for future research are presented.
Introduction
Studying games, as Jesper Juul (2001) puts it, is a "repeatedly lost art." There are those, however, who for the last many decades have devoted careers to the study of games in a somewhat special sense. These individuals, known to their peers as game theorists, can be said to have placed computer game theorists in a hard spot. Since the label is occupied, it is only by risking confusion that the term game theory can be used as a label for work on electronic entertainment of the ludic persuasion. What, then, do these economic game theorists do?
Imagine, for instance, two children sharing a cake. The rule is that the one who does not cut the cake gets to choose first. Now, assume that the cutter wants to maximize his share of cake and that he expects the other child to share this preference. He will do his best to cut the cake exactly in half.
Such an analysis, although extremely simple, implies a game theoretical perspective. We assume that the people involved desire the best possible personal outcome and are aware (on some level) of the perspectives of the other participants. By "game" we are not referring to any recreational sense of the word but to strategic interaction between agents ("game theory," henceforth, refers to this special perspective).
Phrased in such general terms, game theory is as old as social theory. In an informal version, but one logically akin to modern thinking, it found application in the study of human behaviour among the so-called contract theorists Thomas Hobbes (1588-1679), John Locke (1632-1704) and Jean-Jacques Rousseau (1712-1778) as they discussed the rationale behind individuals drawing up a "social contract." And it has seen use among a variety of writers attempting to analyse successful gambling strategies.
More formally, we can think of game theory as the systematic study of the relationship between rules, choice and outcome in competitive situations. Two main branches exist. Analytical game theory is the analysis of games played by non-empirical players; that is "ideal" players who may be endowed with any characteristics, which can be modelled. These players need not accurately correspond to real-world people and such work is only open to critique to the extent that the math involved is wrong. They are experiments in logic, not models of the real world. On the other hand, behavioural game theory is the study of actual human players as they are confronted with precisely defined games. In this branch, researchers study how people make choices and navigate social conflicts (Camerer, 2003). The birth of game theory in its modern form is commonly said to be the publication of Johan Von Neumann and Oskar Morgenstern's Theory of Games and Economic Behaviour in 1944. The ideas put forth in this volume relied on complex mathematics with the ambitious goal of providing a solid scientific foundation for the discipline of economics. This work was expanded upon in the years to follow, reaching political science in the late 1960s and evolutionary biology in the early 1970s.
This article is split in three parts. First, key issues and concepts in game theory are introduced. Second, the general implications of applying a game theoretical framework to games are presented and discussed. And finally, a case study of the strategy game Age of Kings (1999) is made, exemplifying how game theory may be applied in the analysis of games.
Key Concepts in Game Theory
This section introduces game theory focusing on those issues, which are most relevant to computer game studies. The format here is informal in the attempt to impart the logic of the perspective rather than the exact details. The next section will relate the issues to computer games.
Game theorists attempt to provide precise descriptions of situations of conflicting interests in order to study the behaviour that such a conflict would (or, in some cases, should) elicit from rational agents. Players are assumed to consider the position and perceptions of other players while forming their strategies. Alternatively, players may be seen as merely thoughtlessly adapting their strategies over time. The latter is assumed when games are played between non-human actors (algorithms, bacteria, etc.). The games studied by game theorists are usually those in which players are unable to enter into binding agreements. This branch is known as non-cooperative game theory and constitutes by far the larger portion of the entire field.
Technically, a strategy here is a plan for dealing with all possible actions of other players. I will return to the concept of strategy below in the discussion of how game theoretical concepts map onto computer games. As opposed to less sophisticated conceptions of human behaviour, game theory is decidedly social. In human conflict situations there is rarely one context-independent best strategy. What works well depends on the actions of others. And since these actions depend on perceptions, game theory takes into account that agents expect each other to have certain interests, and to do their best to attain them.
In order not to confuse issues, there is an important distinction to be made between payoff (measured in points, dollars or the like) and the personal joy gained through a game. The game theoretical concepts described in the following make sense in relation to game-internal payoff only. When considering pay-off in a broader sense, things become much more complex. For instance, one may consider it quite a victory to last for 30 moves against a Chess grandmaster. Or imagine introducing a favourite board game to a child. In this case, one may actually want to lose the first round in order to encourage the child's interest. Also, in darkened arcades many Space Invaders players will have considered their scores highly gratifying even though the game may be technically impossible to win.
Thus, when trying to explain and predict actual player behaviour one may have to examine the personal motivations of players for doing what they do. A somewhat simplistic way of understanding the scope of (analytical) game theory as regards computer games would be to say that it applies to the extent that players try to achieve the goals presented by the game. It is crucial to remain aware that the "rationalism" implied in the approach is at best a useful approximation and that the accompanying assumptions about player behaviour are non-trivial.
Four characteristics of games are of particular interest: 1) The number of players, 2) the sum type, 3)whether the game is repeated and 4) the existence and type of equilibria.
Number of Players
Game theory works with either two-person games or games with more than two players, termed n-player games. An important difference between the two types, apart from the complexity of the mathematics involved, is the fact that coalitions may form between players of n-person games affecting the game dynamics. Since we are concerned with opposing interests, a player in this perspective needs not be a single person but can be a nation, a football team or a pair of Bridge partners.
In certain cases, game theory addresses situations where a single agent is effectively playing against the environment or "nature." In these so-called parametric models or "games against nature," the player is trying to optimize his or her outcome against an opponent who is oblivious to the player's choices. However, such situations are only indirectly thought of as within the domain of game theory as they are the subjects of standard economics.
The most famous among the key two-person games is "The Prisoner's Dilemma"-- "the game that launched a thousand studies" (Kollock, 1998 p.185; see also Axelrod, 1984 ; for a popular account see Poundstone, 1992). The game, explained below, is often considered a fundamental model for the study of conflict and its simplicity and potential scope has earned it a place in textbooks within a truly wide range of fields (Smith, 2002). Briefly, the Prisoner's Dilemma is a situation in which two people are faced with a temptation to act in their personal interest disregarding the interest of the other person. However, if they both choose this (individually rational) course of action they will both be worse off than if they had cooperated.
This well-known game is illustrated below. Each player, let's call them Bob and Alice, must choose between one of two options: Cooperate or defect.

Friday, March 23, 2007

Mobile "juegos" in Spain


by : Morgan Collins

Mobile gaming is proving popular in Spain as subscribers are benefiting from improved mobile technology and faster connection speeds. Can bingo benefit?
While 38% of Spain's 44 million residents have access to the internet via fixed line, Spain also has one of Europe's largest mobile communications markets in Europe, with current statistics showing 109% penetration.
Couple that with Spain's love of skill games or "juegos" and their propensity to gamble (again one of the largest gambling markets in Europe, with some 30 billion euros spent on gambling in 2006 according to national statistics) you can see the potential for the games market and in particular the future growth potential in the mobile gaming market.
The majority of Spain's broadband users could only access around 1mb/s in 2006 and for many the average speed was much less. This is due to the lack of investment and renewal of fixed line technology. Telefonica who own most of the fixed lines and who lease them to service providers like Ya.com or Spantel, have failed to invest in fixed line technology, and the nature of their telephone lines has been the common reason why many have only been able to receive low bandwidth.
Many of Spain's residents who live outside main towns or cities also fail to receive high speeds (indeed many even fail to obtain adsl at all) as the distance from the central exchange point causes attenuation on lines. Without investment in repeaters or exchange points, residents are now turning to internet access via mobile phones or USB modems as a faster and more reliable way of connecting to search the internet or play games.
Together with Vodafone (one of the three main operators of mobile communications in Spain) and Nortel, recently investing heavily in 3.6 megabit 3G communications technology for Spain, users are now able to access speeds averaging around 2mb/s, faster than the average fixed line bandwidth speeds in other major European countries.
The higher speeds allow greater variation in services, and one of the major services provided to mobile users is online gaming.
Nokia NGage, who recently undertook a survey of mobile gamers in Europe, state that 77% of Spanish subscribes play games on their mobile at least once per week, with some 14% at least once every day.
64% of mobile users in Spain play games on the move, more so than at home which is only 50%. Multiplayer gaming is becoming more popular with 17% currently accessing multi-player games each week and averaging 28 minutes sessions.
Silicon Seeds (an online mobile games site) also claim that Spain is the second biggest market in Europe for downloading mobile games.
Movilenio's Ludo was the best-selling mobile game for Vodafone Spain in December 2005, and was featured on the Vodafone Live portal for weeks.
Bingo is another multi-player game which is proving popular in Spain, though while growth in registrations in particularly fast, actual cash play is proving much more difficult to accomplish as it seems the Spanish much prefer free-play games. Perhaps this is also due to Spain's lack of confidence in providing credit card details over the internet or over the air. However, it is not thought to be too long before bingo will be offered over the air to mobile subscribers as e-gaming magazine report recent further development of mobile bingo and casino games from some of the big mobile gaming development companies.
So while countries like the UK and Sweden continue the fastest growth of bandwidth capabilities together with online bingo gaming offerings, the future for online bingo in Spain is certainly more mobile.
About the Author
Written by Morgan Collins for Juega Bingo Ya an online bingo site for Spanish residents.


Poker Games - Multi-player mayhem


by : Morgan Collins

Online poker sits above all other online games or multi-player games in terms of revenues and turnover. But where does it fit in a social sense - should it be classed alongside the likes of other browser based games or other casual online games?
The online PC games market topped $1bn in the West in 2004/5 and is expected to pass $2bn in 2007. Growth is currently being driven by an increase in the speed of broadband offerings, allowing the increase in pay-per-play browser gaming, and multi-player online games which have both improved in quality and variation, and are now reaching a wider audience than ever before.
Coupled with the resumption of growth within the online advertising market which broke the 1$ billion barrier in 2006, as well as the successful introduction of new models such as games service subscriptions, the longer term broadband games-on-demand services are expected to make a huge and ever increasing contribution to online sales and internet growth.
Pay-per-play browser gaming, where users pay to enter skill-based games and tournaments to compete for cash and other prizes, is the hottest of the online gaming sub-sectors.
A $35m market only three years ago, pay-per-play gaming reached $137m in 2003 and is forecast to grow at an impressive compound annual growth rate of 40 per cent to 2007 to become the second largest online gaming sub-sector behind multi-player gambling games; producing a multi-million dollar industry.
The multi-player online market continues to grow, defying industry scepticism. Continued expansion will come from existing online games as well as a range of high profile releases expected over the next two years. Europe, which has a relatively untapped multi-player online game market, will become the largest growth opportunity as the North American market approaches saturation, and has also been disabled by the recent introduction of the online gaming act, preventing banks from accepting monies from players accessing multi-player gambling sites. The increasingly busy release schedule will also lead to over-supply issues and the re-appraisal of current models and pricing strategies.
While most online gaming still remains a predominantly male activity, growth within the casual games market and casual gambling games, is being driven by women, and in particular middle-aged unemployed women. What many have termed the 'bored housewife' market! Most single casual online gaming sub-sector is now dominated by female gamers, from pay-per play to casual games subscriptions, with some game operators reporting female to male ratios as high as 70:30.
Some broadband companies are also gaining market revenues through the deployment of streamed games-on-demand services. Lessons are being learnt about how to effectively operate such games-on-demand services and the market should show good growth rates over the next few years, driven by expanding broadband demand.
So where does online poker games fit into all of this?
Well, in terms of revenue it is untouched. For example, of the ?50 billion in UK gambling revenues, the total online gambling revenues in the UK in 2006 were around ?660 million, with an estimated growth for 2007 of around ?1.5 billion. Of those online revenues, in 2006 online poker claimed the fastest growth compared to that of 2005, with around ?1 billion revenues estimated for 2007. Worldwide, poker turnover exceeded ?12 billion in 2006.
Online poker itself is deemed to be a multi-player online game, but it can also be classed as a pay-per-play browser game, as you do pay for each card game you play.
However, should online poker be put in the same brackets alongside other multi-player or browser based games when it comes to the social and psychological effects that come with attached?
This has been a debate that has raged for many years as those in favour of poker deem it to be a game of skill and strategy, not unlike other pc games.
Certainly these types of multi-player games that offer the chance to win money for competing in tournaments are no different to offering a teenager the chance to win a prize for competing against someone during a fantasy game or role playing game. They each entice players to part with their money and both can be seen as skill games.
However, poker has always been classed as a form of gambling. It will remain thus until the problems of gambling addiction and anti-social effects can be understood and tackled.
One thing is for sure; online poker will continue to provide those who operate and form part of its industry with revenues that leave pc games operators drooling.
About the Author
Written by Morgan Collins for IPN Poker.com. Online poker games for UK players, operated by St Minver Ltd and Boss Media software. Please retain resource links.


Bingo Games Online - no more the bored housewife


by : Morgan Collins

Whoever coined the marketing phrase "bored housewife" would probably be lynched if he were ever to expose himself to the internet world. I say "himself" with intent as no women would surely have used a phrase of this kind. A phrase which has been used countless number of times to describe a demographic of females who use a computer or the internet in some way or another.
This phrase typifies the level of stereotyping and male dominance amongst the internet and perhaps still in today's society. Why not the bored "househusband" or indeed, why use bored at all?
Perhaps it used to be the case that people, or more particularly women, only used the internet if they had time to spare and no idea of how to fill it. Or perhaps women were described as bored because they were "apparently" at home all day while the husband was "supposedly" at work smoozing with the boss, or some ghastly client in order to gain a career boost or salary increase.
However, as the world changes so does the demographic of people using the internet. The vast amount of possibilities available online has brought a wider audience and in particular, a wider scope of female user. Women are being targeted more so by online businesses where they are seen to be key to the level of trust that an online or e-commerce site needs to build its business upon. To again use a clich鬠women are said to hold the purse strings in many relationships. However, it is now proven that they are also more likely to research and seek reviews of products or services before purchase. And where better to do this than the internet.
Internet statistics show that women are currently dominating the online industry in terms of page views and variation of product purchase. Take healthcare as an example. Of the 66% of women in America who go online, 74% of these research health topics. The potential for marketing to these sites is there to be seen.
Take online bingo gaming also for example, where women are shown to make up to around 70% of the customer base to sites like Chit Chat online bingo or casual gaming sites, where women are said to provide the fastest growth area (some 65%) in a market where the turnover is said to be around ?2 billion in the UK alone.
Or take the online travel market which is said to be around ?5 billion in the UK and $60 billion in the US. Again which 60% of the customer base are women, intent on using these sites as a serious guide to purchasing hotels, travel and accommodation.
So it is clear that the women who frequent the aforementioned sites cannot be bracketed as bored housewives.
So how better to describe this demographic in today's world?
Women who use the internet are being taken as a demographic with serious commercial opportunities, not just because they like to use shopping or e-commerce sites, but because they visit a plethora of other sites which offer a product, a service or review, and potentially some other for of entertainment.
This is due to their apparent diligence and sense of commercial awareness in researching and gathering data and being more responsible before letting go of their hard earned money.
It was previously thought that men had a better understand of computers and the internet and were therefore more likely to use one. However, this has changed as 80% of households in the UK will own a computer by the end of 2007 and 65% of home users will be female.
So women are no longer the bored housewife but more the sensible shopper, in an online industry where building trust is paramount to gaining commercial success and commercial success comes from enticing shoppers to loosen the purse strings... of which most women are likely to hold!
About the Author
Written by Morgan Collins for the International Bingo Network. Online bingo games for players around Europe. Resource links must be retained.

Gibraltar Gaming Companies


by : Morgan Collins
Gibraltar has a lot to offer in the wake of the US restrictions on gambling companies. While the US industry was virtually wiped out overnight, Gibraltar and the rest of Europe are set to profit.
As the fallout in the wake of the US law which bars Americans from making payments to online gaming companies continues, non-US firms are continuing to shake the international gaming industry.
Gibraltar, where many international online gaming companies reside, has not been able to escape the fallout.
However, following recent set-backs in December 2006, with significant job losses at companies such as 888.com, Party Gaming and Mansion, Gibraltar's gaming industry does not seem to be dented irreparably and confidence in the long-term future of these companies looks bright.
However pessimistic recent media reports have been, the US law which came into force in November (effectively wiping out a billion dollar industry overnight), the impact on Gibraltar's gaming industry has not been has hard as many first feared.
December's developments shook companies like 888.com, one of Gibraltar's biggest employers. 888.com recently sacked 140 staff and this news created a wave of new uncertainties among staff of other companies. Despite dismissal of a third of 888's staff, its CEO claims that it is in a strong position to help maintain staff levels through takeovers of some smaller competitors based outside Gibraltar. So far, rumours are rife that 888 will itself become target of a takeover by one of Britain's biggest gambling firms, Ladbrokes.
Further sackings or redundancies are likely to be on the cards on a smaller scale as many companies seek to re-invest in European markets and change their strategy moving forward. In the next few months also, it is likely that there will be more rumours of mergers and acquisitions.
These redundancies or mergers are likely to have little impact on the 1600 employees of gaming companies, or Gibraltar's tax revenue from the 15 or so licensed internet gambling firms, which for the year 2006 was some 10 million.
Plans for a multi-lingual betting service and a massive promotional drive to attract global punters have been accelerated by Part Gaming in its response to the US law.
As the biggest of the Rock's gaming operators, it lost 70 percent of its business following the US law. In the first half of the year Party Gaming achieved profits of over $150 million from operations outside the US and has probably secured the jobs of most of its employees for the time being.
St Minver, another of Gibraltar's large gaming employers, who operate multi-lingual bingo, poker and casino products under a white label online bingo and poker games strategy, have not been affected by redundancies or profits during the US fallout as 100% of its operations were European based.
In fact, its strategy of white labelling has proven to be successful in Europe, where it is difficult to obtain a gambling licence, and where large brands such as Virgin in the UK, and Ramblers in Russia can take advantage of the experience, infrastructure and player liquidity that St Minver has obtained.
All in all the long-term prospects of Gibraltar and its gaming industry looks bright. Certainly Europe can benefit from the number of companies with a Gibraltar gaming licence, wishing to tap into players who have yet to experience online poker, bingo or casinos.
About the Author
Written by Morgan Collins for St Minver Ltd an white label online bingo and poker games operator for brands wishing to launch online bingo, casino or poker.

Baccarat Money Management


by : john waltzer

Baccarat is often considered to be a risky online casino game because no matter what you bet, you are ultimately always going to lose money to the house in the long run. This is because all baccarat uk online casino games have that house advantage of 1% . This is certainly true of popular online gambling houses such as the william hill casino, the ladbrokes casino and the littlebrooks casino
As a casino game online it is best to look at Baccarat as a way of making a big short term win. This means knowing when to stop gambling. Knowing when to stop is a crucial part of online casino gambling money management. Knowing how to manage your bankroll when you are playing Baccarat at an online casino is the only way to turn your bets into investments. Money management doesn't mean you have to stop playing all together. It is about finding the discipline to know when to stop when you are on a losing streak.
The worst type of gamblers at an online casino who "tilt." Tilting is slang for a player that has bet wads of money and only has a few bucks to get it all back. This player is emotional and not making decisions based on what he or she knows about the house odds. This emotional tug to keep playing is how most people end up losing all of their bankroll in an online casino game.
Part of money management is knowing the basic rules of baccarat. This includes the basic odds, rules and betting methods. A good UK online casino will also post plenty of information right in the virtual gaming room telling you what the house advantage is and how much the online casino takes as a percentage from your win. Usually a UK online casino such as the William Hill casino or the Littlewoods casino takes only 5% on a bet against the bank. Knowing this you might discern that it is better to bet on the Player as there is no fee given to the house.
One trick that many expert gamblers use to manage their bankroll in an online casino is to divide their bankroll into several portions. These portions of money are then each assigned to a different player. The idea that a table in an online casino is "hot" is an illusion. You should always travel from table to table even when play in a Uk online casino to up your odds of winning over the long term. A table that is hot is not likely to keep winning. Only losing cards would be left in the six decks that are used to play online Baccarat.
The bottom lien is the odds are not in your favor when playing Baccarat in an online casino. Even the most experienced UK online players only make about $10 an hour as they go through the wins and losses of several hands. Being realistic is the best way to manage your bankroll at an online casino. Nobody wins thousands of dollars overnight playing Baccarat!
Net and Online Casinos
Internet has brought about a sea change in how gaming is now a days. The root of all Internet casino games online is the offline or land based casinos. Unlike the offline casinos, the casinos online have remarkable flexibility and are in a constant phase of development. The gaming software both online and downloadable will go a sea change in time to come as programmers work their minds and come up with greater variation and combination to make gambling more alluring and exciting. The Internet has become the most popular means for people to play bingo game and online casino game on the net. The game played in an online gaming or gambling sites (as it is also known) country wise is named as US Slot in USA online or French Roulette in France and in United Kingdom is known as UK bingo or UK casino online.
Online Games
Not only does the Internet enable you to play various exciting Internet versions of online bingo, roulette, slot, and crap but also help make interaction across the Net world possible with online chat among experienced and newbie. The chatrooms offer great place to share information and enhance the expertise of the players. Internet casino sites allow you to play casino games or gambling on the web.
New Technology
The new technology has brought in downloadable software (from site) to play games or you can play games online from the software that is installed there on the site itself. The online casino sites offer various Internet gambling games like bingo online, keno, craps, online blackjack, roulette, poker, and online slot. These are very popular games on the Internet and are played for jackpot, bonus, and cash rewards. You can win big cash money from deposits at some online bingo portals on Net.
Gaming Resources
Take assistance of gambling aid like article on strategies, tip, advice, rules, news reviews. Keep tab on offers for information on latest updates and promotions in casino gambling in UK and worldwide. There are various types of portals on Net to play casino online that offer free gaming or gambling, free game, cash bonus, rewards, jackpot, fortune and no deposit gaming. Many portals on gambling online offer directories of online casino sites and online casino halls offering online roulette, online bingo, craps online, online black jack game, online slot, and video slot.
Fun Gambling on Internet
Free gaming site is the best for betting on Internet. Free gamble on Net is thrilling to play, and you can win fortune get cash rewards, bonus, and a big jackpot. Learn about gambling strategy, rules from experts and old hands.
Cyber Chatting
The chat rooms allow online chat for gamblers on Internet. Cyber chatting is an added attraction for online bingo players as it helps them develop new relationships. It again helps you by providing an interaction with a gaming expert. It is truly an exhilarating feeling to hit the jackpot in an online bingo game and have someone interesting from the chat room congratulate you on a great gaming fortune.
About the Author
I am john a freelance content writer and Web Designer with deep interest in online casino gambling. I have written many articles and published many of them online. I have designed website on online bingo.