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・ Online Protection and Enforcement of Digital Trade Act
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・ Online qualitative research
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Online console gaming
・ Online consultation
・ Online content analysis
・ Online Contest (gliding)
・ Online Copyright Infringement Liability Limitation Act
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・ Online creation
・ Online database
・ Online Dating Rituals of the American Male
・ Online dating service
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Online console gaming : ウィキペディア英語版
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 additional 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.
==Early attempts==
A common misconception about online console gaming is that the industry began with the introduction of the Xbox Live network on November 15, 2002. However, there were a number of predecessors which made a run at console gaming 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).〔(Sega Meganet - Sonic Retro )〕
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 developing a building following overseas but Sega decided to halt the project and decided to provide an online portal in their new console the Sega Saturn launched in 1996.〔
Satallaview, a Japan only product was launched in mid-1995 supporting the super Nintendo console. The access provided downloadable versions of hit games free to the user but required the user to download the games only at certain times through a TV antenna, in a fashion similar to recording a TV show.〔
Right around the same time as the Satallaview an American company, Catapult Entertainment, developed the Xband, a 3rd party peripheral which provided customers the ability to connect with other users and play games through network connections. The peripheral cost approximately $20 (USD) and required a monthly-fee of approximately $5.00 (USD) for 50 sessions/month or approximately $10 (USD) for unlimited use. The Xband supported the Super NES and Sega Genesis console and received good reviews but gamers were reluctant to purchase the extra equipment and with a lack of users online and the release of new consoles the peripheral soon faded into gaming history.〔
NET Link, Sega Saturn’s version of the Sega Channel provided users with new abilities including the ability to surf the web and check email from their Saturn systems and eventually online game play. However, the modem which required potential users to pay an additional $200 (USD) for the modem peripheral followed by $20 (USD) per month. Soon after its launch the NET Link failed to reach successful numbers after failing to achieve expectations for the online gaming experience promised.〔
In 1999 Nintendo decided to take another shot at online gaming with the Nintendo 64DD. The new peripheral was delayed often and only released in Japan, it provided users to connect with each other and share in-game art and designs and even play games online, after purchasing the peripheral for 30,000 yen. The 64DD failed to impact gamers as it was released shortly before Nintendo announced the release of its new console, the GameCube, and only nine games would be released supporting the new peripheral.〔"AND ON THE SEVENTH DAY, GOD CREATED XBOX LIVE.." XBOX Nation 19 (2004): 52. MAS Ultra - School Edition. EBSCO.〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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