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If you’ve read newspapers or watched television recently, the chances are that you’ve come across advertisements for online gaming. If you are a regular player of video games on the PC or the console, you’d be wondering what I was talking about (because most players still do not consider hyper-casual games as “video games”).

“Online gaming” is mostly used to refer to these games’ “multiplayer” component. Unfortunately, the advertisements don’t promote the same online gaming – they promote their own products, which are more often hyper-casual games with real money on the line.

Everything started with the gradual increase in Internet consumption, especially in poorer countries. (One of the major places where online casual gaming has become very popular is definitely India – with cheaper internet, more Indians are playing online games with real money rewards than ever before.) With the Internet being more accessible, more people can now come online for accessing the various possibilities granted by the Internet. (Mobile games also generate tons of revenue as compared to their PC and console counterparts.

Despite the reduction in revenue with the COVID-19 pandemic drawing to a close, games like Honor of Kings, PUBG Mobile and Genshin Impact still lead the revenue charts for traditional mobile games.) This also meant that mobile gaming would see a new decade of growth, with some games (like PUBG mobile, Call of Duty mobile, Pokemon Unite and Genshin Impact) driving the charge. (For the record, PUBG mobile generated $237.22 million worth of revenue in the month of January, showcasing how high mobile revenues can go.)

However, there was a small demand problem that needed to be addressed. While most mobile games catered to children and adolescents, you’d barely see games that were made with adults in mind. This popularized the concept of hyper-casual games, allowing all adult players to turn on, play a game, and turn it off with the click of a button.

The industry really boomed when online games started dealing with real money, as most developers started realizing the potential of hyper-casual games to promote the use of real money within online games. Real money games have now spread all across the Internet and can be seen in many places.

In fact, if you see the advertisement for something like rummy or poker from a new game developer, you’d automatically assume the stakes are played with money (If you’d want to be a part of such a big gambling community with real money on the stakes, you can visit https://www.gambleonline.co/ for seeing some part of the action).

Gambling is being taken online from the traditional casinos with their blasted jackpot machines and poker tables, and no one has any problem with it. The most significant change probably is that any amount of money can be bet – there’s no strict limit to it, allowing more and more people to get into these hyper-casual games.

(Hyper casual games make a lot more money than traditional mobile games that require a lot of effort to get into. The hyper-casual gaming population should push Asian countries like India to new heights) Mind it, not every story related to such “online gaming” is rosy and sweet. There have been cases of suicides because of the large amount of money lost through such games online.