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NetBet Enterprises Ltd.
NetBet Tipo Empresa Privada Sede Pietà, Malta Produtos Apostas Website oficial //br.netbet.com/
O site NetBet é operado pela NetBet 🌈 Enterprises Ltd.
com sede em Malta e está em funcionamento contínuo desde 2001,[1] oferecendo serviços de apostas diversos.
A NetBet foi pioneira 🌈 como operadora de apostas a patrocinar um time de futebol brasileiro,[2] após o governo federal sancionar a MP 846 relacionada 🌈 às apostas de quota fixa no Brasil em 2018.[3][4]
Fundada oficialmente em 2001 e incorporada em julho de 2006, começou a 🌈 operar sob a empresa Cosmo Gaming Company Ltd.
,[5] mas manteve a marca NetBet.
Posteriormente, a Cosmo Gaming Company passou a se 🌈 chamar NetBet Enterprises Ltd, mas ainda é possível ver seu nome antigo no rodapé de algumas páginas.[6]
A NetBet é uma 🌈 plataforma online de apostas internacional que oferece seus serviços em diversos idiomas como espanhol, inglês, japonês, alemão, francês, português, dentre 🌈 outros, a depender das opções selecionadas.
Opera legalmente pela Malta Gaming Authority MGA[7] e pode ser acessada tanto em navegadores web 🌈 como em seu aplicativo, disponível no Brasil via Google Play.[8][9]
Ao sancionar a Lei 13.
756/18, o governo possibilitou que apostas de 🌈 quota fixa sejam feitas legalmente por meio da internet,[10][11][12] mas ainda está em estudos como será feita a localização das 🌈 empresas, que devem movimentar R$7 bilhões por ano, gerando impostos.[13][14]
A NetBet iniciou a divulgação de seus serviços de apostas desportivas 🌈 localizados em português brasileiro em janeiro de 2019 ao patrocinar o time Fortaleza da série B do Brasileirão.
[15] Em 2019, 🌈 a empresa fechou contrato com o time até então série A do campeonato, Vasco da Gama, renovando-o para 2020[16] e 🌈 também patrocinando Red Bull Bragantino, outro time série A até então.
[17] Em novembro de 2019, o campeão peso-pesado na UFC, 🌈 lutador de MMA Junior Cigano virou embaixador da marca e estampou promoções relacionadas.
[18][19] Em novembro de 2020 a NetBet se 🌈 tornou patrocinadora master do BJJ Stars, maior torneio de Jiu-Jitsu brasileiro e fechou parceria com a Liga Universitária São Paulo.[20]
Dentre 🌈 diversos patrocínios internacionais, em 2019 a NetBet lançou campanhas publicitárias itinerantes em táxis, tendo 750 táxis pretos revestidos com a 🌈 marca NetBet, ocupando as ruas de Londres[21].
Em 2020, uma campanha parecida foi realizada com uma média de 300 ônibus[22], também 🌈 em Londres.
A NetBet também patrocinou diversos times no esporte, como o OGC Nice em 2014[23], Steaua Bucaresti em 2015[24], AS 🌈 Saint-Etienne e Hamilton Academicals em 2016[25][26].
Alexandre Ruiz, jornalista esportivo francês de longa data na BeIN Sports, se tornou embaixador da 🌈 NetBet na França em 2014, se estendendo ao menos até 2021[27].
Daniel Bravo, jogador de futebol francês que jogou pelo Paris 🌈 Saint-Germain, AS Monaco e Olympique de Marseille, atuou como embaixador da marca NetBet na França de 2012 a 2014[28][29].
Em 2016, 🌈 a NetBet assinou um contrato de seis anos com o provedor de jogos Playtech, em um acordo que incluía exclusividades 🌈 em conteúdo com a Playtech.[30]
A NetBet trabalha em conjunto com serviços de aconselhamento para o vício em apostas e permite 🌈 que jogadores estabeleçam limites de depósito e controle de acesso para si mesmos.
O site também oferece versões demo de jogos, 🌈 que podem ser jogados sem apostar dinheiro real, além de proibir o registro de menores de 18 anos.[31]
Em 2016, na 🌈 Conferência de Jogos da Europa Central e Oriental (CEEGA), a NetBet ganhou o prêmio de Melhor Operador de Apostas Esportivas 🌈 Online e seu provedor, a SBTech ganhou o melhor Provedor de Apostas Esportivas[32][33].
Em 2017, a NetBet foi indicada para o 🌈 prêmio iGB Affiliate Award como Melhor Programa de Afiliados em língua estrangeira (não inglesa)[34].
Em 2020, a NetBet foi indicada para 🌈 o Prêmio EGR como Operadora de Produto Interno[35].
A NetBet e outras empresas do mesmo segmento de apostas sofreram um impacto 🌈 negativo em 2016 por publicidade em vídeo tratada como enganosa[36].
A ASA condenou os anúncios de outras cinco organizações de jogos 🌈 de apostas por retratar o resultado dos jogos de apostas online como uma forma de aumentar riquezas, sendo assim, a 🌈 ASA decidiu que o anúncio não deve aparecer novamente e que a NetBet deve garantir que toda a publicidade futura 🌈 não enalteça o jogo de tal forma[37].
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Video game of multiple players
"Multiplayer" redirects here. For other multiplayer games, see Game § Multiplayer
A multiplayer video game is a 🫰 video game in which more than one person can play in the same game environment at the same time, either 🫰 locally on the same computing system (couch co-op), on different computing systems via a local area network, or via a 🫰 wide area network, most commonly the Internet (e.g. World of Warcraft, Call of Duty, DayZ). Multiplayer games usually require players 🫰 to share a single game system or use networking technology to play together over a greater distance; players may compete 🫰 against one or more human contestants, work cooperatively with a human partner to achieve a common goal, or supervise other 🫰 players' activity. Due to multiplayer games allowing players to interact with other individuals, they provide an element of social communication 🫰 absent from single-player games.
History [ edit ]
Some of the earliest video games were two-player games, including early sports games (such 🫰 as 1958's Tennis For Two and 1972's Pong), early shooter games such as Spacewar! (1962)[1] and early racing video games 🫰 such as Astro Race (1973).[2] The first examples of multiplayer real-time games were developed on the PLATO system about 1973. 🫰 Multi-user games developed on this system included 1973's Empire and 1974's Spasim; the latter was an early first-person shooter. Other 🫰 early video games included turn-based multiplayer modes, popular in tabletop arcade machines. In such games, play is alternated at some 🫰 point (often after the loss of a life). All players' scores are often displayed onscreen so players can see their 🫰 relative standing. Danielle Bunten Berry created some of the first multiplayer video games, such as her debut, Wheeler Dealers (1978) 🫰 and her most notable work, M.U.L.E. (1983).
Gauntlet (1985) and Quartet (1986) introduced co-operative 4-player gaming to the arcades. The games 🫰 had broader consoles to allow for four sets of controls.
Networked [ edit ]
Ken Wasserman and Tim Stryker identified three factors 🫰 which make networked computer games appealing:[3]
Multiple humans competing with each other instead of a computer Incomplete information resulting in suspense 🫰 and risk-taking Real-time play requiring quick reaction
John G. Kemeny wrote in 1972 that software running on the Dartmouth Time Sharing 🫰 System (DTSS) had recently gained the ability to support multiple simultaneous users, and that games were the first use of 🫰 the functionality. DTSS's popular American football game, he said, now supported head-to-head play by two humans.[4]
The first large-scale serial sessions 🫰 using a single computer[citation needed] were STAR (based on Star Trek), OCEAN (a battle using ships, submarines and helicopters, with 🫰 players divided between two combating cities) and 1975's CAVE (based on Dungeons & Dragons), created by Christopher Caldwell (with artwork 🫰 and suggestions by Roger Long and assembly coding by Robert Kenney) on the University of New Hampshire's DECsystem-1090. The university's 🫰 computer system had hundreds of terminals, connected (via serial lines) through cluster PDP-11s for student, teacher, and staff access. The 🫰 games had a program running on each terminal (for each player), sharing a segment of shared memory (known as the 🫰 "high segment" in the OS TOPS-10). The games became popular, and the university often banned them because of their RAM 🫰 use. STAR was based on 1974's single-user, turn-oriented BASIC program STAR, written by Michael O'Shaughnessy at UNH.
Wasserman and Stryker in 🫰 1980 described in BYTE how to network two Commodore PET computers with a cable. Their article includes a type-in, two-player 🫰 Hangman, and describes the authors' more-sophisticated Flash Attack.[3] Digital Equipment Corporation distributed another multi-user version of Star Trek, Decwar, without 🫰 real-time screen updating; it was widely distributed to universities with DECsystem-10s. In 1981 Cliff Zimmerman wrote an homage to Star 🫰 Trek in MACRO-10 for DECsystem-10s and -20s using VT100-series graphics. "VTtrek" pitted four Federation players against four Klingons in a 🫰 three-dimensional universe.
Flight Simulator II, released in 1986 for the Atari ST and Commodore Amiga, allowed two players to connect via 🫰 modem or serial cable and fly together in a shared environment.
MIDI Maze, an early first-person shooter released in 1987 for 🫰 the Atari ST, featured network multiplay through a MIDI interface before Ethernet and Internet play became common. It is considered[by 🫰 whom?] the first multiplayer 3D shooter on a mainstream system, and the first network multiplayer action-game (with support for up 🫰 to 16 players). There followed ports to a number of platforms (including Game Boy and Super NES) in 1991 under 🫰 the title Faceball 2000, making it one of the first handheld, multi-platform first-person shooters and an early console example of 🫰 the genre.[5]
Networked multiplayer gaming modes are known as "netplay". The first popular video-game title with a Local Area Network(LAN) version, 🫰 1991's Spectre for the Apple Macintosh, featured AppleTalk support for up to eight players. Spectre's popularity was partially attributed[by whom?] 🫰 to the display of a player's name above their cybertank. There followed 1993's Doom, whose first network version allowed four 🫰 simultaneous players.[6]
Play-by-email multiplayer games use email to communicate between computers. Other turn-based variations not requiring players to be online simultaneously 🫰 are Play-by-post gaming and Play-by-Internet. Some online games are "massively multiplayer", with many players participating simultaneously. Two massively multiplayer genres 🫰 are MMORPG (such as World of Warcraft or EverQuest) and MMORTS.
First-person shooters have become popular multiplayer games; Battlefield 1942 and 🫰 Counter-Strike have little (or no) single-player gameplay. Developer and gaming site OMGPOP's library included multiplayer Flash games for the casual 🫰 player until it was shut down in 2013. Some networked multiplayer games, including MUDs and massively multiplayer online games (MMOs) 🫰 such as RuneScape, omit a single-player mode. The largest MMO in 2008 was World of Warcraft, with over 10 million 🫰 registered players worldwide. World of Warcraft would hit its peak at 12 million players two years later in 2010, and 🫰 in 2024 earned the Guinness World Record for best selling MMO video game.[7] This category of games requires multiple machines 🫰 to connect via the Internet; before the Internet became popular, MUDs were played on time-sharing computer systems and games like 🫰 Doom were played on a LAN.
Beginning with the Sega NetLink in 1996, Game in 1997 and Dreamcast in 2000, game 🫰 consoles support network gaming over LANs and the Internet. Many mobile phones and handheld consoles also offer wireless gaming with 🫰 Bluetooth (or similar) technology. By the early 2010s online gaming had become a mainstay of console platforms such as Xbox 🫰 and PlayStation.[citation needed] During the 2010s, as the number of Internet users increased, two new video game genres rapidly gained 🫰 worldwide popularity – multiplayer online battle arena and battle royale game, both designed exclusively for multiplayer gameplay over the Internet.
Over 🫰 time the number of people playing video games has increased. In 2024, the majority of households in the United States 🫰 have an occupant that plays video games, and 65% of gamers play multiplayer games with others either online or in 🫰 person.[8]
Local multiplayer [ edit ]
A LAN party
For some games, "multiplayer" implies that players are playing on the same gaming system 🫰 or network. This applies to all arcade games, but also to a number of console, and personal computer games too. 🫰 Local multiplayer games played on a singular system sometimes use split screen, so each player has an individual view of 🫰 the action (important in first-person shooters and in racing video games) Nearly all multiplayer modes on beat 'em up games 🫰 have a single-system option, but racing games have started to abandon split-screen in favor of a multiple-system, multiplayer mode. Turn-based 🫰 games such as chess also lend themselves to single system single screen and even to a single controller.
Multiple types of 🫰 games allow players to use local multiplayer. The term "local co-op" or "couch co-op" refers to local multiplayer games played 🫰 in a cooperative manner on the same system; these may use split-screen or some other display method. Another option is 🫰 hot-seat games. Hot-seat games are typically turn-based games with only one controller or input set – such as a single 🫰 keyboard/mouse on the system. Players rotate using the input device to perform their turn such that each is taking a 🫰 turn on the "hot-seat".
Not all local multiplayer games are played on the same console or personal computer. Some local multiplayer 🫰 games are played over a LAN. This involves multiple devices using one local network to play together. Networked multiplayer games 🫰 on LAN eliminate common problems faced when playing online such as lag and anonymity. Games played on a LAN network 🫰 are the focus of LAN parties. While local co-op and LAN parties still take place, there has been a decrease 🫰 in both due to an increasing number of players and games utilizing online multiplayer gaming.[9]
Online multiplayer [ edit ]
Online multiplayer 🫰 games connect players over a wide area network (a common example being the Internet). Unlike local multiplayer, players playing online 🫰 multiplayer are not restricted to the same local network. This allows players to interact with others from a much greater 🫰 distance.
Playing multiplayer online offers the benefits of distance, but it also comes with its own unique challenges. Gamers refer to 🫰 latency using the term "ping", after a utility which measures round-trip network communication delays (by the use of ICMP packets). 🫰 A player on a DSL connection with a 50-ms ping can react faster than a modem user with a 350-ms 🫰 average latency. Other problems include packet loss and choke, which can prevent a player from "registering" their actions with a 🫰 server. In first-person shooters, this problem appears when bullets hit the enemy without damage. The player's connection is not the 🫰 only factor; some servers are slower than others.
Asymmetrical gameplay [ edit ]
Asymmetrical multiplayer is a type of gameplay in which 🫰 players can have significantly different roles or abilities from each other – enough to provide a significantly different experience of 🫰 the game.[10] In games with light asymmetry, the players share some of the same basic mechanics (such as movement and 🫰 death), yet have different roles in the game; this is a common feature of the multiplayer online battle arena (MOBA) 🫰 genre such as League of Legends and Dota 2, and in hero shooters such as Overwatch and Apex Legends. In 🫰 games with stronger elements of asymmetry, one player/team may have one gameplay experience (or be in softly asymmetric roles) while 🫰 the other player or team play in a drastically different way, with different mechanics, a different type of objective, or 🫰 both. Examples of games with strong asymmetry include Dead by Daylight, Evolve, and Left 4 Dead.[10]
Asynchronous multiplayer [ edit ]
Asynchronous 🫰 multiplayer is a form of multiplayer gameplay where players do not have to be playing at the same time.[11] This 🫰 form of multiplayer game has its origins in play-by-mail games, where players would send their moves through postal mail to 🫰 a game master, who then would compile and send out results for the next turn. Play-by-mail games transitioned to electronic 🫰 form as play-by-email games.[12] Similar games were developed for bulletin board systems, such as Trade Wars, where the turn structure 🫰 may not be as rigorous and allow players to take actions at any time in a persistence space alongside all 🫰 other players, a concept known as sporadic play.[13]
These types of asynchronous multiplayer games waned with the widespread availability of the 🫰 Internet which allowed players to play against each other simultaneously, but remains an option in many strategy-related games, such as 🫰 the Civilization series. Coordination of turns are subsequently managed by one computer or a centralized server. Further, many mobile games 🫰 are based on sporadic play and use social interactions with other players, lacking direct player versus player game modes but 🫰 allowing players to influence other players' games, coordinated through central game servers, another facet of asynchronous play.[13]
Online cheating [ edit 🫰 ]
Online cheating (in gaming) usually refers to modifying the game experience to give one player an advantage over others, such 🫰 as using an "aimbot" – a program which automatically locks the player's crosshairs onto a target – in shooting games.[14][15][16] 🫰 This is also known as "hacking" or "glitching" ("glitching" refers to using a glitch, or a mistake in the code 🫰 of a game, whereas "hacking" is manipulating the code of a game). Cheating in video games is often done via 🫰 a third-party program that modifies the game's code at runtime to give one or more players an advantage. In other 🫰 situations, it is frequently done by changing the game's files to change the game's mechanics.[17]
See also [ edit ]
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