Emotive Internet Emotive Internet Emotive Internet is a concept that describes the Internet as a new emotional public space, particularly serving as a space for the social sharing of emotions. It also considers the Internet as an expressive medium that allows identity construction and representation online. This can be demonstrated in the way emotional responses are now integrated into online vocabulary and interactions. The concept is also linked to emotional analytics and emotion-sensing applications, particularly those technologies that power the Internet of Things (IoTs) such as smart home devices, which has the capability to store and process the user's emotional profile to
Online console gaming is part of the Xbox 360 to Xbox One backwards compatibility program). Additional services provided by these networks include the capability of buying additional games, online chatting, downloadable content, and game demos. The earliest experiments relating to online connectivity on game consoles were done as far back as the early 1980s. Dial-Up internet connectivity was made available through the use of special cartridges, along with an adapter, most notably the GameLine for the Atari 2600 and the PlayCable for the Intellivision. Services like these did not have multiplayer online gaming capability, but did allow users to download games from a