Virtual Worlds Are Worth 1 Billion Dollars
IronWilliamCash writes with a link to a BBC article letting us know some unsurprising news: Massively Multiplayer games are a Billion dollar industry here in the west. They're worth even more in countries like China, South Korea, and Taiwan, but the recognition of the MMOG genre's appeal in Western nations is quite laudable. "Games such as World of Warcraft and worlds like Habbo Hotel are fast becoming "significant platforms" in the converged media world, the report said ... Revenues from subscriptions to MMOGs will hit $1.5bn by 2011. But the growth in MMOGs remains limited compared to developing markets such as video on demand, which is expected to be worth $11.4bn from revenues in four years' time." The article goes on to cover the diversification of the genre and the rise of casual titles in the Massive space.
They're only worth what someone will pay for one.
But don't let that get in the way of sensationalist headlines.
Lets see, 8.5 million WoW subscribers * ~$12/month * 12 months = ~$1.2 Billion.
There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
...before the government starts taxing MMOs.
Virtual Worlds Are Worth 1 Billion Dollars
... muahahahaha ...
1 Billion
I wonder how much SL is worth right now? I mean if someone was to go into their server room with a hatchet and some butane, is there even a way to re coop the "investment"?
Just seems all speculative to me, its more of a service industry. Though, it does make me wonder when or how governments will start to tax this.
I expect that MMORPGs will evolve into the second most popular form of entertainment within ten years. It is likely that the developers of MMORPGs will become as significant as television content creators (studios) are.
In the land of the blind, the one-eyed man is usually crucified.
What? Habbo Hotel? Even their website states they only have like 3,750 users online. I'm not sure that was the best example.
Small potatoes make the steak look bigger.
Virtual Dr. Evil: Okay, here's the plan. We get the administrator logins and then hold the virtual world ransom for... 250 MILLION Linden Dollars!
Virtual Number Two: [clears virtual throat] Sir, strictly speaking, a million dollars will not go very far these days. Second Life denizens alone make over 2,250 billion Linden Dollars a year.
Virtual Dr. Evil: Really? Okay then... we hold the virtual world ransom for 25,000... BILLION Linden Dollars!
Knowledge is how to play a game, intelligence is how to win, wisdom is knowing what game to play.
Depends on how much they've got backed up in their colos, I guess.
WoW has its place in the MMO world. It keeps the munchkins in one place.
Blizzard can have their business. I'm staying with EQ/EQ2/Vanguard, games which actually require a bit of thought to play, rather than mindless clicking on a gold farmer's PayPal store.
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A quick search on google tells you that the second most popular online world RuneScape, hasn't broken a million active accounts yet. Dungeons and Dragons online, Vanguard Saga of Heroes and Lord of the Rings online are just a few of the overhyped games said to be the next World of Warcraft, we all know now that most of them turned out to fail at that rather misserably. I don't think it's the popularity of the Warcraft universe, but rather their inability to deliver a package which was a complete as people new to MMOs expected.
Complete not just as in a finished almost bugfree game, but also complete as in what you feel when you play through the games gameplay, if everything you see on your screen feels like it belongs visually in the world and so on. - All those things were nailed down by Blizzard in World of Warcraft, and I can understand why people would expect that of any MMO, but in my ten years of MMOing I've never seen anything deliver a package as complete as World of Warcraft, and I doubt I will unless it comes from Blizzard - so it makes me wonder just how much the market can expand.
Parent is really all that needs to be said about tax in the US.
Check out my sysadmin blog!
Ran across this site a while back before WoW launched and it has been fairly regularly updated, check out that WoW impact on the 120k+ chart :)
http://www.mmogchart.com/
https://comerford.net
Harpoon would do great as a MMOStrategyGame.
Typical of a general media story that uses sensationalist dollar amounts with no backing, and particularly no definition of what that really means - is the in game assets worth real world money or are the subscriber income worth significant revenues to the game owners? True that some games give players the ability to farm income and convert to real world money - but how much of that is comparable to a real days work for real money??? I play Unification Wars at http://www.gamestotal.com/ which has almost a million players these days, and they promote in-game assets and bonuses worth actual dollar amounts. The way I play though it takes many days worth of turns to earn a donation-point (worth one real dollar)... I suppose we all benefit when these stories bring in more players...