US Gamers Spend $3.8 Billion On MMOs Yearly
eldavojohn writes "A new report from Games Industry indicates that MMO gamers in the United States paid $3.8 billion to play last year, with an analysis of five European countries bringing the total close to $4.5 billion USD. In America, the report estimated that payments for boxed content and client downloads amounted to a measly $400 million, while the subscriptions came to $2.38 billion. Hopefully that will fund some developer budgets for bigger and better MMOs yet to come. The study also found that roughly a quarter of the US population plays some form of MMO. Surely MMOs are shaping up to be a juicy industry, and a market that can satisfy people of all walks of life."
"a market that can satisfy people of all walks of life", count me out, I really hate MMOs. I might be biased though because I started playing back in the early 90's on various MUDs which were a) free and b) a lot more creative with their game mechanics. Give me a good old tabletop RPG any day of the week.
TFA seems to use MMOs and Virtual Worlds interchangeably so it seems that at least in this study, various Facebook games were probably not considered MMOs.
Sigs are too short to say anything truly profound so read the above post instead.
MMOs have a problem which is slowly creeping up on them, I guess the EQ crowd are already well familiar with it. As they release more expansions, all of which are required to play with the level capped players it becomes more and more expensive to enter the game. Over here in Aus WoW classic is about $40, Burning Crusade $50, and the latest pile of WoW is $60 - total price to enter the game is current $150 and then on top of that you pay about $24 / month to play. This means over the course of a year you will have paid out $438 and most likely only experienced the top level content. The rest will have been an endless grind of UPS/Kill/Kill+Collect quests - oh sorry, at lvl 60+ bombing quests are added to the grind. Unless you have a friend joining at the same time or one who will level with you you're stuck doing all this shitty content solo.
When the next expansion is out you will need to buy class+3 x expansions. I expect that to cost about $190 total and then subscription fees bringing one years playtime on WoW up to almost $500.
The amount of money you have to pay keeps rising, but the amount of useful content doesn't - it stays at the top level of the game. As soon as the gates are opened everyone floods out of the current top level zone and into the next, leaving only a desert behind.
All those moments will be lost in time, like tears in rain.
Privately held companies such as Zynga rarely release their financial information because they are not required to like publicly held companies are. Where are you coming up with this 'over a billion a year'? Back in April '09 the estimate was somewhere between 50 and 100 million.
http://techcrunch.com/2009/04/29/zynga-pushing-nine-figures-in-revenues-thanks-to-micro-transactions/
Did you find it in the same spot you found the revenue for EA? EA's revenue is 4.212 billion for 2009.
Hi guys, good to read your comments. I am Peter Warman, MD of gamesindustry.com, company behind the survey. Just to clarify: indeed, not 72% of 50+ play MMOs. Only 4% of female and 5% of male 50+ people play MMOs. You can see it by scrolling down the graphs here: http://www.gamesindustry.com/about-newzoo/todaysgamers_graphs_USA. The 72% accounts for all platforms. Elderly play mainly on online game portals. The money spent does NOT include Farmville or Facebook games in general. It DOES include kids MMOs/Virtual worlds such as HabboHotel and ClubPenguin. The respondents were selected from a huge panel that represents the complete nations surveyed. A lot of effort has been put in to get respondents representing the country. So we did not just ask gamers but all kinds of peopel evenly distributed across demographics. Please keep the questions coming.