Monday, September 12, 2005
Conqueror in a War of Virtual Worlds - New York Times
Conqueror in a War of Virtual Worlds - New York Times
World of Warcraft is dominating the global online gaming market. "World of Warcraft has shattered earlier assumptions about the potential size of the market":
The president of Blizzard Entertainment, the maker of WOW believes that a quarter of the players may be women. World of Warcraft is truly the first real massively multiplayer online game. This is in large part due to Chinese enthusiasm for the game:
World of Warcraft is dominating the global online gaming market. "World of Warcraft has shattered earlier assumptions about the potential size of the market":
Since November, World of Warcraft has signed up more than four million subscribers worldwide, making for an annual revenue stream of more than $700 million. About a million of those subscribers are in the United States (with more than half a million copies sold this year) and another 1.5 million are in China, where the game was introduced just three months ago.
The president of Blizzard Entertainment, the maker of WOW believes that a quarter of the players may be women. World of Warcraft is truly the first real massively multiplayer online game. This is in large part due to Chinese enthusiasm for the game:
"For many years the gaming industry has been struggling to find a way to get Internet gaming into the mainstream," said Jeff Green, editor in chief of Computer Gaming World, one of the top computer game magazines. "These kinds of games have had hundreds of thousands of players, which are not small numbers, but until World of Warcraft came along no one has been able to get the kind of mainstream numbers that everyone has wanted, which is millions of players."