Skip to main content

Massively Multiplayer Online Games Growing

According to the Hollywood Reporter, Wall Street, video game console makers, and game publishers have expressed enthusiasm for massively multiplayer online games (MMOG) since the advent of consoles that connect online to the Internet in 2002.

Their optimism is fueled by Vivendi's example: its MMO game "World of Warcraft" boasts 6.5 million subscribers, according to MMOGChart.com, a research site founded by game authority Bruce Woodcock. Otherwise, the industry's wish to build the category pertains to the nature of MMOGs.

Wall Street analysts and chief financial officers say MMOGs generate recurring revenue for those who own and operate them, thanks to monthly subscription billings, and in-game advertising. Research also suggests that there is room for new leaders to emerge in the U.S. market.

MMOGChart.com shows that only 12 titles in the MMOG category this year boast an audience size of more than 120,000 subscribers -- including "Warcraft," by far the leader of the pack.

Popular posts from this blog

The Subscription Economy Churn Challenge

The subscription business model has been one of the big success stories of the Internet era. From Netflix to Microsoft 365, more and more companies are moving towards recurring revenue streams by having customers pay for access rather than product ownership. The subscription economy cuts across many industries -- such as streaming services, software, media, consumer products, and even transportation with the rise of mobility-as-a-service. A new market study by Juniper Research highlights the central challenge facing subscription businesses -- reducing customer churn to build a loyal subscriber installed base. Subscription Model Market Development The Juniper market study provides an in-depth analysis of the subscription business model market landscape and associated customer retention strategies. A key finding is that impending government regulations will make it easier for customers to cancel subscriptions, likely leading to increased voluntary churn rates. The study report cites the