Thursday, July 21, 2011

Chapter 17

Funny I mentioned World of Warcraft last chapter for it pertains more to this chapter and the gaining popularity of virtual gaming. Blizzard Entertainment, creators of World of Warcraft announced that as of 2008 is played by more than 11 million gamers around the world. Other gaming sites such as Xbox LIVE had more than 17 million subscribers.

Many people tend to view online video games as an activity with no business value, a waste a time in which only teenage participate. But, anytime you have up to 8 million people participating in the same place with the same interests, there will always be a business opportunity that exists in that kind of forum. On average, the people playing these games spend 22 hours per week playing these games, with no correlation with the numbers hours played and the age of the player.

An MMORPG is a genre of computer or Internet games in which a large number of players interact with one another in a virtual world on the Internet. Players assume to role of a fictional character in a fantasy world. There is usually some kind of progression for the main character’s player. If this player fails a challenge, points are taken and the player is often sent back to the simplest level.

Something I’ve learned watching my brother play WoW for five years is that gaming worlds sometimes cause a blurred boundary between real life and a this virtual fantasy world. Like Second Life, MMORPGs also have thriving virtual economics. Virtual money can be earned through game play, items can be bought and sold, and wealth can be accumulated. With that sort of real life exchange, I can understand the draw some people have to these games. When you have a certain amount of progression that is built up over a long period of time, I can understand to certain amount of loyalty and tie to the game players have. MMORPGs are encouraging user-generated content including textures, building, architecture, objects, and animations, making this the best opportunity for companies to plug advertising. The number of existing games, numbers of participants, and the rate at which this marketing opportunity is growing companies will soon learn how to effectively utilize this.

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