Online Gaming Industry Revenues

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online gaming industry revenues
how big is the mmorpg industry in regard to revenues?

mmorpg, online games, annual revenue,

In June 2002, Jeff Harrow, in his influential and eponymous “Harrow Technology Report”, analyzed the economics of Massively Multiplayer Online Role Playing Games (MMORPG). These are 3-D games which take place in comprehensively and minutely constructed environments – a medieval kingdom being the favorite. “Gamers” use action figures known as avatars to represent themselves. These animated figurines walk, talk, emote, and are surprisingly versatile.

Harrow quoted this passage from Internetnews.com regarding Sony’s (actually, Verant’s) “EverQuest”. It is a massive MMORPG (now with a sequel) with almost half a million users – each paying c. $13 a month:

“(Norrath, EverQuest’s ersatz world is) … the 77th largest economy in the [real] world! [It] has a gross national product per capita of $2,266, making its economy larger than either the Chinese or Indian economy and roughly comparable to Russia’s economy.”

Thats just from one game have to think with the Sims, World of Warcraft and Ultima Online and hundreds of others its alot higher

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According to In-Stat, online gaming subscribers to increase 20 percent, while game console equipment sales fall.(MARKET INTELLIGENCE): An article from: Home Networks


According to In-Stat, online gaming subscribers to increase 20 percent, while game console equipment sales fall.(MARKET INTELLIGENCE): An article from: Home Networks


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This digital document is an article from Home Networks, published by Information Gatekeepers, Inc. on April 1, 2009. The length of the article is 381 words. The page length shown above is based on a typical 300-word page. The article is delivered in HTML format and is available immediately after purchase. You can view it with any web browser.Citation DetailsTitle: According to In-Stat, online gami…



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