Virtual communities and IP
The Beeb runs a story on a new report by research consultants Screen Digest on the Massively Multiplayer Online Gaming (MMOG) market. The big headline in the report is that the MMOG market has now passed the $1 billion USD revenue mark from subscriptions worldwide. While big revenue is to be expected from the North American and Asian markets, I was surprised to learn that the European subscription revenue goes up to $299 million USD (€224 million EUR, or $309 million Panamanian Balboas).
I was also surprised by the top five earners list. While World of Warcraft still sits at the top ($471 million USD), its next competitor was a little Java-based game called Runescape. The top five list is:
- World of Warcraft
- RuneScape
- Final Fantasy Online
- Everquest
- City of Heroes/Villains
This is quite an interesting phenomenon. Gamers seem to prefer virtual worlds that are well designed and offer variability and game-play, instead of wanting to play licensed content. There may be a lesson to be learned here, but my caffeine-stripped mind cannot make it out this early.
1 comment:
I've talked with some people about this, and my sense is that 1) the multiplayer context is disruptive toward standard narrative arcs and 2) those funding licensed product have a tendency to focus on something analogous to "opening weekend" sales, which is entirely the wrong way to approach a market that depends on subscriptions and live teams.
Some posts that are more or less on point:
http://terranova.blogs.com/terra_nova/2003/12/mona_lisa_mmorp.html
http://terranova.blogs.com/terra_nova/2004/12/license_to_pret.html
http://terranova.blogs.com/terra_nova/2004/06/everyone_wants_.html
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