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North Americans spend over $10 billion each year on all forms of interactive entertainment.
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It is estimated that over 120 million Americans play video or computer games.
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Worldwide online game revenue for 2008 is projected to be $8.3 billion.
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Massively multiplayer online games (MMOGs) account for approximately half of online
gaming revenue.
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Revenue from hit massively multiplayer online games (MMOGs) typically exceeds that
of hit retail games. One contributing factor is that hit MMOGs often have a life
cycle of seven to ten years or longer.
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In 2009, North America is expected to pass Asia as the leading online game market.
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In 2008, gamers worldwide are projected to spend $3.1 billion on game content that
is distributed solely through the internet.
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Digital distribution business models benefit greatly from dropping bandwidth costs
and increases in broadband penetration. By 2011, it is projected that 269 million
households will have a broadband connection.
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The Asian market specializes in a “pay-to-play” business model where consumers pay
small sums at a time, often as little as a few pennies, which adds up quickly due
to high volume.
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Many game genres have already had great success using virtual item sales as a primary
business model. This model is also gaining popularity in massively-multiplayer online
role-playing games.
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Virtual item and currency sales provide an opportunity to move away from flat-rate
pricing. Hardcore players can buy as much as they want, while more casual players
are not scared away by high monthly fees.
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With the popularity of internet stores such as iTunes, consumers are becoming more
comfortable with purchasing digital content online.
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The secondary market for virtual, in-game items is projected to be worth as much
as $1 billion worldwide. Companies such as IGE specialize solely in acting as intermediaries
for the sale of virtual, in-game items.
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A famous paper by Edward Castronova found that a unit of currency in Norrath was
worth more than the Yen or Lira, and that playing Everquest yielded more wealth
per hour than the average wage of a Bulgarian worker.
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Characters and virtual items can sell at prices exceeding $3,000 on the secondary
market.
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Project Entropia, the first massively multiplayer online game specializing in virtual
item sales, recorded a gross national product for their world of $360 million.
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The online game Second Life has recorded a weekly average of $500,000 in sales of
in-game virtual items.
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The largest number of simultaneous players within a single online server is around
25,000. Even more will be possible as server technology improves.
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Source: DFC INTELLIGENCE
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