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An entry at the virtual worlds blog Terra Nova questions the various metrics that MMOG companies use when advertising how many people play their games, and wonders whether different types of statistics might be necessary depending on the individual game.
There’s a general sense among many MMO/virtual world observers that the size of the market has been woefully underestimated -- almost all of us were surprised by how quickly World of Warcraft leapt to over a million subscribers for example, and I don’t believe anyone would have predicted a year ago that the game would have over five million subscribers by now.
At the same time, there remains a sense of disbelief in some quarters (notably old-school game companies and many VC-types) that the market for MMOs/VWs is as big as its made out to be.
So the question is, how many people really play these games, and what do the various numbers mean?
More... | Source: Slashdot Games |
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