Industry News | In Practice | The Bigger Picture | Digital Marketing | Your Business | Latest Research

Latest Articles

89% of consumers feel that new EU cookie directive is a positive step

9 out of 10 people feel that the new EU cookie directive is a positive step for consumers, according to the latest eCustomerServiceIndex (eCSI) results from eDigitalResearch and IMRG. By Derek Eccleston.

more

New cookies law lead-in period nearly up: What should businesses be doing?

The 12 month lead-in period for the new cookies law, which means businesses have to gain user permission before accessing personal information, is nearly up. Organisations must carry out their own assessments of how they use cookies and then tailor a solution to that use and their customers. The law demands business to be fully compliant by 26 May. By Kim Walker.

more

Making the most of the $43 billion mobile market

With the value of mobile vouchers set to exceed $43 billion globally by 2016 according to a recent study, how can organisations ensure that mobile vouchers work to their advantage? New Media Knowledge caught up with a leading mobile expert to learn more. By Chris Lee.

more

Related Articles

Virtual Worlds; Real Revenues

Filed under: All Articles > Industry News
Tags:
By: NMK Created on: March 23rd, 2007
Bookmark this article with: Delicious Digg StumbleUpon

New research from Screen Digest has found that the market value for virtual online worlds outside Asia hit $1bn for the first time in 2006.

New research from Screen Digest - reported here by the BBC - has found that the market value for virtual online worlds outside Asia hit $1bn for the first time in 2006. While 87% of this market relies on subscriptions for revenue, new business models like virtual item sales and in-game advertising have also started to become significant.

The report entitled Western World MMOG Market: 2006 Review and Forecasts to 2011 examines the current commercial climate for MMOG (Massively Multiplayer Online Games), sizes the market by current and new business models, and provides subscription revenue forecasts to 2011 for the key country markets in both Europe and North America. In 2006, the North American subscription market was worth $576m, while Europe was worth $299m having risen from just $74m in 2004.

The report suggests that much of the recent explosive subscription growth in Europe can be attributed to the popularity of one game: World of Warcraft. Its success has been central to transforming the European region from a niche to a mass market proposition, more in line with North America.

In the markets studied for this report, World of Warcraft is by far the most popular subscription game, accounting for 54% of the subscription market in 2006, generating revenue of $471m. Its next nearest competitor was the independent UK title Runescape. Interestingly, the social media pundit's favourite, Second Life, does not appear on the top five, despite the large turnovers reported on a daily basis on trades between players.

The top five earners are:

  1. World of Warcraft
  2. RuneScape
  3. Final Fantasy Online
  4. Everquest
  5. City of Heroes/Villains

In total, subscription revenues were worth $875m in 2006. However, the emerging models of virtual item purchase and in-game advertising are already making an impact and are expected to become increasingly important during the next few years.

Games Analyst at Screen Digest, Piers Harding-Rolls, says: "During the past few years the Western landscape for MMOGs has become increasingly fragmented following the introduction of new genres of game including social networking, virtual pet rearing and virtual world building titles. These new games and platforms have brought with them many new gamers and also new business models that are generating revenue that is largely incremental to the incumbent subscription business.'

The report forecasts that by 2011, over 10 million subscription accounts will generate $1.5bn in revenue, with European growth exceeding that in the US. There is stronger potential for subscription growth in Europe than in the more established North American market due to less market saturation and stronger broadband growth. Over the next five years, Germany will remain the largest subscription market in Europe, followed by the UK.

Comments

You must be logged in to comment.

Log into NMK

Register

Lost Password?

Newsletter


For the latest news from NMK enter your email address and click subscribe: