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News Page 10: Online game subscriptions up 43 percent in 2005

Online game subscriptions up 43 percent in 2005


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Funny News: Online game subscriptions up 43 percent in 2005

March 11, 2006: Online game subscriptions up 43 percent in 2005

World of Warcraft's popularity helps boost MMO and casual gaming to a $2 billion international payday; console games to take 29 percent of OL market by 2011.
Whatever you think of World of Warcraft, there's no denying that it has reshaped the gaming landscape. As of last month, Blizzard Entertainment's massively multiplayer online role-playing game had over 6 million subscribers, making the population of its virtual world larger than many European countries.

The latest evidence of WOW's influence comes in the form of a report from DFC Intelligence. The San Diego-based game-industry research company has just issued a report which says that "subscription revenue from online games was $2 billion in 2005." WOW came out in November 2004 and has been among the top three games in DFC-rival NPD Group's weekly PC-bestseller list since it hit the market.

Read full story at: www.gamespot.com

More Funny Games News

Super Princess Peach Review FunnyGames, March 11, 2006
I remember the very first video game that I ever played. We were living down in Parris Island, SC in late 1985 and my parents went to the local Service Merchandise and bought me an original NES. They had purchased Super Mario Brothers along with the system. To this day, I still have fond memories of reading the book, thinking a goomba was a 1-up mushroom and running into it three times in a row to a game over.

I never thought that, over 20 years later, I'd still be video gaming like I was then. Just a few days ago, I picked up a platformer from Nintendo, Super Princess Peach. See, after over 20 years, Bowser finally figured out how to capture Mario instead of the Princess. You'd think he would have figured that one out by now, but hey. No big deal, though - Mario and Luigi aren't the only heroes in the Mushroom Kingdom.
The Impact of Episodic Gaming FunnyGames, April 19, 2006
GameDailyBiz has a piece up looking at what episodic content is, and what it means to the future of the games industry. From the article: "Our age is one of aging. Mainstream gamers are now older on average than they have ever been. When you are single and unemployed, it is easy to play The Godfather for nine straight hours the day the game hits the shelf. When you are married, it becomes tougher. When you have kids, it might be impossible. It is difficult to slice some time for yourself. And in that slice, you have to carve a portion for gaming. It is no wonder casual games that require no more than 10 minutes to play continue to grow in popularity. This is why we are more likely to login to Call of Duty 2 on Xbox Live to play a quick five-minute Team Deathmatch and leave the Lobby."

Read full story at: www.slashdot.org
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