Its shelves are filled with items that a lot of people really want, though it will never be able to touch them. Services are provided by the characters that were created on a computer. With the recent surge in popularity of online games and virtual worlds has been a whole new cottage industry created that sells virtual goods and services to players who spend a lot of time and money in cyberspace.
They are called massively multiplayer online role playing games, or MMORPGs, which are an online video game genre that more than 15 million people worldwide are now playing. Participants pay a subscription fee and a flat rate for the game software and then connect to a server and interact in a 3D environment with the software. Players seem to have no ultimate goal of winning, but rather are encouraged to continue living in the only virtual world time and spending money there. Victory is not as important as the development of his character in one who has fame, fortune or social position. A large amount of money can be spent in this pursuit of things like shopping dot character and improving the monthly subscription fees.
The cost to design, develop and create a IMMORPG is about 10 million dollars. It takes many people with different skills in game design, 3D animation, computer engineering and database architecture to name a few. It can be expensive to get an online game or virtual world and goes, but the profit margin is very high and this helps to ensure that investors make their money back for a big profit in a relatively short time. In 2006, this particular genre of video games grossed over one billion dollars and is growing bigger every day.
In the world of interactive video games and virtual worlds, it is not uncommon for a player to spend hundreds or even thousands of dollars on products that enhance your gaming experience or to build their state. A person may spend much money on buying things like clothing, vehicles, weapons and real estate as well as a range of services and experiences. For example, a virtual apartment can cost anywhere from a few hundred to several thousand dollars. Participants spend real money on these elements in 3D, which are considered as real monetary assets.
A new economy has created all because of online games like World of Warcraft, Everquest and Second Life. With more than 7 million subscribers to World of Warcraft is the most popular of these games. This is a classic of fantasy battle game in the tradition of Dungeons and Dragons.
World of Warcraft has a full menu of items you can buy to increase or improve your online gaming experience. Players have the option to purchase a variety of different types of armor, weapons, costumes and equipment. Up to each player to decide what kind of elements that help your chances of winning in this contest online video game battles. Some people buy their equipment based on function and some buy to present an imposing appearance for his role in the battle that you can build a reputation and status. As you achieve higher levels of play and player status more products and services available to enhance your experience.
Second Life is a virtual world where people can go to live another life in cyberspace. This is a subscription-based website which has 5,887,280 members around the world. Once the participant enters this virtual world there are a variety of articles, and real estate experience at your disposal. They are encouraged to explore this dimensional landscape and find a good place to buy real estate. The strategy is the creation of a home or business and establish relationships with other participants who can help you succeed. U.S. $ million spent each month on the transactions that take place within this virtual world.
Auctions, the mail service banking is a fast growing industry that is performing a restoration of life to those who really like to play online video games or spend time in a virtual world. These games offer a different experience from Xbox 360, Playstation 3, PSP and Nintendo Wii, because they are less predictable, with more interactivity. Furthermore, the content is free from government regulation because they operate in the wild world of Internet.
Since 2004, worldwide revenue for the genre of massively multiplayer online role Playing Games has doubled every year. 500 million dollars in 2005 to 1 billion dollars in 2006 this industry is expected to continue thriving and gross more than 2 billion dollars in 2007. As more and more people around the world looks at online games and virtual worlds for recreation and escapism the future looks brighter every day for those who sell virtual products and services.
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