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There’s real money in MMOGs

By way of an update to a very recent article on mine, I read with interest that the ‘market for massively multiplayer online games (MMOGs) in the West is now worth more than $1bn (£511m)’ While this is interesting news, it’s not surprising to me.

Without wanting to sound like some 50’s Sci-Fi author, prognosticating on worlds virtual, the computer really is the final frontier, with respect to certain quarters of the entertainment industry.

An industry that’s sure to be exploited to the full by anyone with the pockets deep enough to carve out the market share.

What did make me smile was the mention of a phrase that I think we’re going to be hearing much more of, once the iPhone hits the stores:

“There has been a shift from what were traditional, core games into a more casual space.”

That wouldn’t be casual gaming, per chance? Not the same casual gaming Apple seem to be aligned with these days? And especially when there’s been talk of World of Warcraft finding its merry way onto the iPhone.

Such is the symmetry of things, one has to wonder who makes the rumours.

What really interests the ‘traditional media companies’ is the monthly fees most associated with these massively multiplayer online games.

And by adding in as much social glue as possible, certainly along the lines of what Kaneva have been touting, and your MMOG suddenly becomes a strip of virtual fly paper.

And that’s not all. The game itself then becomes a viable platform for other things too, such as in-game music and advertising, for instance.

In this day & age, the world is but a stage and players aren’t we all…

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By Wayne Smallman

Wayne is the man behind the Blah, Blah! Technology website, and the creator of the Under Cloud, a digital research assistant for journalists and academics.

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