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September 5th, 2006

World of Warcraft — a $1B Franchise, and Growing

Wow

World of Warcraft made the front page of The New York Times today in an article  by Seth Schiesel.

"Less than two years after its introduction, World of Warcraft, made by
Blizzard Entertainment, based in Irvine, Calif., is on pace to generate
more than $1 billion in revenue this year with almost seven million
paying subscribers, who can log into the game and interact with other
players. That makes it one of the most lucrative entertainment media
properties of any kind. Almost every other subscription online game,
including EverQuest II and Star Wars: Galaxies, measures its customers
in hundreds of thousands or even just tens of thousands."

We have a lot of gamers at Organic who are big fans of this massively-multiplayer game.  What’s interesting to me is the fact that in two years, WOW has built a such huge and hugely engaged fanbase worldwide.  And, that a game has broken down cultural and physical barriers to connect people around the world.  If you’re not a player but want to get a quick overview of the game, visit the site link above or read about it on Wikipedia.

Mark Kingdon

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  • timbot says:

    Blizzard is just a stellar example of what a game company should be. Their products are always 100 percent reliable and guaranteed to be engaging. The amount of time and effort they put into building a perfect atmosphere into their games is staggering. WOW has all of this, but also allows for a high degree of social interaction – in many ways, it is the ‘golf course’ of the interactive era.

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