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Top 10 Most Popular MMOs - which do you play? - SURVEY
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Top 10 Most Popular MMOs - which do you play?
World of Warcraft
50%
 50% 1
Habbo Hotel
0%
 0% 0
RuneScape
50%
 50% 1
Club Penguin
0%
 0% 0
Webkinz
0%
 0% 0
Gaia Online
0%
 0% 0
Guild Wars
0%
 0% 0
Puzzle Pirates
0%
 0% 0
Lineage I/II
0%
 0% 0
Voted : 2
Total Votes : 2
This poll does not expire

Mon Jun 18, 2007 5:54 pm Reply and quote this post
Top 10 Most Popular MMOs - which do you play? - iVirtua Community Survey

The attention surrounding MMOs (massively multiplayer online worlds) has never been greater. But it’s not just role playing games along for the ride; non-game, avatar-driven virtual communities are just as popular, if not by more, and we’re not just talking Second Life here.

So in an effort to cut through the hype and glean some context, here are the most popular MMOs in terms of active users or subscribers, based on publicly available data. These titles may or may not be games, but the medium has expanded far beyond Tolkienesque fantasy worlds. They all are Mac-friendly/Web-based with exception of Guild Wars.

1. World of Warcraft, released 2004 - 8.5 million subscribers. While Habbo is giving Blizzard a run, the numbers generally support WoW as the biggest MMO in the world. Important qualification, though: only 4 million are based in the West and monthly subscribers, while its 4 million Chinese players only pay roughly 4 cents an hour to play it in Internet cafes.

2. Habbo Hotel (as advertised on iVirtua Community, ironically), released 2000 - 7.5 million active users. The Finland-based “social game” MMO popular with teens and growing fast. Look out, Horde!

3. RuneScape, released 2001 - 5 million active users. A Java-based MMORPG operated by Jagex Ltd. with over nine million active free accounts. Boasts one million paying customers. Fancy that.

4. Club Penguin, released 2006 - 4 million active users. MMO for the kiddies developed by New Horizon Interactive. The game shares similarities with other social environments like Habbo Hotel.

5. Webkinz, released 2005 - 3.8 million active users. Here’s a novel idea: create beanie baby like stuffed animals, assign them a unique ID, then create an MMO portal in which kids can spend even more time using your product. When kids graduate from Club Penguin, they go to Webkinz (or so I’m told.)

6. Gaia Online, released 2003 - 2 million active users. Not quite an MMO, not quite a social site, but founder Derek Liu has openly stated the networks desire to focus on social gaming. Forums make up 30% of the current site activity.

7. Guild Wars, released 2005 - 2 million active users. Another MMORPG made by the popular NCsoft out of South Korea. No Mac love here, but a lot of active users.

8. Puzzle Pirates, released 2003 - 1.5 million active users**. Published by Ubisoft and developed by indy king Three Rings, Puzzle Pirates merges casual games with a rising interest in pirate culture. Puffy shirt aside, it’s working like a charm.

9. Lineage I/II, released 1998 - 1 million subscribers. Published by South Koreas NCsoft, Lineage was once the most popular MMO of its day. At one point total active users peaked at 3 million. A Western release in 2002 mostly fizzled.

10. Second Life, released 2003 - 500,000 active users. No introduction needed here. Created by Linden Lab, this virtual world features a rabid fan base, inflated numbers, a high influx of corporate doppelgangers, and lots of digital genitals. First life optional.

GigaOM wrote:
Other popular MMOs are sure to exist, particularly new-comers and non-localized Asian games that are sure to grow. Also, this list reflects popularity alone, not necessarily revenue models, though World of Warcraft is performing well on both counts.

For all intents and purposes, the most popular MMOs represent an estimated 50-75% of the total MMO market (30-60 million active users.) Is that enough attention to justify MMO’s recent surge of attention? Maybe not all of the hype, but definitely a large portion of it. And who wouldn’t want a piece of Blizzard’s reoccurring pie or another revenue model with a similar install base?


Interestingly, however, it’s apparent that no single business model is winning out. Subscriptions work well for MMORPG games like WoW that are more akin to crack cocaine than mere entertainment. But what about other non-game MMOs? How will companies bank on consumer attention in those areas? One thing’s for certain: with all the popularity surrounding MMOs several new business models are sure to flourish in the coming years, as it’s not just about games anymore.

Contributed by Editorial Team, Executive Management Team
372659 iVirtua Loyalty Points • View ProfileSend Private MessageBack to Top

Tue Jun 19, 2007 2:15 pm Reply and quote this post
i actually don't find much tiem to play games anymore but i used to play habbo a few years ago and played gaiaonline for a while but never really progressed very far, however did like the community. runescape went popular in our school early this year then just dissapeared from the scene completely. all in all i don't find them that much fun tbh
Contributed by Noobarmy, Editorial, Marketing & Services Team
9726 iVirtua Loyalty Points • View ProfileSend Private MessageBack to Top

Tue Jun 19, 2007 9:52 pm Reply and quote this post
i have second life id!
enjoyed fine but played only 3 days!!
i will go with wow!

Contributed by sa_rocky, iVirtua Ultimate Contributor
13628 iVirtua Loyalty Points • View ProfileSend Private MessageBack to Top

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