By rmiller on Feb 16, 2007 in Real Money Trading, Business, World of Warcraft | 0 Comments
When it comes to Warcraft gold, not all servers are created equal. In a detailed study of pricing trends on World of Warcraft servers, GamerPrice.com found a huge differential between the price of gold on game servers in the United States and those in Europe. The study, which was compiled by GamerPrice staff and students […]
By rmiller on Feb 15, 2007 in Real Money Trading, Business | 0 Comments
There’s been a lot of interesting discussion about yesterday’s post about Sparter, the recently launched peer-to-peer exchange for trading game gold. The new exchange was the focus of a thread on Slashdot and also prompted discussion on blogs covering virtual worlds and real-money trading. Among the commenters was Raph Koster, who most readers will know […]
By rmiller on Feb 14, 2007 in Real Money Trading, Business | 5 Comments
Sparter is a new entry in the real money trading industry that uses an eBay-like “peer-to-peer” approach for the buying and selling of game gold for World of Warcraft and other MMORPG online games. The company has received venture capital funding from Bessemer Venture Partners and its management includes executives with experience at […]
By rmiller on Feb 5, 2007 in Infrastructure, Business | 0 Comments
MMORPG hosting specialist Online Game Services Inc. (OGSI) has been acquired by long-term Global Netoptex Inc. (GNi) in a deal valued at more than $3 million, positioning GNi to provide “pay-as-you-grow” game hosting solutions to the fast-growing industry for massively multiplayer games.
“Acquiring OGSi is a natural progression,” said Derek Wise, GNi’s president […]
By rmiller on Jan 26, 2007 in Real Money Trading, Business | 0 Comments
Just posted by Zonk at Slashdot, confirming our earlier post on eBay’s decision to halt auctions in game gold, gamer accounts and other assets from MMORPG online games:
Mr. Hani Durzy, speaking for eBay, explained that the decision to pull these items was due to the ‘legal complexities’ surrounding virtual property. “For the overall health of […]
By rmiller on Jan 26, 2007 in Real Money Trading, Business | 0 Comments
The market for virtual add-ons to online video games is slated for substantial growth, according to a study of console and handheld online gaming by ABI Research.
The study predicts that a growing percentage of gamers’ budgets will go towards the purchase of in-game virtual assets such as “maps, game related add-ons, casual game […]
By rmiller on Jan 25, 2007 in Real Money Trading, Business | 2 Comments
eBay has reportedly discontinued all sales of virtual items from online games, according to numerous accounts from traders. This would obviously be a significant event for the virtual economy, as eBay has historically been one of the major methods for traders to sell assets and game accounts.
UPDATE: eBay has now confirmed that it is no […]
By rmiller on Jan 23, 2007 in Business, World of Warcraft | 0 Comments
Blizzard sold 2.4 million copies of the Burning Crusade expansion pack for World of Warcraft in North America and the EU in the first 24 hours alone, making it the fastest-selling PC game ever. At $40 a pop, that equates to $100 million in sales in one day, which is exceeded only by Microsoft’s $125 […]
By rmiller on Jan 12, 2007 in Business, World of Warcraft | 2 Comments
Blizzard announced this week that its blockbuster MMORPG virtual world World of Warcraftnow has more than 8 million subscribers around the world. That total includes 3.5 million players in China, 2 million in North America and 1.5 million in Europe. That’s a ton of players, and clearly represents a huge revenue stream for Blizzard.
How much […]
By rmiller on Jan 5, 2007 in Infrastructure, Business | Comments Off
Without Net neutrality, would ISPs who get no direct revenue from online gaming handle MMO and FPS (game server) traffic in a fashion that would degrade latency?