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	<title>Virtual Worlds, Real Profits</title>
	<link>http://www.virtualeconomies.net</link>
	<description>Real Money Trading (RMT) in MMORPGs</description>
	<pubDate>Wed, 16 Apr 2008 01:48:14 +0000</pubDate>
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		<title>Why is WoW Gold Cheaper on Euro Servers?</title>
		<link>http://www.virtualeconomies.net/2007/02/16/why-is-wow-gold-cheaper-on-euro-servers/</link>
		<comments>http://www.virtualeconomies.net/2007/02/16/why-is-wow-gold-cheaper-on-euro-servers/#comments</comments>
		<pubDate>Fri, 16 Feb 2007 15:45:33 +0000</pubDate>
		<dc:creator>rmiller</dc:creator>
		
	<category>Real Money Trading</category>
	<category>Business</category>
	<category>World of Warcraft</category>
		<guid isPermaLink="false">http://www.virtualeconomies.net/blog/2007/02/16/why-is-wow-gold-cheaper-on-euro-servers/</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>When it comes to Warcraft gold, not all servers are created equal. In a <a href="http://www.gamerprice.com/wow-gold-study.html">detailed study of pricing trends</a> 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 from the University of Sheffield, showed the gold on servers in Europe costs just 12% of an equivalent amount on American servers.  In its analysis, gamer price suggested that the results &#8220;indicate a phenomenal bias on behalf of blizzard towards their American clients.&#8221;</p>
<p>The average price for 1,000 gold on US realms was $255, while the same 1,000 gold pieces could be had for about $32 in European realms.  GamerPrice examines several possible reasons for this huge discrepancy, including the likelihood that US servers experience greater demand for gold and U.S. gamers have more disposable income.  While these factors could certainly explain some of the price differential, GamerPrice believes that they don&#8217;t address the huge difference found in the study:</p>
<blockquote><p>The cost involved in producing (farming) gold on Europe must simply be lower than the cost involved in producing the same gold on World of Warcraft USA. What this means is that Blizzard is policing its American realms far, far more rigorously than it is policing its European realms. The figures are so very different, that they suggest an extreme imbalance, even extreme negligence on behalf of Blizzard Europe. This suggests that in America, it’s actually harder for a farmer to produce gold than it naturally would be, because of an active and ongoing purge of these accounts, and indicating rigid standards, and good policing.</p></blockquote>
<p>GamerPrice conducted its survey in &#8220;early 2007,&#8221; and provides server-by-server comparisons of the US and European realms. It&#8217;s one of a growing number of providers tracking trends in the game gold market. See the MMO RMT directory for a listing of <a href="http://www.virtualeconomies.net/Pricing/">services providing WoW gold pricing information</a>.
</p>
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		<title>65% of WoW Users Bought &#8216;Crusade&#8217; in First 24 Hours</title>
		<link>http://www.virtualeconomies.net/2007/01/23/50-of-wow-users-bought-crusade-in-first-24-hours/</link>
		<comments>http://www.virtualeconomies.net/2007/01/23/50-of-wow-users-bought-crusade-in-first-24-hours/#comments</comments>
		<pubDate>Tue, 23 Jan 2007 21:16:50 +0000</pubDate>
		<dc:creator>rmiller</dc:creator>
		
	<category>Business</category>
	<category>World of Warcraft</category>
		<guid isPermaLink="false">http://www.virtualeconomies.net/blog/2007/01/23/50-of-wow-users-bought-crusade-in-first-24-hours/</guid>
		<description><![CDATA[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&#8217;s $125 [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard sold <a href="http://www.blizzard.com/press/070123.shtml">2.4 million copies</a> 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&#8217;s <a href="http://news.com.com/Halo+2+clears+record+125+million+in+first+day/2100-1043_3-5447379.html">$125 million first-day total</a> for Halo 2, its powerhouse Xbox title.</p>
<p>Of the <a href="http://www.virtualeconomies.net/blog/2007/01/12/8-million-subscribers-for-world-of-warcraft/">8 million subscribers</a> to WoW, there are 3.5 million players in China, 2 million in North America and 1.5 million in Europe. That means only 3.5 million current subscribers live in areas where the Burning Crusade went on sale.  This suggests that up to 65 percent of WoW subscribers in those areas bought the expansion pack on the first day.  By the end of the first day of availability on both continents, a total of more than 1.7 million players had already logged in and upgraded World of Warcraft to play The Burning Crusade. Even if we assume that some of the buyers were new players, that&#8217;s an incredible buy rate on a $40 product.</p>
<p>&#8220;The Burning Crusade has already exceeded even our most ambitious expectations,&#8221; said Mike Morhaime, president and cofounder of Blizzard Entertainment. &#8220;We&#8217;re pleased that so many players are eager to see all of the new content that the expansion has to offer, and we look forward to seeing everyone online as additional players continue to upgrade in the days ahead.&#8221;
</p>
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		<title>8 Million Subscribers for World of Warcraft</title>
		<link>http://www.virtualeconomies.net/2007/01/12/8-million-subscribers-for-world-of-warcraft/</link>
		<comments>http://www.virtualeconomies.net/2007/01/12/8-million-subscribers-for-world-of-warcraft/#comments</comments>
		<pubDate>Fri, 12 Jan 2007 18:53:37 +0000</pubDate>
		<dc:creator>rmiller</dc:creator>
		
	<category>Business</category>
	<category>World of Warcraft</category>
		<guid isPermaLink="false">http://www.virtualeconomies.net/blog/2007/01/12/8-million-subscribers-for-world-of-warcraft/</guid>
		<description><![CDATA[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&#8217;s a ton of players, and clearly represents a huge revenue stream for Blizzard.
How much [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard announced this week that its blockbuster MMORPG virtual world World of Warcraftnow has <a href="http://www.blizzard.com/press/070111.shtml">more than 8 million subscribers</a> around the world. That total includes 3.5 million players in China, 2 million in North America and 1.5 million in Europe. That&#8217;s a ton of players, and clearly represents a huge revenue stream for Blizzard.</p>
<p>How much is WoW making? It&#8217;s hard to say for sure, as many of those subscribers pay less than the $14.95 monthly fee paid by most U.S. players.  Blizzard&#8217;s press release say that subscribers include &#8220;individuals who have paid a subscription fee or have an active prepaid card to play World of Warcraft, as well as those who have purchased the game and are within their free month of access. Internet Game Room players who have accessed the game over the last thirty days are also counted as subscribers.&#8221; Game rooms (also known as &#8220;game bangs&#8221;) are huge in South Korea.</p>
<p>WoW is reported to have North American revenue of about $200 million. Income from Warcraft&#8217;s massive base of China gamers is much lower, as noted by <a href="http://gigaom.com/2006/08/29/world-of-warcraft-2/">Wagner James Au at GigaOm</a>: &#8220;Chinese pay to play by the hour, and what they pay isn’t much: the yuan equivalent of $.04/hour. And while they play a lot, this also means total revenue from China is just 15% of WoW’s Western market. ($30 million versus $200 million, in 2006’s second quarter.)&#8221; WoW is available in seven different languages and is played in North America, Europe, mainland China, Korea, Australia, New Zealand, Singapore, and the regions of Taiwan, Hong Kong, and Macau.</p>
<p>For additional coverage, see <a href="http://www.wowinsider.com/2007/01/11/wow-passes-8-million-subscribers/">WoW Insider</a>,  <a href="http://www.joystiq.com/2007/01/11/world-of-warcraft-breaks-8-million-subscribers/">Joystiq</a>, <a href="http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&#038;threadid=74430">Blue&#8217;s News</a> and <a href="http://www.secretlair.com/index.php?/clickableculture/entry/world_of_warcraft_hooks_8_million_subscribers/">Clickable Culture</a>.
</p>
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