Posts Tagged ‘virtual worlds’

SOE confirms launch of Free Realms: Early April 09

Friday, February 13th, 2009

Hot on the heels of our coverage of John Smedley’s interview with Virtual Worlds News, Sony Online Entertainment confirmed the launch date of the PC version of their highly anticipated family friendly, free-to-play title ‘Free Realms’ at a press preview in London yesterday.  Associate Art Director Sebastian Strzalkowski also noted that the beta testing phase will commence within “a couple of weeks”.

While this launch is only for the online PC version, Free Realms is on track for a PS3 launch in Q3 09.  Bringing the free-to-play online with the PS3 somewhere between July and September could be a very wise move for SOE, as this will give them time to properly spotlight the project, as well as enough time to work out any kinks or bugs before the holiday shopping season gets underway.  The PS3 launch of Free Realms is slated to include additional exclusive content in order to celebrate the console platform launch.  The PS3 version will be available as a free download from the PlayStation Store.

The PC version of Free Realms streams from a launch website, with the initial client download clocking in at around 25MB.  Sony sees Free Realms as a multi-platform title, and Strzalkowski stated that a Mac version was “definitely on the list of platforms we want to develop for”, but could not confirm any details.  Also on the SOE radar are Flash and/or Java based extension to make the game playable on mobile phones (want to watch how fast this one rockets up the iPhone app store top 25 list?)

Confirming what Smedley discussed earlier this month, microtransactions are priority 1 in the revenue stream department.  Free Realms is slated to offer almost everything but the kitchen sink: Cosmetic upgrades, racing vehicles, and consumable potions to name a few.  These items will be available exclusively via SOE’s Station Cash service.  And lest we forget, SOE is also bridging the gap between real and virtual worlds with a Topps collector card series that ties directly into the game.

While microtransactions are a key focus for SOE in the initial entry to the free-to-play market, they’re not selling themselves short, and are offering an optional subscription service for $4.99 that provides players with VIP access to premium content.  Again, this is an optional service, and not necessary.  Should players not choose a subscription service, they will be required to opt into seeing in-game advertising and sponsorships, which if done right could even heighten the experience and add a ‘real-world’ touch.

Sony Online Entertainment is aiming the title at the 10 – 14 year old market, but from what I’ve seen, this is a fun and engaging title that is fully capable of spanning  multiple generations.  But don’t take my word for it, have a view of what John Smedley and Creative Director Laralyn McWilliams have to say about Free Realms (try to ignore John’s announcement that the title is slated for a Q2 release.  Even the best of planning can sometimes goes awry).

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UC Irvine lands $3M for further study of Virtual Worlds

Wednesday, February 11th, 2009

Billed under the title ‘Can the same technologies you use to play hard also help you work hard’, The University of California at Irvine has recently been awarded a $3M grant from the National Science Foundation (NSF) to study emerging forms of communication.  The study will incorporate elements of MMO’s and Virtual Worlds including World of Warcraft and Second Life, and aims to help organizations collaborate and compete more effectively in a global marketplace.  This new grant ups the ante from previous UC Irvine studies, as they were granted a $100K grant from the NSF last year for an ethnographic study of World of Warcraft.

“Many technologies have come out of computer-based games, and their concepts appear to have real potential,” said Richard N. Taylor, director of UCI’s Institute for Software Research, which is conducting the three-year study. “This grant will determine how emerging technologies can be used or modified to support serious group work.”

As a flailing economy sees more and more companies opening the doors to worldwide collaboration, Virtual Worlds are looking more and more attractive to these businesses.  To grow and promote efficiency and productivity, these companies are turning to virtual worlds as a place where workers can collaborate thousands of miles apart from each other, while still being in the same ‘virtual’ room.  The UC Irvine study aims to help in this area, applying lessons learned, and yet to be learned in large-scale multiplayer online gaming, social networking, and file and media sharing.

In order to keep feet and minds grounded here on planet Earth, UC Irvine researchers will gain ‘real world’ perspectives by collaborating with five organizations from aerospace, telecom, transportation and electronics sectors, along with the Discovery Science Center in Santa Ana.  Some of this real world perspective could make it’s way into virtual world testing, as Irvine scientists are already speculating about plugging real world engineering specifications into virtual worlds like Second Life to test and develop personal rapid transit systems.

“Advanced information and communication technologies can lead to breakthroughs in productivity and boost morale, but they can also be problematic and unsuccessful, leading to wasted investments,” said Walt Scacchi, senior research scientist and project leader. “One goal of this research is to understand the conditions that lead to failure or success.”

UC Irvine scientists Walt Scacchi, senior research scientist and project leader, and Richard Taylor will be joined by Alfred Kobsa, Cristina V. Lopes, Gloria Mark, Bonnie Nardi and David Redmiles in their studies.

Ed. Note: This announcement couldn’t have come at a better time, as PC World’s Darren Gladstone recently published a piece regarding including your game playing skills as a resume builder.  Give it a read here.

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Virtual Worlds receive over half a billion dollars in investment in 2008

Wednesday, January 21st, 2009

New market research provided by Virtual Worlds Management reveals that 2008 saw approximately $594M invested in the virtual worlds space.  This capital was invested in 63 companies across the virtual landscape, with $101M going to 13 virtual worlds companies in Q4 alone.  While this in itself is a decent number, it does indicate a decline, with Q1 showing $184M invested, Q2 $161M, and Q3 $148M.

Although figures may be sliding, the youth-oriented virtual worlds sector managed to take home more than 10 percent of the total capital invested: $70.47M, spread across 19 companies.  The majority of this funding occurred in Q1 and Q3.  Possible reasoning behind the variances point to this particular sector gaining massive traction, with some investors speculating that the space is already over crowded, while others seeing the market ripe with potential.

Developers active in the non-youth, i.e. adult virtual world space saw a bit slower growth in their sector.  11 companies saw $47.721M, which, proportionally does better than youth oriented virtual worlds, but is spread out amongst a smaller developer base.  Nurien Software was the biggest winner, bringing home $15M for it’s social network/virtual world/casual games products, FooMojo (no affiliation) saw $9.9M flow through the coffers for it’s virtual pets project (see facebook), and EveryScape landed $7M for it’s mirror world that also introduces an advertising play.  Appealing to a wide audience in platform format, Metaplace added $6.7M to the bank account in 2008.  And while not everyone received funding directly, it’s noteworthy to point out that YoVille, a social networking world virtual world was acquired my Zynga, and Metaversum received an undisclosed multi-million Euro investment for it’s virtual world: Twinity.

Given the current global economic slowdown, these figures shouldn’t really come as a surprise, and I don’t see them as any sign to worry, anytime soon.  Investors are simply responding to current market conditions.  What is interesting to note is that virtual worlds investors have made it quite clear: the value of the marketplace is becoming diluted with more and more players involved.  Instead of a massive influx of investment capital over the course of 2009, I believe we’re more likely to see existing cash being leveraged by virtual worlds leaders to merge or acquire lesser players, and induct their users into these newly forged virtual worlds.  And what’s more, these virtual worlds will aggressively start seeking methods to help them monetize.  fatfoogoo anyone?  Let’s talk.

View the full Virtual Worlds Management report here.

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fatfoogoo – a year in review

Wednesday, December 31st, 2008

2008 has been a banner year for us here at fatfoogoo.  Not only have we had some amazing talent join us, but interest in not only what we do, but what we can do for the gaming community as a whole has skyrocketed.  Below are some selected highlights from an outstanding year for the foogoos.

I myself joined the foogoos back in April and started coverage of any and all things games, but quickly narrowed that focus down to any and all things free-to-play/microtransactions.  Given the nature of what fatfoogoo does, providing world-class microtransaction based economies to game developers and publishers, this seemed like an obvious choice.  Tie that into the massive upswing in microtransactions over the coarse of 2008, et viola, you’ve got the fatfoogoo blog.

While I couldn’t get an exact number or frequent flier mileage points out of him, our fearless leader Martin Herdina is almost certainly on a first name basis with a number of Vienna Airport staff members.  Back in May, Martin went back to his old stomping grounds and represented fatfoogoo at the ION Game Conference in Seattle, standing shoulder to shoulder with serious industry players including EA, Bigpoint and Crytek.  Martin was there not only to represent fatfoogoo, but to also offer up informed and detailed opinions on free-to-play gaming and how microtransactions can help developers monetize.  A summer full of incredible developments (See below) kept Mr. Herdina out of the check in lines, but as soon as September rolled around, Martin was beating feet (and being scanned with a magnetic wand) this time in Los Angeles for the Virtual Worlds Conference and Expo.  A short time later saw fatfoogoo at the Austin Games Convention where we produced a live demo of just a few of fatfoogoo’s features (special thanks go out to the guys that work on the technical end of the foogoo system.  You DO know that Red Bull is an Austrian product, don’t you?  I think these guys may very well have been members of a beta test for super strength Red Bull).

Mid August must mean games in Germany, as who could miss the Games Convention Leipzig?  True to form, the GCDC also heard from Martin talking about in-game economies and item trading, while yours truly along with Patrick and Loki, scouted the convention floor, speaking to a number of games developers about current and upcoming projects.  No time to slow down now Martin, there’s the Virtual Worlds Forum London to get to in October.  Don’t like the fish and chips?  No problem, you’re slated to join Stevie in San Francisco at the vgSummit on October 10th.  James Brown may be the hardest working man in showbiz, but Martin Herdina might well be the hardest working man in the  microtransactionbiz.

But let’s not just make this about Martin, as there are plenty of other folks that make the heart of foogoo beat.

Back in July, our programming team reached a milestone and introduced elements of our technology to the Sun Partner Advantage Program via Project Darkstar.  The open source engine for game developers has already received a number of accolades, and via fatfoogoo, developers can now plug a monetization module into their game from day 1 or add it at a later date.  If our Project Darkstar integration wasn’t enough, a month later we received a nomination for “Best Business Idea of the Year” from German tech magazine Internet World.

2008 also saw the addition of two powerhouse figures at fatfoogoo.  In early August, we made the official announcement of adding Clive Jefferies as Senior Vice President of Business Development and Sales to the foogoo team.  Clive brings over 25 years of software product experience to fatfoogoo, and to say that he knows the ins and outs of international product development and management might be a bit of an understatement.

Likewise, in late September, we really lit things up with the appointment of industry veteran (and some might say legend) Stevana Case, aka KillCreek of Quake fame.  If you don’t know who Stevie Case is, chances are you might be filed under n00b, as Stevie is one of the first professional female gamers and the first woman in the Cyberathlete Professional League.  Stevie heads up our San Francisco office and serves as Vice President of Business Development and Sales.

All in all, 2008 has been an outstanding year for all of us here at fatfoogoo.  While there have been plenty of wins on a number of fronts, the above represents selected highlights.  Daniel Petri’s team of techs are the unsung heroes here, making all the pretty pixels play nicely together, and my hat goes off to them.

Looking forward, Martin has bound my lips with duct tape regarding some projects in the works, and while I’m bursting at the seams to tell the world about what we’re brewing up in the fatlabs, we’ve still got a few nuts and bolts to turn and tweak before it’s ready to be unveiled.  Stay tuned…  (no really, stay tuned, this is some pretty hot $*&#)!

So from all of us here at fatfoogoo, from Vienna to San Francisco, we wish you a happy, healthy and successful 2009!

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Big Stage seeks to make You Portable

Thursday, December 11th, 2008

Riding high from their first success: The Digital You, Big Stage Entertainment wants to help you create your perfect avatar and then carry it around with you, cross platform.

As Dean Takahashi from VentureBeat reports, Big Stage uses a 3D facial modeling system to render a rather convincing 3D version of a person from 3 digital photos take from slightly different angles.  This image can be created in roughly two minutes, so no complex know-how is necessary.  Once your perfect digital you is created, the Big Stage technology will then allow you to carry this avatar with you from one application to another, provided that the platform conforms to Big Stage’s API.  While this API is still proprietary, the long-term goal at Big Stage is to make this API an industry standard.

The portable avatar is currently available at Big Stage.com and interfaces with Facebook and MySpace.  But Big Stage has larger aspirations, with speculation about using you digital you in MMO’s such as World of Warcraft and Star Wars.  IBM took point on opening discussions with a number of virtual worlds, but the going hasn’t been easy.  The first virtual world that will make use of Portable You is Icarus Studios, a white label virtual world creator.

“The idea could catch on because it fits with the theme of personalization that is taking over everything, from YouTube personal video channels to social networks,” says Big Stage CE Phil Ressler

And Big Stage isn’t just limited to social networking and games customization.  The Venue Network is already using Portable You in its VenueGen virtual conference product that is slated to hit the streets in 2009.  What’s more, Big Stage has secured a deal with Lion’s Gate Entertainment, and will run a promotion tied to the upcoming film, The Spirit, where users can create their Portable You avatar and insert it into key scenes from the movie.  Who needs Keanu Reeves to do all the cool stuff when you can simply insert yourself?

Ressler says that the company plans on monetization via microtransaction based avatar customizations including glasses, different hairstyles, etc.

The South Pasadena, California company currently has 20 employees on staff and was founded in 2007.  The company grew out of an advanced stereo reconstruction technology R&D project at USC funded by the CIA and other government grants.  Big Stage Entertainment has raised $7.9 million in funding from investors Mission Ventures, Selby Ventures and Tech Coast Angels.

Having a cross platform portable avatar does have a number of appealing aspects, so long as it’s an option and not a requirement.  For example, I’d rather keep my bad @$$ looking orc face on my warrior, rather than plaster my mug all over it.  Something about leading a raid with my baby face might not exactly inspire confidence in other players.  On the other side of the coin, watching my face battle through some highflying space battles with Han Solo at my side would be pretty darn cool, I have to admit.  Cross platform avatars, what’s next – a cross platform currency for microtransactions?  If only there was a company that could accomplish that.  Oh wait….there is!

 

Lifetime Networks buys Roiworld

Tuesday, November 11th, 2008

In another show of support, community, and monetization of virtual worlds, paidConent.org reports that Lifetime Networks has just purchased South Korean fashion virtual world Roiworld for an undisclosed amount and will be expanding its casual gaming studio.

Lifetime Networks is a 50-50 joint venture of Hearst Media and The Walt Disney Company.  They plan to launch a US version of Roiworld in early 2009.  The site itself will mix elements from casual virtual worlds, user generated content, and social networking – all centered around fashion.  Think of it is a virtual ‘Sex and the City’ where users can act out their very own Manolo Blahnik shopping spree.  Lifetime cites that the Korean version of the site clocked in a whopping 2.8 million unique visitors racking up 117 million page views in the month of September alone, with an average stay of 50 minutes per month.

Kiseo Kim, the Roiworld founder will stay on and head up the new studio as CEO.  The plan is to extend Roiworld (read: Big ol’ budget to play with) and develop new games (read: Cash in on the microtransactions).  The current head of Lifetime Games, Kris Sourmas has already called for integrated ad packages and a ramping up of the existing micro-transaction technology, along with more social networking.

“With this acquisition, we see the potential to pioneer a new frontier in women’s digital entertainment,” said Andrea Wong, President and CEO of Lifetime Networks. “Our audience looks to Lifetime to provide an escape — in the digital space and on all platforms. With Roiworld.com, we’re creating another way to provide more women with more great entertainment.”

While we can only speculate on the purchase price, these are not uncharted waters for Lifetime, as the reportedly dropped $10M on the purchase of ParentsClick back in August.  Gaming already plays a significant role in the Lifetime Networks portfolio, as Lifetime Games is the leading content section for myLifetime.com.  This can be a bit deceptive, however, as Lifetime is a partner of RealNetworks and supplies a wide variety of games via Real Arcade.  The two cross promote and have worked out a revenue sharing agreement.  Lifetime does produce its own games with partners, and it’s a fair bet to say that the recent Roiworld acquisition is a further step in the right direction to provide further games and virtual worlds that its dedicated fan base will enjoy.  Lifetime’s downloadable game sales were up 100 percent in 2007 over 2006 yoy, and sales in 2008 are still going strong.

“There’s no doubt that Korea produces some of the most vibrant and exciting games today, especially in the growing fashion and style category of the game industry,” said Dan Suratt, Executive Vice President, Digital Media and Business Development. “Lifetime is excited to push the limits of where these games can go, especially with a team as talented as the one from Roiworld.”

The new Lifetime Branded Roiworld is up and running at new.roiworld.com.  Let’s keep an eye on this one, as the ‘Dress Up’ virtual world trend seems to be booming: what can Lifetime Networks make out of it?

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Think Services census reveals 13 percent increase in North American gaming jobs

Friday, October 31st, 2008

Think Services Game Group’s Game Developer Research has recently published its Game Developer Census 2008 report with some interesting numbers.  Surveying all companies working in the video game development and publishing in North America, the survey uncovered a 12 percent year on year increase of US employees.  This years number clocks gaming industry jobs at a rockin’ 44,400 – up from 39,700 in 2007.  If the 12 percent in the US wasn’t enough to make you sit up and take notice, take a look to our neighbors to the north: Canadian video game jobs leaped a healthy 17 percent; up to 9500 from 8100.  Combined the North American gaming industry increased 13 percent, from 47,800 to 53,900.  Now that’s alotta jobs, and outstanding industry growth.

While a portion of this increase comes from increased staffing numbers related to next-gen games, the driving factor has been continued development and investment in MMOs and Virtual Worlds.  VC’s have obviously put their reservations on the shelf, as continued growth in the free-to-play game worlds has spurred increased investments.

Breaking it down in geographic terms, while Governor Schwarzenegger’s statewide economy might not be rocking the Kasbah, 21,200 game developers couldn’t be happier in the Golden State.  Washington State ranks a healthy #2 with over 4,700 employees, and the longhorns of Texas calling 3,330 video game industry professionals state residents.  In total, seven states (California, Washington, Texas, New York, Massachusetts, Illinois, and Florida) have over 1,000 game professionals as inhabitants.  North Carolina and Maryland are just below the 1,000 threshold.

Interesting to note; the census did NOT include game tools companies (who’s your favorite microtransaction payment method firm?), game contracting/services companies, external PR, marketing, legal, and other business services and liaison or licensing divisions at larger media companies.  Game Developer Research estimates this number to be in the 18,000 range in North America.

“We’re delighted to present our second Census report, showing a notable increase in the amount of professionals employed in the game industry. With industry revenues at an all-time high, we believe that we’ll continue to see a vibrant market for those employed in the art and science of gaming,” said Simon Carless, publisher of Game Developer Magazine and director of Game Developer Research.

To view a sample data set, or purchase the entire 170 page Game Developer Census 2008 report, visit Think Services at gamedevresearch.com.

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MindArk brings Entropia Universe to NASA

Wednesday, October 29th, 2008

MindArk has recently been selected by NASA as one of three finalists to present to Entropia Universe to NASA Learning Technologies and the Innovative Program office on November 7th at the Goddard Space Flight Center.  The goal of the project is to create an exciting and interactive MMO educational game to enhance the real world education of teens in high school and college in the STEM (Science, Technology, Engineering, and Math) fields.  Saber Astronautics, Nocturnal Entertainment, and Big World and Virtual Heroes and Project Whitecard will also be presenting.

As we talked about in the e-for-all in Los Angeles wrap up, Entropia Universe is a proprietary tech platform for interoperable virtual worlds.  Each world within the Entropia Universe has it’s own unique planet and associated characteristics.  These varied free-to-play worlds each contain secure micro-transaction marketplaces, highly developed media (with a CryEngine 2 graphics overhaul currently in the works), transaction methods for both real and virtual items, and full MMO features including social interaction between players.  Players spend PEDs, the Entropia in-game currency, on customizing and equipping their avatars at an exchange rate of 10:1, PED:$ respectively.

Swedish Based developers MindArk have been working on the Entropia Universe for over 10 years at a cost of over $40M.  Hitting the streets in 2003, MindArk’s flagship planet, Calypso has been turning a profit since 2004, and served at a fine-tuning platform for further planet developments.  The Entropia Universe now boasts approximately 780,000 registered accounts from over 200 countries globally.  In 2007, the Universe was responsible for over $400M of secondary market (player-to-player) trading.

“We are thrilled and honored to present Entropia Universe to NASA and to have been selected from over 100 interested parties which were present at the NASA MMO Workshop in April. It is an acknowledgement of our concept and progress, and shows the versatility of the platform we have spent a decade developing,” says MindArk CEO Jan Welter Timkrans.

MindArk Director of Special Projects, Christian Bjoerkman, continues, “this opportunity to build the NASA MMO is very much in line with our strategy to enhance the learning aspects of the Entropia Universe Platform. It is a perfect way for us to work in collaboration with top academics and scholars to create a stimulating, challenging and educational experience.”

NASA Learning Technologies sent out feelers at a workshop back in April in order to evaluate which companies and projects would be best suited to their desire to create a STEM-based MMO title.  Their goal is to create a fun, interactive and educational game that will enhance NASA’s educational goals.

To learn more about the STEM-MMO project, visit NASA at: http://ipp.gsfc.nasa.gov/mmo/
To learn more about MindArk visit them at: http://www.mindark.com/
To learn more about Entropia Universe visit them at: http://www.entropiauniverse.com/

MindArk Entropia Universe Trailer

 

Martin Herdina to speak at Virtual Worlds London Expo

Monday, October 20th, 2008

Along with being an official sponsor of the 2008 Virtual Worlds London Expo, fatfoogoo’s CEO Martin Herdina will be join by Rohan Freeman, CEO of Sine Wave Company, Andrew Schneider, Founder and President of LiveGamer, and Karl Mehta, Co-Founder and CEO of PlaySpan in a panel discussion regarding Virtual Goods.

Taking place today and tomorrow, the Virtual Worlds London Expo is the leading European event for businesses seeking to maximize and comprehend business strategies within virtual worlds.  The Expo seeks to bring all major players in the virtual world space together in one location to look at best practices, insights, and networking.  Fortune 1000 companies, investors, media, startups, consumer entertainment and youth brands, ad agencies, and of course virtual world platforms and their associated developers regularly attend the annual event.

Martin Herdina will be taking part in the Virtual Goods: The Next Big Business Model talk from 2:45 PM to 3:30 PM.  An outline of the discussion:

Virtual goods and currencies have become the driving economic force for a number of virtual world companies. What does it takes to build a successful company with a strong virtual goods business? What types of items do consumer want to buy and in what context are they motivated to continually buy or upgrade their virtual items? How do you grow a virtual goods business and what are the pitfalls? In what cases does a virtual goods business model triumph over advertising or subscription models?

fatfoogoo’s CEO is expected to analyze and elaborate on the different monetization use cases (subscriptions, primary market, secondary market), their differences, their shortcomings and outline the key factors to run a
successful virtual goods business.

Mr. Herdina is in good company at this year’s Virtual Worlds London Expo, as keynote speakers include Mark Kingdon, CEO of Linden Labs (Second Life), and Niniane Wang, Lively Engineering Lead, Google Inc.

The Virtual Worlds London Expo is made possible by Virtual Worlds Management, and includes The Virtual Worlds 2008 (New York, April 3-4, 2008), Virtual Worlds Expo (Los Angeles, September 3-4, 2008), Virtual Worlds London (October 20-21, 2008).

 

Could economic troubles spell big business for virtual worlds?

Sunday, October 19th, 2008

In uncertain economic times, people may be searching for an attractive virtual escape to help them forget the woes of a real world.

Forbes.com recently ran an article highlighting the economic aspects of virtual worlds may actually receive a significant boost during rough economic times.  The site Gaia Interactive and Habbo as examples of virtual worlds that are expecting a rise in traffic and microtransaction sales as the economy continues it’s downward spiral.

“As the ‘real world’ gets worse, virtual worlds get better,” Gaia Chief Executive Craig Sherman told Forbes.com in an e-mail. “As things get worse, people spend more time at movies or spend more time on a site like Gaia Online, which provides a relatively inexpensive respite from the offline world.”

Gaia, whose primary target market includes teens and twenty-somethings saw more than seven million unique visitors in September.

Another teen focused portal, Habbo does have concerns over falling ad sales, but 85% of the sites revenue is virtual goods, microtransaction sales driven.  On average, the site’s 2.5 million US users spend around $18/month, and time on the site has doubled to around 40 minutes per session over the past year, says EVP Teemu Huuhtanen.  Currently clocking in at approximately 10 million global users, Habbo is expecting to grow as the site begins offering new services and activities.

While not a free-to-play, microtransaction revenue model based title, EVE Online has seen over 30,000 new registrations and players since the beginning of the year.  EVE’s on staff economist, Eyjo Gudmundsson expects to continue this growth patterns over the next six months, especially as cash strapped people look for cheaper entertainment alternatives.  EVE is still holding firm to the subscription model at $14.95/month.  While Gudmundsson cautions in the Forbes article that virtual worlds may fall victim to some real world economic frustrations, I’m only left to wonder if this statement has something to do with the fact that EVE is still only offering play based on a subscription fee, while both Gaia and Habbo offer free-to-play, microtransaction based models.  This could be an interesting horse race to watch, and see who’s left standing at the finish line.

Michael Cai from Parks Associates also points out that registered and active users of Second Life have flattened out, it might have something to do with now ‘seasoned’ virtual world citizens are simply seeking out other virtual worlds to explore.  Cai forecasts more and more corporations will begin using Second Life or custom 3D worlds in order to hold meetings and cut down on expensive travel costs.

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