MMO subscriptions grow by 22% in 2008

Whilst the publishing world may be vocal in its increasing interest in free-to-play online game models, a new report by Screen Digest shows that the subscription based MMO market grew by 22 per cent in 2008.

Consumer spending in the sector reached $1.4bn across Europe and North America, with the ongoing success of Activision Blizzard’s World of Warcraft credited as being the driving factor.

Furthermore, Screen Digest predicts that the sector has a further five years growth ahead of it.

Industry commentators have for some time been using the example of the Asian online games market to proclaim the death of subscription business models in the West, praising the accessibility and flexibility of free-to-access games that generate revenue by encouraging players to make micro-transactions as part of the gaming experience,” Screen digest’s senior analyst and head of games Piers Harding-Rolls stated.

Screen Digest has always advocated a mixed model approach for the markets in North America and Europe. Subscriptions remain an important and lucrative way of monetising MMOGs in the West across all game settings and consumer groups, and the results in 2008 support this view.”

About MCV Staff

Check Also

Core Keeper key art 1 [Industry news] Core Keeper’s ancient Core becomes a one of a kind gaming PC, to be won for charity

[Industry news] Core Keeper’s ancient Core becomes a one of a kind gaming PC, to be won for charity

More than 4 million people have played Core Keeper, and every one of them started the same way, waking in a dark cavern beside an ancient Core that has lain dormant for aeons. Pugstorm and Fireshine Games, the game's developer and publisher, have now worked with Scan to build that Core into a real gaming PC. It is one of a kind, and it is the prize in the Global Games Draw, a new prize draw for Into Games, a UK charity that helps young people from working class backgrounds into careers in games. Every entry raises money for that work.