Thursday, May 3, 2007 at 7:51 AM PT

Virtual World Revenues, $6 Billion by 2012

By Wagner James Au |

David Cole of DFC Intelligence, a game industry expert for years, has been a guiding source for me for years, and he just revealed some astonishing numbers about the MMOG market:

“I can let you be the first person we tell that we forecast the worldwide MMOG market going from $2.2 billion in 2006 to $5.9 billion in 2012,” he e-mails me.

These figures are part of an upcoming DFC report, and they are bullish in the extreme. For proportion’s sake, bear in mind that the entire computer/videogame industry is currently a $7.4 billion business.

“In terms of overall growth,” Cole continues, “the market in both North America and Europe is expected to triple.” Furthermore, over $2.3 billion of that revenue is expected to come from advertising and digital distribution of virtual items/characters etc, not subscriptions.” This would be quite a reversal, for most Western MMOs still rely on a monthly subscription model.

The DFC forecast, it’s worth noting, is pinned to online games, with some ambiguity on how to count revenue from the numerous virtual worlds on the market or about to be launched; many are social hangouts or user-created collaborative spaces, and not games in the strict sense of having pre-defined goals, levels of success, and so on.

“Does MySpace count?” Cole asks rhetorically. “Every free site that has an avatar?” (Many online worlds are free to the user, and depend on external advertising deals for revenue.) DFC’s solution for virtual worlds, he goes on, was to only count user-to-company payments.

“If you can get them to pay a subscription fee or get them to buy items in a virtual world… for those consumers that starts to become a game.” With those services, he says, “[W]e would count the subscription and virtual item revenue, but not any ad revenue they generate.”

Sphere Topic: Online Worlds Tags: none
 

Comments and Trackbacks

  1. That $7.4 billion is just the US. That doesn’t include Europe, Korea, Japan, or China. It also captures only some percentage of online revenue. The overall market is about $30 billion dollars, all things included.

    Especially with MMOG, China and Korea form a huge part of the market, 0% of which is reflected in the ESA numbers you listed.

    m on August 23rd, 2007 at 10:45 pm - Permalink
  2. hi there

    I have a significant problem with revenues in this industry, as I am doing some research for my master thesis on this subject.

    What I have found thus far is:

    1) revenues from subscriptions were 1 billion in 2006 in Western World countries and are expected to be 1.5 billion in 2011. however, I do not understand what countries comprise western world in this report (source:screen digest mmog’s 2006 review and forecasts to 2011).

    2) 87% of the market came from subscriptions, leaving only 5% for virtual item purchase. 5% means less than 200 millions for virtual items.

    3) However, according to Screen Digest report (2007), tranding with virtual assets is expected to reach 1.8 billion in 2009.

    Now, are my figures correct? Anyone more precise figures? Newer figures?

    THANKS

    lisaly23 on April 23rd, 2008 at 3:19 am - Permalink

Post a comment (or leave a trackback)


GigaSponsors

assets_blobs_network_recent.php—Giga Omni Media, Inc.


Oops!

Sometimes we don't find what we are looking for. So why should this time be any different? Sorry for not being really helpful, but let's try it again.


GigaOM Jobs Feed

See all jobs | Post a job


GigaOM | Web Worker Daily | NewTeeVee | GigaGamez | GigaOM Jobs | About | Advertise | Sitemap |
Close
E-mail It