Sports gamers who have been keeping up with the rest of the video-game industry may have noticed that Blizzard Entertainmentโs flagship title, World of Warcraft, recently reached the impressive mark of 11 million subscribers, giving it the largest active player-base of any game to date.
With all the profits that Warcraft is generating for Blizzard (per person: $50 for the game, $40 for each of the two expansions, and about $15 in monthly subscription fees -- plus the game essentially cannot be pirated), it is no stretch to assume that sports developers must be thinking about how they, too, could incorporate some of the addictive massively multiplayer online (MMO) aspects into their own lineup of games.
Read More - What Can Sports Games Learn from World of Warcraft
With all the profits that Warcraft is generating for Blizzard (per person: $50 for the game, $40 for each of the two expansions, and about $15 in monthly subscription fees -- plus the game essentially cannot be pirated), it is no stretch to assume that sports developers must be thinking about how they, too, could incorporate some of the addictive massively multiplayer online (MMO) aspects into their own lineup of games.
Read More - What Can Sports Games Learn from World of Warcraft
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