Its shelves are filled with items that many people really want to order, although you can never touch. The services are performed by characters who were created on a computer. With the recent surge in popularity of online games and virtual worlds, there was a whole new cottage industry created that sells virtual goods and services for players, time and money in cyberspace.
They are called massively multiplayer online role playing games, or MMORPG, which are a type of online game as a game of more than 15 million people today around the world. Participants pay a membership fee and a unique game software, then connect to a server and interact in a 3D environment with the software. Players do not seem to be the ultimate goal of winning, but are encouraged to continue to live only in the virtual world, a lot of time and money there. Victory is not as important as the development of his character at a time, fame, wealth or status. A lot of money on this trial can with things such as improving the character point of purchase and monthly subscription fees will be issued.
The cost of designing, developing and creating a IMMORPG is approximately $ 10 million. It takes a lot of people with different skills in game design, 3D animation, computer engineering and database architecture, just to name a few. It can be expensive to get an online game or virtual world and goes, but the profit margin is very high, which helps ensure that investors make their money for a big profit in a relatively short time. In 2006, this particular genre of video games generate more than $ 1 billion and is just more and more each day.
In the world of interactive video games and virtual worlds, it is not uncommon for a player with hundreds or even thousands of dollars on items to enhance your gaming experience or to build their state spending. One person can make a lot of money to buy things like clothes, cars, weapons and property as well as a range of services and experiences. For example, a virtual apartment costs a few hundred to several thousand dollars. Participants spend real money on these 3D elements to be considered as a monetary asset real.
A whole new industry was due to online games like World of Warcraft, Everquest and Second Life created. With over 7 million subscribers of World of Warcraft is the most popular of these games. This is a game of classic fantasy about the struggle against the tradition of Dungeons and Dragons.
World of Warcraft has to improve a wide range of products, buy, or you can improve your gaming experience online. Players have the option to purchase a variety of different types of armor, weapons, costumes and equipment. It is for each player to decide what kind of elements that help your chances of winning this competition online video game battles. Some people buy equipment based on their function and some buy it for a breathtaking view of his character in the battle, which may have to build a good reputation and status. When you reach higher levels of play and player status more products and services are available to enhance your experience.
Second Life is an online virtual world where people live and go to a different life in cyberspace. This is a site on the basis of 5.88728 million subscribers has members worldwide. Once a participant in this virtual world, there are a variety of articles, experiments and real estate. They are encouraged to explore the landscape in three dimensions and find a good place to buy a property. , The strategy is the creation of a home or business relationships and create with other participants to help you succeed. Millions of dollars are spent each month for transactions that take place in the heart of this virtual world.
Of auctions, banking, e, is a rapidly growing industry that makes a living catering to those who really love to play online video games, or spend much time in a virtual world. These games offer a different experience of the Xbox 360, PlayStation 3, PSP and Nintendo Wii, because they are less predictable, with more interactivity. Furthermore, the content is free from state regulation because they operate in the wild world of Internet.
Since 2004, the world is large for the type of massively multiplayer online role-playing doubles every year. $ 500 million in 2005 to U.S. $ 1 billion in 2006, this sector is expected to be prosperous and gross more than $ 2 billion to continue in 2007. As people turn increasingly to the world of online games and virtual worlds for entertainment and escapism, the future looks brighter every day to sell to those who are virtual products and services.