Time billing system to keep the growth of the game Wow hegemony shaken

Source: Internet
Author: User
Keywords Online
Tags bad news company data game games gaming gaming industry market
More video Gamesindustry.biz recently released a report on online gaming industry from the market research company Screen Digest, which focuses on the western countries ' timing fee system for online gaming revenue and growth data.  The report is typically "good news and bad news" for the industry. The good news is that online gaming players have paid 1.4 billion of dollars in revenue from 08 to 09 years of 1.6 billion dollars. This can be a big increase, especially in the context of the current proliferation of prop-paying games. The figure is expected to reach 2 billion by 2014. The bad news is that each player's average spending fell by 10% at the same time, due to the increasingly cheap timing fees.  In other words, there are more and more paid players, but their spending is getting smaller. The analysis also points out that World of Warcraft's dominance in timed-fee online gaming is faltering, with market share falling from 60% to 54%. "We insist that the time billing system will continue to play an important role in the industry," said Screen digest. This pattern is always better suited to certain consumer groups and specific game/service types. Of course, prop-paying games, with their successful growth, proves that this is another good model. "(Edit/Zhang Xing)
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