January 11, 2008...1:59 am
Online gaming — almost as profitable as drugs
I just read that the online gaming business apparently makes $5.2 billion annually, in the U.S. alone.
How is that possible?
What am I missing?
This is mostly World of Warcraft and massively multiplayer online games, right?
Or does this also include subscriptions for console games like Halo and war games online?
How is it possible that a an industry worth billions of dollars could be thriving and growing in this country and I know like two people actively doing it?
The online gaming business is crazy to me — but I guess it shouldn’t be. Second Life is sociologically interesting, but add an actual…you know, game element to it and you’ve got a license to print money.
The only video game that I was ever really sucked into was Pirates!, a historical strategy roleplaying game that could easily have made a great massively multiplayer online game. So I get the appeal.
Those who can play games like that without turning into trolls have my admiration. But like my friend Chris, who is a recovering Dungeons and Dragons/roleplaying game addict, I think it’s best to steer clear so that I can be human.










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