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Online Gaming Subscriptions Gain Popularity in 2005

by Rainier on March 9, 2006 @ 9:59 p.m. PST

A study by research firm DFC Intelligence shows that online game subscription revenue grew 43 percent to $2 billion in 2005, and while the total industry grosses an estimated $29 billion, online gaming is expected to reach $6.8 billion in sales by 2011. Blizzard's World of Warcraft accounts for 50% of the online income, 20% for casual games, and the rest divided over sports, strategy and action. Most of the sales are coming from PC based titles, but within 5 years consoles will gain ground and reach about 30%.
A study by research firm DFC Intelligence shows that online game subscription revenue grew 43 percent to $2 billion in 2005, and while the total industry grosses an estimated $29 billion, online gaming is expected to reach $6.8 billion in sales by 2011. Blizzard's World of Warcraft accounts for 50% of the online income, 20% for casual games, and the rest divided over sports, strategy and action. Most of the sales are coming from PC based titles, but within 5 years consoles will gain ground and reach about 30%.