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![]() This is the research diary of researcher Lisbeth
Klastrup, since february 2001 sharing her thoughts on life, universe, persistent online
worlds, games, interactive stories and internet oddities with you on the www. May 07 April 07 March 07 February 07 January 07 December 06 2006 2005 2004 2003 Oct/Nov 2002 2002 2001 Fellow research bloggers -Denmark Jesper Juul Gonzalo Frasca Martin Sønderlev Christensen Jonas Heide Smith Miguel Sicart Mads Bødker ITU blogs -Norway Jill Walker Torill Mortensen Hilde Corneliussen Anders Fagerjord -The World Terra Nova (misc, joint) GrandTextAuto (US, joint) Mirjam Paalosari-Eladhari (SE) Jane McGonigal (US) Patrik Svensson (SE) Elin Sjursen (NO) Adrian Miles' Vog blog (AUSTR.) Other Related Blogs Mediehack Hovedet på Bloggen Bookish Tempus Tommy Flickwerk Jacob Bøtter Corporate Blogging Fellow Researchers, non-blog -Denmark Susana Tosca T.L. Taylor Espen Aarseth Soeren Pold Ida Engholm Troels Degn Johansson -Norway Ragnhild Tronstad -Sweden Anna Gunder Jenny Sunden Mikael Jacobsson -Finland Aki Jarvinen Markku Eskelinen Raine Koskimaa
©Lisbeth Klastrup 2001-2007 |
13.11.01
Quote from an interview with Jessica Mulligan a year ago at rpgvault about the future of online persistent world gaming:
Jonric: Do you believe the audience for online worlds will grow quickly enough to support all the games that are being developed? Jessica Mulligan: The reason there are only about 700,000 paid subscribers today is the hardcore nature of the games offered. There is already a much larger market for persistent worlds than those subscriber numbers would indicate. Based on my experience over the last 14 years, of the number of people in the total subscriber base who will play a persistent world, there are at least six million potential subscribers worldwide today. Over the next ten years, I suspect the number of potential persistent world gamers will rise to about 60 million; at today's $10 per month pricing, that's a potential of over $7 billion annually in subscriber fees alone. Jonric: What are the major factors that will drive market expansion to the kinds of numbers you just noted? Jessica Mulligan: The main factors that will drive more people to trying and sticking with persistent worlds will be ease of use, more persistent worlds actually designed with the player in mind and that don't require a 20 hour a week commitment to play, opening persistent world game design to be more inclusive of the casual and mass market gamer and taking full advantage of emerging technologies in voice communications and the wireless connection. (my emphasis)
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My Other Places Death Stories project Walgblog (DK) DK forskerblogs (DK) klast at del.icio.us Site feed Link (Atom) Klastrup family? **************** ![]() Buy our book **************** Conferences ACE 2007 Mobile Media 2007 MobileCHI 07 Perth DAC 2007 DIGRA 2007 AOIR 8.0/2007 **************** My Ph.D. thesis website: Towards a Poetics of Virtual Worlds **************** Misc I also used to host & work in a world called StoryMOO. |