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do gamers make better employees

In the networked, geographically dispersed workplace of the future, the mental traits of World of Warcraft (WoW) enthusiasts — being bottom-line oriented, tolerant of diversity, comfortable with constant change, happy to learn, and intensely interested in innovation — may be hugely beneficial. Read more »

Blizzard Entertainment, the company behind the massively multiplayer — and massively popular — online game World of Warcraft, has touched off a firestorm of controversy in the gaming community by requiring that users divulge their real-world identities when they post comments in the company’s WoW forums. Read more »

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The iPad is already a strong entry in the mobile games realm, with its large, high-resolution display, touchscreen interface and support for external devices like keyboards. Plus it has the iPhone/iPad development community cranking out innovative games all the time, too. Read more »

Booyah, which is available as a free iPhone app, is a new social MMORPG from a well-funded startup of the same name. But here’s the twist: Unlike all other online role-playing games (GigaOM Pro, sub required) , you don’t improve your character by performing fantastic otherworldly […] Read more »

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In recent years, virtual worlds (also known as massively multiplayer online games, or MMOs) have shown tremendous growth in terms of user numbers and revenue. However, the market for them is currently in tremendous flux, with the most well-known sub-genre — the subscriber-based fantasy role playing games (MMORPGs) — suffering a growth plateau, due to the dominating success of World of Warcraft. At the same time, user activity in “freemium” virtual worlds continues to explode, most especially in the tween/adolescent market, which is likely to reach a market saturation point soon, though monetization prospects for all but the established players remain uncertain. The explosion of social networks, which share numerous traits with virtual worlds, have created a new potential audience for this genre, while the mass adoption of web plug-ins and smartphones like the iPhone have opened up new markets for the genre.

In this transitional period, many of the best investment and growth opportunities to watch are not the worlds themselves, but the solution providers offering developers the means to better monetize their existing MMOs. Opportunities also exist in niche MMOs that appeal to consumers seeking entertainment outside the established fantasy and kids social MMO space. However, new players that would enter this already crowded market must foster a community of users by rewarding user-created content and continued engagement, while also being architected with multiple revenue streams and play platforms. Read more at GigaOM Pro »

To promote the latest installment of Illegal Danish, their popular World of Warcraft machinima series, D.W. Hackleman and his brother Clint came up with a clever conceit: They fully recreated the trailer of the hotly anticipated game Starcraft II with elements of Warcraft. Now instead of […] Read more »

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WoWPals is a new location-based service for World of Warcraft players who want to connect with other WoW fans, be they from halfway around the globe or right down the street. A spinoff of Israel-based company GamersFlux, the service extracts data from the World of Warcraft […] Read more »

Apple arguably could do a better job of educating their non–tech oriented customers about the advisability and desirability of periodic software — especially OS version — upgrades. That epiphany dawned on me during a telephone conversation last weekend with a friend I don’t see or talk […] Read more »

Game industry analyst DFC Intelligence will publish a comprehensive study of massively multiplayer online worlds next month, and was nice enough to give us an advance peek at their list of MMOs and MMORPGs that earned the most revenue in 2008. The numbers are primarily estimates […] Read more »

Last week, President-elect Obama appointed Kevin Werbach, assistant professor of legal studies and business ethics at Wharton, and Susan Crawford, who teaches communications and Internet law at the University of Michigan, to co-chair his FCC transition team. In preparation for his incoming administration, the two, both […] Read more »

Mythic Entertainment, the studio that developed Electronic Arts’ new MMORPG Warhammer Online, has adopted an extreme anti-gold selling policy. But much as gamers claim to hate gold sellers, almost one in four patronize them — Mythic, therefore, is risking alienating a quarter of its user base. Read more »

Famed game developer and analyst Scott Jennings recently announced on his blog that he’s quit online game publishing giant NCSoft to join John Galt Games. His new home is the small casual game startup developing Web Wars, a sci-fi game played via a browser plug-in, where […] Read more »

One of the first rules of journalism is to never start your story with a quote, but this one just fits too well: “People have said I have an interesting knack to be able to monetize my life.” That’s Alex Albrecht (no relation, I asked) talking […] Read more »

Real-world games have been tried before, but population density has always been one of their biggest challenges. The gaming might be good in Shattrath, but go to Times Square and you’re alone. Could World of Warcraft’s loyal followers help it make the first big real-world MMO? Continue Reading Read more »

RuneScape is one of online gaming’s biggest success stories, but unless you play it or know someone who does, you’ve probably never heard of it. Launched in 2001 by Jagex Software, an independent studio based in the UK, it’s a traditional fantasy role-playing game that boasts […] Read more »

Second Life is either peaking or busy crossing the chasm, depending on who you believe. IMVU stealthed its way to tons of users. Club Penguin found its windfall by figuring out how to reach children safely. Blizzard had revenues of $1.1 billion last year. Qwaq makes […] Read more »

Based on publicly available data, it looks like an Internet milestone will be passed by the end of next month: World of Warcraft will lose its undisputed status as the most popular massively multiplayer online world. It’s struggling to defend that title as Habbo Hotel, the […] Read more »

While it may temping to lump every game that has chat or a shared leaderboard under the social gaming umbrella, to do so muddies the water of a category that just may be the natural progression from social networking. It’s time to define what we mean by social gaming, so that we can better focus on the actual value we are creating for the players themselves — and avoid the trap of slapping a sparkly new phrase on any gaming startup that wanders onto the scene. Read more »