Consumer interests against MMORPG (massively multiplayer online role-playing games) apparently has never subsided. Despite being hit by fierce strikes from the console, MMORPG market was still growing fast. Inc. research firm Strategy Analytics estimates that global MMORPG revenues in 2010 will grow 17 percent to $ 8 billion, from $ 5 billion in 2009. Strategy Analytics confirms the main drivers of growth were Asia-Pacific market.
"In the West (Europe and North America), MMORPG is getting weaker because compelled by the console. But in the East (Asia-Pacific), the momentum MMORPG continue racing," said Director of Digital Media Strategy Analytics Inc., Martin Olausson.
Strategy Analytics explained, in the West, especially Europe, some consumers began switching to console because of perceived inconvenience MMORPG game. The reason, consumers must subscribe to play MMORPG. Conversely, in the Asia-Pacific region, consumers can play MMORPG using prepaid vouchers.
As a result, consumers can at anytime stop playing a MMORPG and MMORPG switch to another when they are bored. "Producers should clean MMORPG in Europe because of the traditional business model was not interested in a subscription form so that the weaker growth momentum. While in Asia, MMORPG revenues have grown rapidly since 2007 thanks to the innovation model of payments," said Olausson.
For 2010, Strategy Analytics reveals global MMORPG market will remain split in two between East and West. In the West, Strategy Analytics estimates that the market will remain dominated by Blizzard Entertainment, Inc.. Meanwhile, the dominance in the MMORPG market will be hotly contested East Asian players such as Shanda Interactive Entertainment Ltd., NetEase.com Inc, NEXON Corp., and NCsoft Corporation. However, the producers of this Asian MMORPG apparently not satisfied just to play in the Eastern markets, but began to colonize the West. The most striking example is the gait Shanda. Headquartered in Shanghai, China, Shanda acquired the company in January 2010 the United States Mochi Media Inc., valued at $ 80 million.
By purchasing Mochi, Shanda hopes to strengthen its position in global markets, especially in North America, because Mochi is a distributor MMORPG that has about 140 million subscribers.
"This acquisition is the international expansion of Shanda. Mochi has a good international distribution network. With the acquisition of Mochi Similarly, Shanda able to distribute about 15,000 new MMORPG which previously distributed only Mochi," said JPMorgan Chase & Co. analyst Dick Wei, told Reuters.
Mochi successfully acquired, even after another company Shanda. Shanda is the next target of Shanghai Hongli Digital Technology Co. aka Goldcool Games. By acquiring Goldcool, Shanda is able to offer more variety of games.
"Currently we have always opened up opportunities for a great opportunity in the content, to strengthen our platform," said Chief Executive Officer of Shanda Interactive Entertainment Ltd. Diana Li, told Reuters. On the other hand, Blizzard does not want to fall asleep by the success of 'World of Warcraft'. Therefore, Blizzard continues to build a new MMORPG.
Blizzard's most recent product of the 'StarCraft II: Wings of Liberty'. Released offering on July 27, 2010, 'StarCraft II: Wings of Liberty' is the sequel to the popular game 'StarCraft', released early in 1998.
"We work hard to continue the epic 'StarCraft'," explained Chief Executive Officer of Blizzard Entertainment, Inc. Mike Morhaime.
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