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all this happened, more or less

Tuesday, August 13, 2002

Live virtually: No need to protest about income disparity gaps, corporate sleaze or Bush's foreign policy misadventures. Click the icon on the screen and you too can build yourself a better, brighter tomorrow.

As computers get more powerful and broadband becomes standard, virtual spaces like EverQuest are expected to turn into boom worlds for the companies that own them.

EverQuest has 433,000 players who pay $12.95 a month. Creating relationships and societies out of the EverQuest virtual playground, subscribers generate $5m a month for Sony.

The typical player spends 20 hours a week living in EverQuest. According to Edward Castronova, an economics professor at California State University at Fullerton, one-third of adult players spend more time in the game world than in their paying jobs.

Not surprisingly, Electronic Arts, Microsoft, Vivendi-Universal and Disney are pouring millions into developing online worlds.

In December, LucusArts and Sony release Star Wars Galaxies. Next year, Sony releases PlanetSide: a first-person action game set in an online world.

Consultancy Themis Group says that by 2003, revenue from online games will double to $635m. That's more than the revenue expected from the latest Star Wars film. [Business 2.0].

4:57 PM | permalink 

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