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  2. Michael Morhaime - Wikipedia

    en.wikipedia.org/wiki/Michael_Morhaime

    In planning for the release of World of Warcraft (WoW) in late 2004, Morhaime thought that the market for the much larger and more interactive new game, the first in their history to require players to pay a monthly subscription fee, would grow slowly.

  3. World of Warcraft - Wikipedia

    en.wikipedia.org/wiki/World_of_Warcraft

    World of Warcraft (WoW) is a 2004 massively multiplayer online role-playing (MMORPG) video game produced by Blizzard Entertainment.Set in the Warcraft fantasy universe, World of Warcraft takes place within the world of Azeroth, approximately four years after the events of the previous game in the series, Warcraft III: The Frozen Throne. [3]

  4. History of massively multiplayer online games - Wikipedia

    en.wikipedia.org/wiki/History_of_massively...

    ] MMORPG market has World of Warcraft in a position similar to the position of Dungeons & Dragons in the tabletop RPG market, with both games' market share being greater than 50% of the overall market. [citation needed] In August 2005 Sony Online Entertainment acquired The Matrix Online, and the game was shut down at 11:59pm, 31 July 2009. [36]

  5. Massively multiplayer online game - Wikipedia

    en.wikipedia.org/wiki/Massively_multiplayer...

    World of Warcraft is a dominant MMOG with 8-9 million monthly subscribers worldwide. [when?] [citation needed] The subscriber base dropped by one million after the expansion Wrath of the Lich King, bringing it to nine million subscribers in 2010, [3] though it remained the most popular Western title among MMOGs.

  6. Video game monetization - Wikipedia

    en.wikipedia.org/wiki/Video_game_monetization

    Developers can opt to reward premium currency for playing the game, such as the ability to recoup the cost of a Fortnite battle pass by completing it, and can discount in-game store items. Most often, premium currency cannot be redeemed for real-world money, with one notable exception being Second Life. Because of this limitation, premium ...

  7. Games as a service - Wikipedia

    en.wikipedia.org/wiki/Games_as_a_service

    The idea of games as a service began with the introduction of massively multiplayer online games (MMOs) like RuneScape and World of Warcraft, where the game's subscription model approach assured continued revenues to the developer and publisher to create new content. [1] Over time, new forms of offering continued GaaS revenues have come about.

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