Abstract :
Increasingly popular for more than a decade, massively multiplayer online role-playing games now generate remarkable revenues. The current king of MMORPGs, World of Warcraft, boasts 10 million active subscribers as of early 2008. Developed by Blizzard, WoW hosts a virtual population larger than the real-world populations of countries such as Sweden and Hungary.
Keywords :
computer games; virtual reality; World of Warcraft; massively multiplayer online role-playing games; virtual population; Computer industry; Economic indicators; Energy management; Government; Licenses; Platinum; Power generation economics; Programming profession; Teleconferencing; Time measurement; MMORPGs; entertainment computing; virtual-reality applications;