WoWBlizzard's "World of Warcraft" Hits 9 Million SubscribersAuthored by Mark Hefflinger on July 24, 2007 - 3:43pm.
Irvine, Calif. - Vivendi's Blizzard Entertainment games studio announced on Tuesday that its massively multiplayer online game "World of Warcraft" has now surpassed nine million paying subscribers worldwide. The company added that its expects an influx of new and returning subscribers when Chinese distribution partner The9 launches the game's first expansion, "World of Warcraft: The Burning Crusade." Sparter Debuts Gamer2Gamer MMOG Virtual Currency ExchangeAuthored by Mark Hefflinger on June 13, 2007 - 3:17pm.
Menlo Park, Calif. - Sparter on Wednesday announced the public beta release of its online exchange that lets gamers trade virtual currencies for a range of massively multiplayer online games directly with one another. Gamer2Gamer currently supports titles including "World of Warcraft," "EverQuest," "Guild Wars," "Star Wars Galaxies" and "The Lord of the Rings Online." The company, which is headed by former THQ executive Dan Kelly and funded by Bessemer Venture Partners, said it is eliminating the middleman at other services that charge fees for virtual currency transfers. Gamer Files Class Action Against "World of Warcraft" Gold FarmerAuthored by Mark Hefflinger on June 7, 2007 - 10:56am.
Irvine, Calif. - A class action suit has been filed by a veteran player of Blizzard Entertainment's "World of Warcraft" (WoW) multiplayer game against a company called IGE, a "gold farmer" that recruits players to accrue virtual gold to sell to WoW players for real-world money, The Escapist reported. Blizzard Sues Virtual Gold Sellers for Spamming "World of Warcraft" PlayersAuthored by Mark Hefflinger on June 1, 2007 - 12:27pm.
Irvine, Calif. - Blizzard Entertainment, the unit of Vivendi Games that operates the popular "World of Warcraft" multiplayer online game, has filed a federal lawsuit against a company it says has spammed players with ads for its service that sells virtual gold used in the game, Wired News reported. AT&T Offers 14-Day Free Trial of Blizzard's "World of Warcraft"Authored by Mark Hefflinger on April 5, 2007 - 3:49pm.
San Antonio, Texas - AT&T announced on Thursday that it has partnered with Vivendi's Blizzard Entertainment to offer a 14-day free trial of the popular "World of Warcraft" massively multiplayer online game. The AT&T blue room gaming site will host the offer, which figures as the longest free trial of the game available online. "World of Warcraft" currently claims 8.5 million players, while AT&T counts 12 million high speed Internet lines. Vivendi Games' Blizzard Details Third "Worldwide Invitational"Authored by Mark Hefflinger on March 8, 2007 - 5:09pm.
Irvine, Calif. - Vivendi Games' Blizzard Entertainment on Thursday announced details of its third Worldwide Invitational, a public event where the company connects with players of its "Warcraft," "Diablo" and "StarCraft" titles, and hosts a range of gamer tournaments. This year's event will be held in Seoul, South Korea on May 19-20, and will feature the first season for its World of Warcraft's Arena Tournament. "World of Warcraft" Expansion Sets One-Month PC Game Sales RecordAuthored by Mark Hefflinger on March 7, 2007 - 4:58pm.
Irvine, Calif. - Vivendi Games' Blizzard Entertainment said on Wednesday that "World of Warcraft: The Burning Crusade," the first expansion for its title that figures as the world's most popular massively multiplayer online roleplaying game, sold 3.5 million copies within a month of its release in North America, Europe, Australia, New Zealand, Singapore, Thailand and Malaysia. The figure represents a new one-month record for PC game sales, and includes more than 1.9 million copies sold in regions that play on North American realms. The "World of Warcraft" worldwide subscriber base has now grown to more than 8.5 million. Virtual Item Exchange Should Be LegalizedAuthored by Michael Cai on February 13, 2007 - 8:33am.
Economics 101 says that when there's a demand, there should be supply. That is exactly what's happening with virtual item exchange. For those who don't follow the game market, virtual item exchange means using real-world currency to purchase virtual items. For instance, a player of World of Warcraft could buy a special sword from another player for $5 and enhance his gaming experience and a player of Second Life could acquire a virtual castle for her avatar for $1,000.
Sony: Virtual Game Item Marketplace Does $1.87 Million in First YearAuthored by Mark Hefflinger on February 7, 2007 - 1:49pm.
San Diego - Sony Online Entertainment (SOE) announced on Wednesday that Station Exchange, the online auction site it launched in June 2005 to allow players of its "EverQuest II" multiplayer online game to pay real money for virtual characters and items, generated $1.87 million in player transactions during its first year. Blizzard to Launch "World of Warcraft" Expansion in ChinaAuthored by Mark Hefflinger on January 30, 2007 - 1:40pm.
Shanghai, China - Chinese online game operator The9 said on Tuesday that it has signed an amended agreement with Vivendi's Blizzard Entertainment, to additionally publish the recently released expansion pack to Blizzard's "World of Warcraft" massively multiplayer online game in mainland China. The companies did not say when "The Burning Crusade" would launch in China. eBay Bans Sales of Virtual Items From Online GamesAuthored by Mark Hefflinger on January 29, 2007 - 2:20pm.
San Francisco - Online auctions giant eBay has begun to remove all auctions for virtual items from online games ranging from "World of Warcraft" to "Neopets," Slashdot reported.
tags: Games | eBay | Second Life | MMORPG | WoW | Virtual Items | Slashdot | Station Exchange | IGE |
"World of Warcraft" Expansion Sets Day-One PC Game Sales RecordAuthored by Mark Hefflinger on January 23, 2007 - 1:04pm.
Irvine, Calif. - Vivendi's Blizzard Entertainment game publishing unit announced on Tuesday that "World of Warcraft: The Burning Crusade," the first expansion to its massively multiplayer online game, broke the day-one sales record to become the fastest-selling PC game ever in North America and Europe. Report: 2006 U.S. Video Game Sales Up 18% to $13.5 BillionAuthored by Mark Hefflinger on January 19, 2007 - 10:24am.
Port Washington, N.Y. - U.S. video game sales rose 18% in 2006, to $13.5 billion, bolstered by top-selling PC title "World of Warcraft" and the release of new hardware from Sony and Nintendo, according to a report from market research firm NPD Group. Napster Creator Fanning to Launch Game Community Site RuptureAuthored by Mark Hefflinger on December 4, 2006 - 2:46pm.
New York - Napster creator Shawn Fanning plans to launch a virtual social community for online gamers called Rupture in the coming weeks, Business Week reported.
tags: Games | Launches | Internet | Napster | Blizzard | Online Communities | WoW | Sean Fanning | Rupture |
The Next WoW: Searching for the MMOHG (Massively Multiplayer Online Holy Grail)Authored by Mark Hefflinger on November 10, 2006 - 9:30am.
[Coverage from the 2006 LA Games Conference]Blizzard Entertainment's "World of Warcraft" (WoW) massively multiplayer online PC game is not just a hit, it's a certifiable phenomenon, in the opinion of Don Daglow, the president and CEO of developer Stormfront Studios. The game has skyrocketed to an unprecedented nearly six million subscribers. (Update: Blizzard announced on Nov. 9 that WoW subscriptions have now topped 7.5 million.) WoW is the fastest-growing business at Vivendi, Blizzard's parent company, and bolstered profits 24.4% for Vivendi Games to $376.4 million in the first half of 2006. "World of Warcraft" Subs Hit 7.5 Million; Expansion Due Jan. 16Authored by Mark Hefflinger on November 9, 2006 - 2:10pm.
Irvine, Calif. - Continuing the meteoric rise of its massively multiplayer online game, Blizzard Entertainment announced on Thursday that "World of Warcraft" now claims 7.5 million players worldwide.
Morning Links: October 24, 2006Authored by Robert Spears on October 24, 2006 - 4:00am.
Blizzard’s Release of World of Warcraft: Burning Crusade Pushed to January
NYT: Like Yahoo, Google Adds Customized Search Engine AP: EMI Launches Online Portal for Aspiring Singers & Groups CDC Introduces Google's Click-to-Play Video Ads in China R: CBS Show "Inturn" Moves from Online to On-Air DAVE.TV Launches White Label Video Social Network Platform PCW: Final Version of Firefox 2 Browser Available Today RH: Social Net College Tonight Partners with Juice Wireless to go Mobile Virtual Storage Company Box.net Raises $1.5M Adobe Launches Beta of Digital Editions for eBooks AP: Expatriates Express Outrage Over Skype Ban in U.A.E R: Sony Won't Quit Battery Business Despite Recalls AP: Vivendi Sues T-Mobile Over Polish Deal WSJ: Publicis's Chief Weighs Major Purchase FT: Japan Mobile Operators Hit by Looming Price War CNET: TVUPlayer: Another Napster? WSJ: TV Piracy in Asia Costs Pay-TV Broadcasters $1.13B, Survey Says WSJ: Excessive Web Use Has Features of Addiction eM: Online Video Metrics – MySpace vs. Yahoo! vs. YouTube ZDN: Media Tipping Point? NBC Says Cuts “not our fault” Blizzard Delays "World of Warcraft" Expansion Pack to JanuaryAuthored by Mark Hefflinger on October 23, 2006 - 10:09pm.
Irvine, Calif. - Vivendi Games' Blizzard Entertainment unit announced on Tuesday that it will delay the release of an anticipated expansion pack for its top-selling PC online multiplayer game "World of Warcraft" until January, missing the key holiday sales period. Irvine, Calif.-based Blizzard began closed-beta testing on "World of Warcraft: The Burning Crusade" earlier this month. "By adding a few extra weeks to the development cycle beyond its original target date, Blizzard will be able to extend the closed beta test and further refine the new content that will ship with the game," the company said in a statement. "World of Warcraft" currently claims over 6.5 million subscribers.
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