Saturday, 24 March 2007

Virtual Worlds

As i stated in my Social Problems blog virtual worlds such as Second Life are very popular but there are many problems especially socially. Although, recent news has stated that ' Virtual worlds are 'worth $1bn' '.

http://newsvote.bbc.co.uk/1/hi/technology/6470433.stm
'More than 10 million people will subscribe to MMOGs by 2011, and many millions more will play online games driven by other payment schemes, such as advertising and virtual purchases, the report predicted.'

This shows that virtual worlds are extremely popular and also will maybe prove to be extremely popular in the near and far future.

Also :

Mr Harding-Rolls said a number of new MMOG genres were emerging, including:

  • Virtual world building games, such as Second Life

  • Virtual pet rearing games, such as Neo pets

  • More casual MMO puzzle games

  • Sports games in which you have to buy items and build up your character
  • "The inherent social and community-building aspects of MMOGs are widening the sector's influence on other social networking sectors and online games markets," he said.


    The site also stated that:

    TOP FIVE MMOGs*
    World of Warcraft
    World of Warcraft (above)
    RuneScape
    Final Fantasy Online
    Everquest
    City of Heroes/Villains


    'Virtual worlds' do not appeal to me really, they re slightly bland and i dont see what all the fuss is about.
    I know someone who plays World Of Warcraft and is ALWAYS on it when online or on the computer and i played on it and i just got a bit bored and it gave me a headache. I just don't see what other see in virtual worlds.

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