I would like a post about how big the Massively Multiplayer Online Role Playing (MMORPG) industry is and how people are now willing to pay real money to obtain virtual goods and services to enhance their gaming experience. The market for these virtual goods and services is predicted to raise to $4 billion by 2008. Currently the biggest MMORPG is World of Warcraft with over 9 million players worldwide.
This amazes me that now people are using “real” money in a virtual world. This reminds me of the football card craze that I remember my kids getting involved in. Thy would often pay 1 or 2 quid for the rarest card - or a special “shiny.” I have heard of World of Warcraft players spending hundreds of dollars on that special item that they need…
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