MMOs and Success

Last post I mentioned that I had come to the conclusions that MMO's would actually increase in market share and as part of gaming.  I believed this was due to the social nature they provided, the persistent and expanding content elements, and the financial benefits.

Though companies still need to make sure they reach enough people to take advantage of this success.  There are things that can remain undone – or done badly – that could slow successes of their products.  So what do I feel MMO's need to do to take advantage of a market that's in their favor (and not do it wrong)?

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Why MMO’s Have an Even Brighter Future

I mentioned in a recent post that I'd been looking to purchase a new video game, and decided to wait for some titles because of the social effects of playing them – how I could share them, be part of a launch phenomena, etc.  This let me to further speculate on games with specific social aspects – namely, MMOs.

To put it bluntly, I think in today's age, MMO's are poised to do not only good, but better than they have.  I suspect as time goes on they will expand their hold on the market and onto multiple devices.

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Many Platforms, Many Choices: Gaming and Socialization

I've been talking a lot about the role of socialization in media in the last few weeks.  I came to the conclusion that the social connection we get is usually more important than traits like originality (or at times, familiarity).  I based my theories off my various readings (such as Starstruck's theories on socializing), watching the phenomena, and pure intuition, and I believe in an abstract way, I really did hit on something.

My experience became less abstract recently, in a way that I think further confirms my basic theory: the ability to experience social ties with a media is a major part of what we choose.

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