08/27/2007 08:25:35 PM (2)
So much has been written on the Internets about Blizzard Entertainment's massively multiplayer game, World of Warcraft, that it has acquired the appearance of ubiquity in America. We read that the game has 9 million "subscribers" and that its appearance on South Park puts the finishing touches on the game's march into the American mainstream. Last year, a new meme got started that WoW is the new golf because some set of people use it to network. We thought it might be fun to do an actual comparison between WoW and golf.

Golf is a fairly popular sport in the US, although nowhere near the level of basketball, football, or baseball. There are several estimates floating around out there, but we'll go with 26 million Americans who play golf at least once a year. That's about 8% of the US population, and among certain populations (cough, old white guys) the game's penetration is undoubtedly much higher.

How does WoW stack up to a true mainstream American hobby like golf? There are a lot of bad numbers about how many Americans truly play World of Warcraft. We scarequoted "subscribers" in the lead because it is a stretch of the definition to include Chinese players under that label. Chinese players use prepaid cards that do not recur like a subscription. This is important because the majority of WoW players are Chinese. Blizzard's Chinese partner, the9, stated on May 22nd that over 7.5 million Chinese accounts had been activated, although it's likely that a couple million accounts have lapsed. Because most writers and bloggers aren't digging into the facts, it lends WoW a purported popularity that stretches beyond its factual penetration.

So how many American players are there? Well, the best metric we've got is the number of people who bought the Burning Crusade expansion. Traditionally, expansions have sold to a very high percentage of a user base and very quickly. In its first month on the market, WoW sold about 1.8 million copies for North American regions. Let's assume that 70% of North American subscribers would purchase the expansion within its 1st month on the market. Doing the math, we arrive at about 2.6 million North American subscribers, or less than 1% of the American population.

No one disputes that what World of Warcraft has done is unprecedented in Western markets. WoW has about 5 times as many Western subscribers as any MMOG before it. But it's worth getting the facts right. At times, it has seemed that Internet media have talked up World of Warcraft like a Northeastern prep school newsletter promoting squash (500,000 players) as equivalent to football (18 million players). But let's be intellectually honest. According to the National Golf Foundation, there are more non-white golfers (3.4 million) in the US than total WoW players.

Blogs and other internet media can provide distribution to a wider variety of opinions than are normally expressed in the much-reviled mainstream media. But it's also possible that the echo-chamber effect of the blogosphere ends up promoting an equally narrow set of ideas, the same tired suit merely tailored for a younger, tech savvy audience.

But because I believe in replacing bad ideas with better ideas and I don't want all the Warcraft hordes to crucify me, let me update the golf analogy with a better one. WoW could actually be the new surfing. With a comparable number of American participants (2.8 million surfers), the sport's strangeness and popularity among a cool subset of the American population (young, male, high advertising value) has led it into the mainstream consciousness, if not mainstream usage. While remaining a niche activity (indeed, that's part of its branding), it has spawned a lingo and a fashion and a lifestyle, all of which it could be argued WoW is too. It's not a bad model: the 2006 surfing market was recently estimated at about $7.5 billion.

Written by
Alexis Madrigal, a former gaming analyst who blogs at the rather excellent Consumer Conspicuous. Writer, producer, and consumerist, he is a product of Ridgefield, WA (pop. 3000) and Harvard’s English department. Trained as an analyst, he is interested in consumers with limitations—children, the poor, rural residents, housewives, the elderly, non-English speakers—and their uses of interactive entertainment. 

Posted by Ed Cotton
Tags: gaming (8) blizzard (1) worldofwarcraft (1)

Comments
A sport vs. a product
interesting-- while I think you use good numbers, I think you're working from an assumption that World of Warcraft has been pitched as embracing all ages; of course with the size of the Baby Boomer population (who play golf) just about any causal entertainment activity will have a tough time beating such a pervasive sport. If we look at the number of people below 30 who play golf-- something tells me it'd be on par with the number of people who play WoW. The other important thing from a market standpoint is what WoW means as a product-- this isn't at all like everyone who plays a single sport such as golf, unless everyone who played golf all did so at the same golf course or with the same clubs. What an incredible thing it is, even if WoW is as big as surfing, that this one activity hosted by a single company has accumulated that following. It's not just a general hobby, it's a product. No one owns or controls all surfing experiences like Blizzard does WoW. How remarkable, I think!
Posted by Dean Browell on 08/29/2007 11:30 AM
Excellent points.
Thanks for your comments, Dean! I'm interested in extending people's thinking beyond the U30 male because so much attention is focused on him, so part of my point was actually your point--there are a lot of people in this country who are not under 30 and therefore not targeted by this type of game. I also think we should bet on the number of under-30 golfers. I bet it is 2-3x the number of WoW players. On product v. hobby/sport... my argument would be that the amount of money being spent on WoW but not captured by Blizzard as well as the amount of outside tools and relationships that have been brought into the game are making WoW hobby-likeWe're talking the wholesale purchase of characters, guilds from other games, various hacks/dupes, powerleveling, buying virtual currency, TeamSpeak, Ventrilo, mobile/web guild management software/services, hint books, outside websites like Thottbot, etc. It's still primarily a product, but it's blurring the line, which is the point that the original "Wow the new Golf" stories were trying to make. Lastly, your second point is an excellent reminder that virtual worlds are different because the level of control that can be exerted on the total environment is fundamentally greater. Although I think at least the argument can be made that players subvert that control paradigm via the tools above. But your point stands, these ideas notwithstanding.
Posted by Alexis Madrigal on 08/29/2007 03:48 PM
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