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British online gamers are outspending their European counterparts according to a recently released study commissioned by Gamesindustry.com and TNS. The UK MMO-market is now worth £195 million in 2009 compared to the £165 million and £145 million spent by German and French online gamers.[20]

The US gamers spend more, however, spending about $3.8 billion overall on MMO games. $1.8 billion of that money is spent on monthly subscription fees. The money spent averages out to $15.10 between both subscription and free-to-play MMO gamers. The study also found that 46% of 46 million players in the US pay real money to play MMO games.[21]

Today’s Gamers MMO Focus Report, published in March 2010, was commissioned by TNS and gamesindustry.com. A similar study for the UK market-only (UK National Gamers Survey Report)[22] was released in February 2010 by the same groups.

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  • Massively multiplayer online social games focus on socialization instead of objective-based gameplay. There is a great deal of overlap in terminology with "online communities" and "virtual worlds". One example that has garnered widespread media attention is Linden Lab's Second Life, emphasizing socializing, world-building and an in-world virtual economy that depends on the sale and purchase of user-created content. It is technically an MMOSG or Casual Multiplayer Online (CMO) by definition, though its stated goal was to realize[citation needed] the concept of the Metaverse from Neal Stephenson's novel Snow Crash. Instead of being based around combat, one could say that it was based around the creation of virtual objects, including models and scripts. In practice, it has more in common with Club Caribe than Everquest. It was the first MMO of its kind to achieve widespread success (including attention from mainstream media); however, it was not the first (as Club Caribe was released in 1988). Competitors in this sub-genre (non-combat-based MMORPG) include Active Worlds, There, SmallWorlds, Furcadia, Whirled and IMVU.

    Many browser based Casual MMOs have begun to spring up. This has been made easier because of maturing of Adobe Flash and the popularity of Club Penguin and The Sims Online.

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  • Many types of MMO games can be classified as casual, because they are designed to appeal to all computer users (as opposed to subgroup of frequent game buyers), or to fans of another game genre (such as collectible card games). Such games are easy to learn and require a smaller time commitment than other game types. One example is Racing Frogs, an MMOG that can be played with only a small amount of time every day. Other popular casual games include simple management games such as The Sims Online, Monopoly City Streets, Virtonomics, or Kung Fu Panda World.

    MMOPGs, or massively multiplayer puzzle games, are games based entirely on puzzle elements. It is usually set in a world where the players can access the puzzles around the world. Most games that are MMOPGs are hybrids with other genres. Castle Infinity was the first MMOG developed for children. Its gameplay falls somewhere between puzzle and adventure.

    There are also massively multiplayer collectible card games: Alteil, Astral Masters and Astral Tournament. Other MMOCCGs might exist (Neopets has some CCG elements) but are not as well known.

    Alternate reality games (ARGs) can be massively multiplayer, allowing thousands of players worldwide to co-operate in puzzle trails and mystery solving. ARGs take place in a unique mixture of online and real-world play that usually does not involve a persistent world, and are not necessarily multiplayer, making them different from MMOGs.

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  • A massively multiplayer online sports game is a title where players can compete in some of the more traditional major league sports, such as football (soccer), basketball, baseball, hockey, golf or American football. According to GameSpot.com, Baseball Mogul Online was "the world's first massively multiplayer online sports game".[16] Other titles that qualify as MMOSG have been around since the early 2000s, but only after 2010 did they start to receive the endorsements of some of the official major league associations and players.

    Racing[edit]MMOR means massively multiplayer online racing. Currently there are only a small number of racing based MMOGs, including Kart Rider, Upshift StrikeRacer, Test Drive Unlimited, Project Torque, Drift City, Race or Die (iPhone) and Need for Speed: World. The Trackmania series is the world's largest MMO racing game and holds the world record for "Most Players in a Single Online Race".[citation needed] Although Darkwind: War on Wheels is more combat based than racing, it is also considered an MMOR.

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  • Some MMOGs have been designed to accurately simulate certain aspects of the real world. They tend to be very specific to industries or activities of very large risk and huge potential loss, such as rocket science, airplanes, trucks, battle tanks, submarines etc. Gradually as simulation technology is getting more mainstream, so too various simulators arrive into more mundane industries.

    The initial goal of World War II Online was to create a map (in north western Europe) that had real world physics (gravity, air/water resistance, etc.), and ability for players to have some strategic abilities to its basic FPS/RPG role. While the current version is not quite a true simulated world, it is very complex and contains a large persistent world.

    The MMOG genre of air traffic simulation is one example, with networks such as VATSIM and IVAO striving to provide rigorously authentic flight-simulation environments to players in both pilot and air traffic controller roles. In this category of MMOGs, the objective is to create duplicates of the real world for people who cannot or do not wish to undertake those experiences in real life. For example, flight simulation via an MMOG requires far less expenditure of time and money, is completely risk-free, and is far less restrictive (fewer regulations to adhere to, no medical exams to pass, and so on).

    Another specialist area is mobile telecoms operator (carrier) business where billion-dollar investments in networks are needed but marketshares are won and lost on issues from segmentation to handset subsidies. A specialist simulation was developed by Nokia called Equilibrium/Arbitrage to have over a two-day period five teams of top management of one operator/carrier play a "wargame" against each other, under extremely realistic conditions, with one operator an incumbent fixed and mobile network operator, another a new entrant mobile operator, a third a fixed-line/internet operator etc. Each team is measured by outperforming their rivals by market expectations of that type of player. Thus each player has drastically different goals, but within the simulation, any one team can win. Also to ensure maximum intensity, only one team can win. Telecoms senior executives who have taken the Equilibrium/Arbitrage simulation say it is the most intense, and most useful training they have ever experienced. It is typical of business use of simulators, in very senior management training/retraining.

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