I'm the first to admit, I'm not a gamer. Maybe that's why Seth Schiesel's article in The New York Times today about World of Warcraft blew me away. Here's a tidbit for those of you, like me that have a hard time understanding the power of gaming:
Less than two years after its introduction, World of Warcraft, made by Blizzard Entertainment, based in Irvine, Calif., is on pace to generate more than $1 billion in revenue this year with almost seven million paying subscribers, who can log into the game and interact with other players. That makes it one of the most lucrative entertainment media properties of any kind.
One of the players was Jason Pinsky, 33, the chief technology officer for an apparel company in Manhattan. Mr. Pinsky is not unusual among serious players in that he has logged more than 125 days (3,000 hours) on his main character, a hunter.
“I play this game six nights a week from 8 p.m. to midnight,” he said in a telephone interview. “When I say that to people, sometimes they look at me a little funny. But then I point out that most people watch TV at least that much, and television is a totally mindless experience.
“Instead of watching ‘The Lord of the Rings’ as a three-hour experience, I am now participating in the epic adventure.”
I don't care what it is, 3000 hours of anything is a lot!
Give people the ability to create a community and interact and they will, on a massive level. What are you doing to your customers build communities for your brands?