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Year in review: Games as big business

The dollars were flying in 2007, whether it was from gamers grabbing for Halo and Guitar Hero, or Vivendi shelling out for Activision.

5 min read
Games/virtual worlds

Games as big business

By Daniel Terdiman
Staff Writer, CNET News.com
Published: December 24, 2007, 4:00 AM PST
Tell us what you think about this storyTalkBack E-mail this story to a friendE-mail Add to your del.icio.usdel.icio.us Digg this storyDigg this

If you hadn't already cottoned to the idea that video games are truly a big business, 2007 might finally have convinced you of the notion.

Dollar figures thrown around during the year paint the picture: Halo 3, the latest iteration of Microsoft's smash hit franchise, did $170 million in sales on its first day, becoming, the company said, the biggest opening in entertainment history.

Click here to Play

Video: Midnight launch in NY
Completing the Halo trilogy, Halo 3 launches. CNET talks to fervent fans in midtown Manhattan.

Not to be (totally) outdone, Activision saw its own blockbuster, Guitar Hero III, net $115 million in first-week sales. It then went even further by potentially becoming the world's biggest video game company when it was bought by Vivendi. The new entity will be called Activision Blizzard, in deference to Vivendi's Blizzard Entertainment, which produces the monster hit and billion-dollar franchise World of Warcraft.

Other big-name companies got in on the action, as well. Electronic Arts ponied up $860 million to buy BioWare and Pandemic Studios. And Nintendo, for its part, simply could not keep up with the voracious consumer hunger for its surprise success, the Wii, with shortages throughout the year and a second holiday season as the No. 1 most sought-after gift.

For their parts, both Sony and Microsoft lowered prices on their next-generation consoles, the PlayStation 3 and Xbox 360, respectively. Microsoft's move was advisable as a way to drive more sales. Sony's was a desperation move, needed as a way to stave off the disastrous sales numbers that likely led the electronics giant to send PlayStation inventor and visionary Ken Kutaragi out to pasture.

It was also a very big year for virtual worlds. World of Warcraft continued to grow, and its first major update, Burning Crusade, sold millions of copies. But Second Life still maintained the vast majority of media mindshare. The year began with excitement over the large numbers of Fortune 500 companies opening up shop in SL, but as 2007 wore on, a substantial backlash against the site developed as many began to question to value of virtual worlds to large corporations. At the same time, some leveled charges that SL's population was a mere fraction of what was advertised.

Still, a consortium of major technology companies got together to talk about interoperability standards between virtual worlds, even as estimates began to circulate that there had been as much as $1 billion invested in virtual worlds and online games.

Further demonstrating that these environments need to be taken seriously, one popular online game, Gaia Online, grabbed headlines by hiring a world-renowned economist to oversee its virtual economy.

The year was not without its setbacks, however.

Users of many virtual worlds and online games, for instance, felt the sting of eBay's ban on the sale of those games' virtual assets.

And video games remained on the hit list for critics who charge that the medium promotes and engenders violence. Joining the parade this year was Pope Benedict. Meanwhile, retailer Target caved to pressure by banning sales of the game Manhunt 2, despite keeping many other bloody titles on its shelves.

2007 Highlights

Counting the real 'Second Life' population

The virtual world is growing fast, but its publisher reports unconventional metrics.

January 3, 2007

Pope condemns violent games

In annual message, Catholic leader says violent and sexually explicit media is "repulsive," particularly when aimed at minors.

January 24, 2007

eBay bans auctions of virtual goods

Sales of items from Warcraft and Everquest are now a no-no, but eBay gives the OK for items from Second Life.

January 29, 2007

Sony says sayonara to father of PlayStation

Ken Kutaragi was a gaming innovator, but his company will make do without him as it struggles to compete with Nintendo's hot-selling Wii.

April 26, 2007

Nintendo: Wii have a supply problem

CEO says game giant is addressing hardware shortage issues by increasing production, slams critics of Wii and DS.

May 7, 2007

'Second Life,' after the backlash

Participants in this weekend's user conference in Chicago are unfazed by negative press. They just want to go back to their virtual-world tinkering.

August 23, 2007

Big-shot economist to advise 'Gaia Online'

Former U.S. Council of Economic Advisors chairman Michael Boskin is tapped to lead teen virtual world's economic council. Why?

September 17, 2007

D-Day for 'Halo 3'--full coverage

The much-anticipated game goes on sale Tuesday. Can it help lead the Xbox 360 to victory?

September 25, 2007

Venture capital rushing to virtual worlds

More and more investment money is finding its way to companies building virtual worlds or related technologies.

September 25, 2007

EA pays $860 million for BioWare, Pandemic Studios

The massive video game publisher has purchased two game studios from a private equity firm in the largest deal in its history.

October 11, 2007

Tech titans seek virtual-world interoperability

Group of 23 companies and institutions has set out to search for ways to make content and identity transferable between virtual worlds.

October 12, 2007

Sony cuts price on PS3--is it enough?

With the XBox 360's reliability problems, is $400 the magic price point for the PS3--and its built-in Blu-ray player?

October 18, 2007

Target stores won't sell 'Manhunt 2'

Giant retailer decides not to carry the new Rockstar Games title because of its heavy violence factor.

November 6, 2007

Activision: 'Guitar Hero III' nets $115 in first week's sales (just kidding)

Third iteration of hit guitar-oriented video game actually hauled in $115 million during its first week on the market.

November 7, 2007

Can Activision Blizzard compete with EA for mindshare?

The new entity may become the world's largest video game company, but it may not be able to supplant the brand recognition of Electronic Arts.

December 2, 2007

Additional Headlines

The man behind the Commodore 64

Is tomorrow's Clapton playing 'Guitar Hero'?

Microsoft: 'Halo 3' nets biggest day in entertainment history

At E3, entertainment is the name of the game

Details emerge on Spielberg's EA video game initiative

Meet the metaverse, your new digital home

MTV goes '4D' with virtual-worlds push

Real-world success with virtual goods

'Warcraft': A world in transition

Behind the Anshe Chung DMCA complaint

'Second Life' software becomes open-source

'Project Entropia' real estate sale fetches $179,000

 
Games/virtual worlds

Games as big business

By Daniel Terdiman
Staff Writer, CNET News.com
Published: December 24, 2007, 4:00 AM PST
Tell us what you think about this storyTalkBack E-mail this story to a friendE-mail Add to your del.icio.usdel.icio.us Digg this storyDigg this

If you hadn't already cottoned to the idea that video games are truly a big business, 2007 might finally have convinced you of the notion.

Dollar figures thrown around during the year paint the picture: Halo 3, the latest iteration of Microsoft's smash hit franchise, did $170 million in sales on its first day, becoming, the company said, the biggest opening in entertainment history.

Click here to Play

Video: Midnight launch in NY
Completing the Halo trilogy, Halo 3 launches. CNET talks to fervent fans in midtown Manhattan.

Not to be (totally) outdone, Activision saw its own blockbuster, Guitar Hero III, net $115 million in first-week sales. It then went even further by potentially becoming the world's biggest video game company when it was bought by Vivendi. The new entity will be called Activision Blizzard, in deference to Vivendi's Blizzard Entertainment, which produces the monster hit and billion-dollar franchise World of Warcraft.

Other big-name companies got in on the action, as well. Electronic Arts ponied up $860 million to buy BioWare and Pandemic Studios. And Nintendo, for its part, simply could not keep up with the voracious consumer hunger for its surprise success, the Wii, with shortages throughout the year and a second holiday season as the No. 1 most sought-after gift.

For their parts, both Sony and Microsoft lowered prices on their next-generation consoles, the PlayStation 3 and Xbox 360, respectively. Microsoft's move was advisable as a way to drive more sales. Sony's was a desperation move, needed as a way to stave off the disastrous sales numbers that likely led the electronics giant to send PlayStation inventor and visionary Ken Kutaragi out to pasture.

It was also a very big year for virtual worlds. World of Warcraft continued to grow, and its first major update, Burning Crusade, sold millions of copies. But Second Life still maintained the vast majority of media mindshare. The year began with excitement over the large numbers of Fortune 500 companies opening up shop in SL, but as 2007 wore on, a substantial backlash against the site developed as many began to question to value of virtual worlds to large corporations. At the same time, some leveled charges that SL's population was a mere fraction of what was advertised.

Still, a consortium of major technology companies got together to talk about interoperability standards between virtual worlds, even as estimates began to circulate that there had been as much as $1 billion invested in virtual worlds and online games.

Further demonstrating that these environments need to be taken seriously, one popular online game, Gaia Online, grabbed headlines by hiring a world-renowned economist to oversee its virtual economy.

The year was not without its setbacks, however.

Users of many virtual worlds and online games, for instance, felt the sting of eBay's ban on the sale of those games' virtual assets.

And video games remained on the hit list for critics who charge that the medium promotes and engenders violence. Joining the parade this year was Pope Benedict. Meanwhile, retailer Target caved to pressure by banning sales of the game Manhunt 2, despite keeping many other bloody titles on its shelves.

2007 Highlights

Counting the real 'Second Life' population

The virtual world is growing fast, but its publisher reports unconventional metrics.

January 3, 2007

Pope condemns violent games

In annual message, Catholic leader says violent and sexually explicit media is "repulsive," particularly when aimed at minors.

January 24, 2007

eBay bans auctions of virtual goods

Sales of items from Warcraft and Everquest are now a no-no, but eBay gives the OK for items from Second Life.

January 29, 2007

Sony says sayonara to father of PlayStation

Ken Kutaragi was a gaming innovator, but his company will make do without him as it struggles to compete with Nintendo's hot-selling Wii.

April 26, 2007

Nintendo: Wii have a supply problem

CEO says game giant is addressing hardware shortage issues by increasing production, slams critics of Wii and DS.

May 7, 2007

'Second Life,' after the backlash

Participants in this weekend's user conference in Chicago are unfazed by negative press. They just want to go back to their virtual-world tinkering.

August 23, 2007

Big-shot economist to advise 'Gaia Online'

Former U.S. Council of Economic Advisors chairman Michael Boskin is tapped to lead teen virtual world's economic council. Why?

September 17, 2007

D-Day for 'Halo 3'--full coverage

The much-anticipated game goes on sale Tuesday. Can it help lead the Xbox 360 to victory?

September 25, 2007

Venture capital rushing to virtual worlds

More and more investment money is finding its way to companies building virtual worlds or related technologies.

September 25, 2007

EA pays $860 million for BioWare, Pandemic Studios

The massive video game publisher has purchased two game studios from a private equity firm in the largest deal in its history.

October 11, 2007

Tech titans seek virtual-world interoperability

Group of 23 companies and institutions has set out to search for ways to make content and identity transferable between virtual worlds.

October 12, 2007

Sony cuts price on PS3--is it enough?

With the XBox 360's reliability problems, is $400 the magic price point for the PS3--and its built-in Blu-ray player?

October 18, 2007

Target stores won't sell 'Manhunt 2'

Giant retailer decides not to carry the new Rockstar Games title because of its heavy violence factor.

November 6, 2007

Activision: 'Guitar Hero III' nets $115 in first week's sales (just kidding)

Third iteration of hit guitar-oriented video game actually hauled in $115 million during its first week on the market.

November 7, 2007

Can Activision Blizzard compete with EA for mindshare?

The new entity may become the world's largest video game company, but it may not be able to supplant the brand recognition of Electronic Arts.

December 2, 2007

Additional Headlines

The man behind the Commodore 64

Is tomorrow's Clapton playing 'Guitar Hero'?

Microsoft: 'Halo 3' nets biggest day in entertainment history

At E3, entertainment is the name of the game

Details emerge on Spielberg's EA video game initiative

Meet the metaverse, your new digital home

MTV goes '4D' with virtual-worlds push

Real-world success with virtual goods

'Warcraft': A world in transition

Behind the Anshe Chung DMCA complaint

'Second Life' software becomes open-source

'Project Entropia' real estate sale fetches $179,000