Growth rates Fut coins negative to % Business model unit sales subscriptions virtual goods Volume Users thousands to hundreds of millions ARPU ¢ Costs tens of thousands to millions Operating profit negative to % Growth rates negative to % %+ Business model unit sales free virtual goods ads Please note that these are not hard and fast rules so there will be exceptions such
as World of Warcraft in Retail MMO when we get to sectors But as a way of thinking about how the games market is dividing and what it means they are useful rules of thumb In terms of thinking about where each games market sectors fits here s a starter Value sectors Pure console retail MMO Volume sectors Social online casual online mobile social mobile browser based MMO This categorisation may be relatively uncontroversial but the geographic divide possibly less so Please note that for geography
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