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World of Warcraft has 9 million subscribers E-mail
Wednesday, 25 July 2007
With a press release, Blizzard announced that World of Warcraft reached the number of 9 million subscribers worldwide. It is the first time that a increase in WOW subscriptions is announced since the release of The Burning Crusade expansion. For this reason, many websites and data collectors where speculating about a big loss in WOW players number.



WORLD OF WARCRAFT® SURPASSES 9 MILLION SUBSCRIBERS WORLDWIDE


Blizzard Entertainment®'s popular subscription-based massively multiplayer online role-playing game maintaining steady growth ahead of expansion's launch in mainland China

 

PARIS, France. – 24 July, 2007 -- Blizzard Entertainment, Inc. announced today that World of Warcraft®, its award-winning massively multiplayer online role-playing game (MMORPG), has reached a new milestone, with a player base now totaling more than 9 million subscribers worldwide. The company is currently working with its partner for World of Warcraft in China, The9, to prepare the game's first expansion, World of Warcraft: The Burning Crusade™, for launch in mainland China and anticipates an influx of new and returning subscribers in conjunction with that event.

"We're thrilled that gamers around the world have continued to embrace World of Warcraft so enthusiastically," said Mike Morhaime, president and cofounder of Blizzard Entertainment®. "We've worked hard to provide a compelling experience for our players, and we plan to continue updating the game with exciting new content for them to enjoy for many years to come."

Since debuting in North America on November 23, 2004, World of Warcraft has become the most popular MMORPG around the world. It was the bestselling PC game of 2005 and 2006* and has remained at or near the top of the weekly PC-game sales charts for much of 2007 as well. Blizzard's Burning Crusade expansion released to critical acclaim in several regions earlier this year and shattered PC-game sales records in North America and Europe, with nearly 2.4 million copies sold in its first 24 hours of release and approximately 3.5 million in its first month. World of Warcraft is available in seven different languages and, in addition to North America and Europe, is played in mainland China, Korea, Australia, New Zealand, Singapore, Thailand, Malaysia, and the regions of Taiwan, Hong Kong, and Macau.

For further information on World of Warcraft and The Burning Crusade, please visit the official website at www.wow-europe.com. To keep pace with the continued growth of World of Warcraft as well as development on other Blizzard games, the company is currently hiring for numerous open positions -- more information on available career opportunities at Blizzard can be found at http://www.blizzard.co.uk/jobopp/

World of Warcraft's Subscriber Definition
World of Warcraft subscribers include individuals who have paid a subscription fee or have an active prepaid card to play World of Warcraft, as well as those who have purchased the game and are within their free month of access. Internet Game Room players who have accessed the game over the last thirty days are also counted as subscribers. The above definition excludes all players under free promotional subscriptions, expired or cancelled subscriptions, and expired prepaid cards. Subscribers in licensees’ territories are defined along the same rules.

About Blizzard Entertainment, Inc.
Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft, and Diablo® series, Blizzard Entertainment, Inc. (www.blizzard-europe.com), a division of Vivendi Games, is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard's track record includes ten #1-selling games and multiple Game of the Year awards. The company's online-gaming service, Battle.net, is one of the largest in the world, with millions of active users. In South Korea, Blizzard is regarded as having played a major role in bringing about the birth of professional gamers and game broadcasting. Furthermore, its games are acknowledged as one of the key drivers behind the popularization of South Korea's PC game room business.
*Based on industry sell-through data, internal records, and reports from key distribution partners around the world.

 

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