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Online Gaming Moving From ‘Niche’ To Mass Market

Online Gaming Moving From

Its also shows the importance of the Xbox to the Microsoft platform. 

The purchase of computing giant Microsoft of Minecraft maker, Mojang, is a “logical” move as big business follow traffic into the digital world, says Professor of Practice Mark Skilton, University of Warwick. 

Amazon’s recent purchase of Twich for $1bn was another move by a big corporate giant in this online gaming community.

Microsoft is said to be in advanced talks to buy the privately owned gaming developer, Mojang, based in Stockholm for a rumored US$2bn.  Minecraft is one of the most played games on XBox. 

“This move is a reflection of the ‘platforming’ strategy that Satya Nadella and others recognise as critical to building a strong customer base,” says Skilton. 

It also fits Microsoft CEO’s strong leaning towards the mobile+cloud+services model which is all about connected devices and services and the move [for Mojang] demonstrates Xbox is still very much a core platform for traffic generation. 

It is another case of a blockbuster software investment to drive the gaming platform industry.

“The online gaming industry is fast moving from niche collective enthusiast to mass market.”

Minecraft made more than $100 million last year with over 100 million registered users and 14.3 million copies of the game on PCs. 

Online sharing is “a phenomenon of our time and companies are realising, particularly the media and cloud giants, that it’s a fast-evolving new business model.” 

The new FPS shooter ‘Destiny’ just released is predicted to sell one billion copies by the weekend, further proof of the explosion of digital gaming, where gamers play multi or single players missions, online.