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You're neglecting free to play games that profit off of ad impressions or microtransactions. Those can get greater numbers that both, for instance Kart Rider has 15 million players.

Total worldwide "social virtual world" population is estimated as being between 14 and 34 million. That's not counting the fringe worlds like CyWorld. (BTW, there are MANY multimillion user worlds -- in the West alone we have a handful, and in Koreaa nd China there are dozens).

Also, arguably MySpace and their ilk, which dwarf the entire games playing market, are on the periphery of the genre where it blends into social software.

That said, I agree with your distinction. :) I have often said that the defining characteristic of online worlds is that they simulate space, not that they are games.

Patrick: yes, I did neglect this space. From Raph's comment, it looks like I missed a lot of them! :)

Raph: thanks for the comment! Obviously the online space is not my key area, and my cursory research into the numbers was incomplete. 14-34 million? I can well believe this. That makes the social world space no more than a third of the rest of the gaming space currently.

Of course, if one expands the social side to include something like MySpace, one must expand conventional games to include (for instance) online gambling - but at this point we have blurred so many boundaries that we would have obscured the original point. :)

Thanks for the info! Much appreciated.

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