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Press Release - December, 2007
Frontier 1859 News
Friday, 28 December 2007

For Immediate Release...

 

A progressively-changing real-time 3D world is the key for the next-gen MMO.

 

Back in 2003, Cosmic Origins founder Daniel McMillan, being interviewed on multiple gaming news sites for bringing Frontier 1859 MMORPG into development predicted that next-generation MMO's will need to become less extraneous and more interactive as younger gamers grow up and search for a new MMO fix. Well this prediction holds stronger than ever realizing the recent $18.8 Billion Dollar Baby that is the new merger of Blizzard and Activision - to become "the world's most profitable games business."

 

The Frontier 1859 Community has now grown to become a "world community" with hopeful patrons from every walk of life and major territories spanning the wired planet who desire to journey back in time. Daniel has received some of the best feedback in the business from everyday gamers hoping that 2008 will be the year of "full production funding" and posted many of them on the "Letters" section of Frontier1859.com/mmorpg. Many gamers have also written publishers and gaming magazines on behalf of the project, such as recent fan-submitted article published in the PC Gameplayer Magazine, November 2007.

 

With nearly eight in 10 children (78.1 percent) ages 6-11 playing online games, (2007 American Kids Survey from Mediamark Research) and the a global online games market, worth US$ 4 billion, expected to triple in the next five years (2007 Marketing Charts Report), new niche market online enterprises such as Frontier 1859 - with next-gen interactivity potential and a strong social community is good business to please and succeed. Independent developers such as Daniel and others who persist to carry the torch for their community demonstrate where the MMO may go - should find right-time enablement in 2008.

 

While Frontier 1859 MMORPG moves into 2008, 2007 was the year of diverse flags from many nations of registered members captivated by the potential for a world they can change - simply by playing.

 

"Spirestar"
Community Manager

 
Activision, Blizzard to Form 'World's Most Profitable' Gaming Firm
Frontier 1859 News
Thursday, 27 December 2007

Activision and Vivendi-owned Blizzard, two juggernauts in the gaming business, are merging in a deal worth $18.8 billion.


The two entities are calling the results of the merger "the world's most profitable games business," according to BBC News. The lovechild of this fusion will be called Activision Blizzard.


Blizzard is responsible for World of Warcraft, an MMO with some 9 million subscribers online, making it the biggest player in online gaming. Activision is active in consoles, having launched hits like Guitar Hero and Marvel-themed games on the Xbox 360, Nintendo Wii, and the Playstation 3. It recently liaised with Discovery to build animal-themed games.


A recent study suggested online games would generate one-third of gaming revenue by 2011. Activision Blizzard is expected to cash in on this prediction; back in February, Blizzard itself said PCs would make gaming consoles obsolete.


More...

 
78% of Kids Play Online Games
Frontier 1859 News
Wednesday, 26 December 2007
Online Gaming Nearly Ubiquitous among Kids, One-Third Have Email Address

Nearly eight in 10 children (78.1 percent) age 6-11 report they play online games - by far the largest percentage performing any online activity, according to (pdf) the 2007 American Kids Survey from Mediamark Research and Intelligence (MRI), reports MarketingCharts.

The percentage of boys and girls who play online games was virtually the same, 77.7 percent vs. 78.5 percent, respectively. Boys are more likely to go online to get tips or cheats* for gaming: One-quarter of boys (25.8 percent) reported doing so versus 5.6 percent of girls.

"Online gaming is clearly firmly entrenched as a pastime in the lives of most American kids," said Anne Marie Kelly, vice-president of Marketing & Strategic Planning at MRI.

"The wide gap between the percentage of boys and girls using cheats could suggest boys are more engaged with their games, an insight of interest to marketers targeting kids."

Other top online activities among children:

  • Doing Stuff for School/Homework (34.25)
  • Listening to Music (28.6 percent)
  • Watching Videos (26.2 percent)

More...

 
In-Game Advertising Revenue to Reach $971MM by 2011
Frontier 1859 News
Friday, 26 October 2007

The global in-game advertising market, which generated $77.7 million globally in 2006, continues to develop at an exponential rate and will, by 2011, grow to $971.3 million in worldwide in-game advertising expenditures (fixed product placement/static ads and dynamic ads), according to a recent Yankee Group report, reports MarketingCharts.

This year alone in-game ad expenditures will more than double, reaching $182.7 million, according to the report, "Advertising and Games: 2007 In-Game Advertising Forecast."

Read more...

 
Frontier 1859 Partners with FM 95.7 "The Wolf"
Frontier 1859 News
Tuesday, 09 October 2007
Frontier1859.com partnered with 95.7 KBWF "The Wolf" to pledge 100 of our community members (of a current 1143 members) as new listeners. The feedback from our comunity listeners around the world has been excellent! We had a feeling that you would love this station. Listen from your corner of the world, and tell us about it. To listen, simply click on "The Wolf" Radio Button on our Homepage.

Welcome "The Wolf" one-million new listeners!
Read more...
 
Frontier 1859 Wikipedia
Frontier 1859 News
Friday, 01 June 2007

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