I’ve been coming up with what I intend to be an exhaustive list of business models that virtual worlds use, successful for not. Here’s what I have so far:

  1. Initial purchase (box or activation) with recurring fee. (WoW, Everquest, etc)
  2. Initial purchase with virtual asset sales. (Puzzle Pirates, for instance, has a retail box and has servers that do virtual asset sales).
  3. Free download with trial period, then mandatory recurring fee. (Meridian 59, etc)
  4. Free download with one-time fee to achieve a particular status as ‘member.’ (Threshold, etc)
  5. Free download, free play forever, advertiser-supported. (Anarchy Online, etc)
  6. Free download, free play forever, virtual asset sales supported. (Iron Realms games, Second Life, etc)
  7. Free download, free play forever, subscription to unlock extra content/privileges. (Runescape, etc)
  8. Free download, trial period, mandatory subscription plus virtual service sales. (Gemstone, DragonRealms, etc)
  9. Multiple game subscriptions bundled in one package. (SOE, Skotos, etc)
  10. Pay-by-the-minute. (Most BBS virtual worlds pre-internet)
  11. Allow players to trade for real money and take a transaction fee. (Sony’s Station Exchange)

What am I missing?