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Subscription vs Free-to-Play Model Development
The success of World of Warcraft as a subscription-based product before the era of free-to-play games led to a shift in the online gaming landscape. Despite the rising popularity of social networking games in the US and Europe, the free-to-play model was primarily dominant in the Korean and Chinese markets due to the absence of in-app purchases in these regions. This shift marked a significant evolution in the gaming industry during that period.