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#21
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Number of active iRacing members?
> I realize that hobbies
> cost money, but in spite of the hype, iRacing is just another game, > not a hobby. Gaming is a hobby, sim racing is a hobby. Semantically you are correct since iRacing is obviously not the hobby itself but one example of it. Still, as a statement it is as meaningless as saying that Gibson Les Paul is just another guitar, not a hobby. |
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#22
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Number of active iRacing members?
> Gaming is a hobby, sim racing is a hobby. Semantically you are correct
> since iRacing is obviously not the hobby itself but one example of it. > Still, as a statement it is as meaningless as saying that Gibson Les > Paul is just another guitar, not a hobby. Better stated would be that iRacing is no more of a hobby than any other racing game, so why should it cost 10 times as much as other racing games (use my 3 year iRacing rental and fee estimate)? Part of the issue is that it's a big budget game with a very small target audience. EA spends that kind of money on each NFS game that it releases every year, but with sales ranging from 5 million to 9 million per game, the cost per game sold (or rented in the case of iRacing) is relatively low. 5 million copies sold versus 8,000 active iRacing members is part of the reason I'm asking about the number of active iRacing members. Even with the current expensive pricing scheme my guestimate is that iRacing needs about 30,000 to 40,000 active members in order to have a postive cash flow. It appears that this isn't going to happen, so I'm staying with my original estimate that iRacing will change signifcantly within 3 years of it's release date. The special offers they are making now are examples of small changes. |
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