Playing games has been around since the first caveman found a rock and started ttd width="289"hrowing it at other cavemen. What today is referred to as dodgeball use to be dodgerock, but what about less physical games that only require an Internet connection and fingers not too dirty from eating Fritos and Nerds.
| World of Warcraft (1994) 11 million subscribers | |
![]() The game revolves around having virtual players running around a virtual world with virtual friends that are virtually all as nerdy as you are. There are now websites (wow dk) that are made for buying and selling of World Of Warcraft virtual goods, for real money. Fun Fact 1: In June 2005 a four-month-old South Korean child had suffocated due to neglect by her parents, who were at a nearby café playing World of Warcraft.
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| Habbo (2000) 8 million subscribers | |
![]() Aimed at teenagers aged 13-17, Habbo features chat rooms rendered by isometric projection in the form of virtual hotel rooms. The service gains revenue from credits bought with real-life currency. Credits are used to buy products such as virtual furniture for the virtual hotel rooms and stickers for user pages. Fun Fact 1: 8 million users have made over 100 million players, meaning each user has on average 12 to 13 personalities. Retard Factor: |
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| Runescape (2001) 15 million subscribers | |
![]() Taking place in the fantasy-themed realm of Gielinor, which is divided into several different kingdoms, regions, and cities. Players can travel throughout Gielinor on foot, by using magical teleportation spells and devices, or mechanical means of transportation. Fun Fact 1: over 160 servers are used for RuneScape, with enough processing power to help cure AIDS and cancer, or allow nerds to live in a virtual wilderness. Retard Factor: |
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| Club Penguin (2006) 12 million subscribers | |
Using cartoon penguins as avatars, players waddle around, chat, play minigames and participate in other activities with one another in a snow-covered virtual world. At the point when they were purchased by Disney, Club Penguin had 12 million accounts, of which 700,000 were paid subscribers, and were generating $40 million in annual revenue.
Fun Fact 1: Members have access to virtual Members-only parties hosted by Club Penguin. Retard Factor: |
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| Webkinz (2005) 1-2 million subscribers | |
![]() Webkinz are stuffed animals that were originally released by the Ganz company on April 29, 2005. The toys are similar to many other small plush toys. However, each Webkinz toy has an attached tag with a unique “Secret Code” printed on it that allows access to the “Webkinz World” website. On Webkinz World, the Secret Code allows the user to own a virtual version of the pet for virtual interaction. Fun Fact 1: programming errors have caused many users to lose virtual items, Kinzcash and even pets and entire rooms. Retard Factor: |
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| Toontown (2003) 2-3 million subscribers | |
![]() Created by The Walt Disney Company and billed as the first such game intended for kids and families. The game has an ESRB rating of E, for Cartoon Violence and Comic Mischief. In the game, each player takes the role of a Toon — a cartoon character based on an anthropomorphic animal: a dog, cat, duck, horse, mouse, rabbit, monkey, bear or pig. Players choose the species and customize the look of their toons when they first start the game. Fun Fact 1: Toontown contains no PVP battles, hence one player cannot “kill” another. Retard Factor: |
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Using cartoon penguins as avatars, players waddle around, chat, play minigames and participate in other activities with one another in a snow-covered virtual world. At the point when they were 
























































