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World of Warcraft player count 2015-2023

In 2015, when Activision Blizzard last reported on World of Warcraft's subscriptions, the game had 5.5 million global subscribers. It is projected that the numbers will gradually decrease to hit 4.46 million in 2023. The game reached the peak of its popularity in the second half of 2010, when Activision Blizzard’s estimates put the global number of WoW subscribers at 12 million. Before that, the number had been climbing steadily from 1.5 million in the first quarter of 2005, before exceeding five million in the fourth quarter of 2006 and 10 million in the fourth quarter of 2007. In 2011, the figures started falling and, by the first quarter of 2014, they decreased to the 2006 level. The predicted fall in numbers may be attributed to the fact that the game is now over 15 years old and that new online game modes, such as battle royale, have grown in popularity in recent years. The player count of Fortnite , for example, reached 350 million users worldwide in 2020.

What is World of Warcraft?

World of Warcraft is the fourth in the series of games published by Blizzard Entertainment, after “Orcs & Humans,” “Tides of Darkness,” and “The Frozen Throne.” It was released in late November 2004 to celebrate the tenth anniversary of the whole franchise. As of August 2018, seven expansions to the game had been released, with sales of WoW expansion packs remaining fairly consistent. The fifth expansion pack - “Warlords of Draenor” – appeared on the market in fall 2014 and, wthin the first day of its release, it sold 3.3 million copies worldwide, as did the sixth expansion - Legion. The main appeal of the series is the possibility for players to transform into many different creatures, so-called races. However, the distribution of WoW races shows that most players choose the familiarity of being human.

World of Warcraft gains popularity in Scandinavia

The massively multiplayer online role-playing game has gained a legion of fans across the world, but it appears that it has become particularly popular in some parts of Europe. Three Scandinavian countries occupied the top three places in terms of the share of WoW's player base, with Sweden accounting for 19.6 percent of the WoW core gamer player base. However, Activision Blizzard still generates the largest share of its revenue in the Americas, with the EMEA region coming in a close second. In 2018, Activision Blizzard revenues by region showed that sales in the Asia Pacific region topped one billion dollars for the first time, suggesting that the popularity of games such as World of Warcraft show no signs of slowing down.

World of Warcraft estimated subscribers from 2015 to 2030

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Release date

December 2016



Survey time period


Special properties

Activision Blizzard internal estimates

Supplementary notes

As of the last quarter of 2015, Activision Blizzard stopped reporting on the number of WoW subscribers. Therefore the figures shown are estimates and forecasts.

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