Monday, April 10, 2017 11:22:05 AM
Battle.net Authenticator
Consider the following:
At one point, WoW had over 10 million subscribers at it's peak in 2008 (there are currently about half that number). This equated to generated revenue of over $150 MILLION PER MONTH, but that's just the tip of the iceberg...
https://www.engadget.com/2008/01/24/how-much-money-blizzard-is-really-making-from-10-million-subscri/
Hearthstone, their free-to-play(F2P) online card game which generates over $20 million PER MONTH in revenue, currently has over 50 MILLION SUBSCRIBERS.
https://www.gamespot.com/articles/hearthstone-now-earns-about-20-million-every-month/1100-6429654/
Heroes of the Storm, their F2P multiplayer online battle arena (MOBA) which generates over $10 million PER MONTH in revenue, has over 9 million players.
https://venturebeat.com/2015/02/12/heroes-of-the-storm-could-make-10m-a-month-claims-an-analyst/
Blizzard has several other properties that utilize MFA/OOBA for authentication, that generates many more millions for them as well, including: Diablo, Starcraft, and Overwatch.
AAAAAND! Activision/Blizzard isn't the only powerhouse in the gaming industry to utilize MFA/OOBA. In fact, it's not even the biggest! VALVE uses it for authentication on their Steam gaming platform. In 2015, there were 125 MILLION REPORTED STEAM SUBSCRIBERS that generated over $1.5 BILLION in revenue.
http://www.pcgamer.com/market-data-firm-claims-valve-made-730-million-last-year/
With everyone here focused on MFA/OOBA infringement with business, banking, or productivity applications, let's not forget a major opportunity to leverage our patents in the gaming/entertainment idustry as well. Folks, I believe that in addition to all of the other catalysts that have been identified, this has the potential to vault $SFOR share price to DOLLARS in the very near future!
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