MMOGs emerged from the hard-core gamer community to the mainstream strongly in December 2003 with an analysis in the "Financial Times" measuring the value of the virtual property in the then-largest MMOG, EverQuest, to result in a per-capita GDP of 2,266 dollars which would have placed the virtual world of EverQuest as the 77th wealthiest nation, on par with Croatia, Ecuador, Tunisia or Vietnam.