By early 2001, "Ultima Online"s player base was estimated at being 20–30% women, which was common to MMORPGs of the period. Japan remained a key market for "Ultima Online" by July 2001, and accounted for 64,000 of the game's 240,000 subscribers at the time. A representative for Electronic Arts reported, "While we do only a fraction of PC game business in Japan against EA's worldwide business, over 25 percent of "Ultima Online" business is done in Japan." Worldwide, "Ultima Online" retained 225,000 subscribers by early 2003.