Clearly someone has to do their research...
I'm on the scene, and I have been for years. I do both, I talk to people that do both, and I do so on a wide scale. It's the naysayers that are in the dark.
My wife who knew nothing about 1st edition D&D, picked up Unearthed Arcana (1st edition) and remarked "They use all of the WOW abilities in this spell list...Cool". Mostly right, jsut reverse the order.
WOW is simply table top brought to the computer screen, albeit in a way that cannot capture what real RPG's are about.
And yet WOW is far more popular and enjoys far great commercial success than D&D ever has, or ever will. The reason is that, quite frankly, players in general prefer what WOW offers over the tabletop counterpart. They don't care nearly so much about fictional continuity as they do about engaging gameplay, convenience of play, and the expansive user network that they can tap into at will. When WOW guilds start holding their own conventions (and they do; mine's on its second annual convention this year), that's when you have something that the common gamer actually wants. WOW (and all other CRPGs & MMORPGs) may not provide what TRPGs are about, but their superior commercial success and popular acceptance means that what TRPGs are about is not what the common gamer wants.
I'll be the first one to say it is obvious how much 4e mechanics take after video games, yet there is still way more you can accomplish as a character in a table top 4e game than in the WOW game.
It doesn't matter if I can't play when I want, how I want, because I have to herd a bunch of cats into the same space at the same time. Time not spent playing is lost value; anything utterly dependent upon Network Externalities derives most of its value from not only the size of the user network, but also by how frequently you can utilize that network. I can play WOW damn near at any time, and I will be able to get a group for any group content I wish to enjoy; I can't do that for any TRPG. If I want to play the game, and the common gamer does, the option that provides me superior convenience of access wins.
Oh you can surely beat the lich king in WOW... but funny enough he keeps coming back in the same place... over and over and over again. SO other people can kill him as well.
In a Tabletop RPG, when you rescue the princess, the princess is truly rescued and the monarch thanks you and you have his eternal gratitiude.
In an MMORPG when you rescue the princess, she thanks you... the monarch thanks you... and she winds up back in the pit from where she was originally rescued. So that she can be rescued again.
That just means, to the common gamer, that you can play through that RPG scenario again. It's a feature, not a bug, and actually adds value for him; if were really that bad, no one would do it- and yet it's still the thing that put (and helps to keep) WOW on the top of the MMO heap.
The TRPG market is better off letting the current common gamer go entirely, and instead targeting a new audience that actually clamors for TRPGs in the same way that common gamers clamor for MMOs, but that requires that the businessmen in the TRPG business reassess what it is that they product truly offers vs. what it takes to actually use it (and to stop arguing in favor of the competition).