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Companies
Presenting:
Alston & Bird
AOL Games
Blockdot
BETonSPORTS
Casino City
DFJ Gotham
DrHo888.com
Fog Studios
www.Game
Attorneys.com
Gamecaster
gameLab
Gameloft
GameDaily
Game Developers Conference
The Hollywood Reporter
Hudson Ventures
International Game Developers Association
Kenyon & Kenyon
Massive
Incorporated
Manatt, Phelps
& Phillips
MindComet
Mobliss
MTV
Namco
Nokia
OgilvyOne
Sportingbet PLC.
Themis Group
Trymedia
Ubisoft
Wedbush Morgan Securities
Weston, Garrou, DeWitt & Walters
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Video Games
Wireless Gaming Advergaming Online Gambling
Video games are captivating consumers attention and
capturing their wallets. The average time spent consuming advertising with a video
title is 110 hours versus 20 hours for football. Also, video games retail
for between $40 and $60 and video games are played for an average
of six months. Video game-related revenues are positioned to continue
growing at torrential rates. For instance:
Video games generated $13.9 billion in revenues in 2003,
significantly more than the $9.2 billion generated by movie studios.
Some video games skyrocket right out of the starting blocks: Halo 2
sold more than $100 million in its first day of release.
The market for cell phone games is roughly $160 million
annually and should reach revenues of $1.7 billion by
2008.
The Entertainment Software Association estimated that
47% of adults with children plan to give a video game as a gift this holiday.
Advergaming revenue is estimated to grow from $200
million in 2004 to $1 billion by 2008.
Estimates are that at least 12 million people have actually
placed real money wagers via the Internet.
This conference is designed to help you position your company
and portfolio for optimum benefit in this rapidly growing sector of the
economy. Listen to industry insiders and renowned investors discuss
the most attractive segments of the video economy. Learn which
business models yield sustainability, barriers to entry and maximum
profitability.
Determine how consumer shifts, technological innovation
and legislation will impact the merits of investing in video
games, wireless gaming, and advergaming.
Video Games Are Attracting More Demographic Segments and Are Utilized for a Growing Array of Applications
The popularity of video games has reached levels of near hysteria. Not only did the recent release of
Microsofts Halo 2 clobber the movie release of The Incredibles by achieving
$125 million in revenues in its first weekend compared to the
movies $70 million during the same weekend. Waves of Americans were swept up in "Halo flu". Children avoided school and
employees called in sick.
Video games are now more than a source of quick thrills for boys and young men. In fact, women 35 years
of age and older are the largest gamer demographic. Moreover, video game technology is being
harnessed for the most serious of purposes such as preparing soldiers for urban combat. Israeli
researchers are using video games to investigate future treatments for
memory disorders such as Alzheimers disease.
Savvy industry executives must be prepared to adopt the latest technologies,
must consider tapping Hollywoods star power, must recognize new revenue sources such as
advergaming and must embrace new delivery platforms such as wireless
devices.
The financial community is beginning to take notice of the promise of video technology. Successful investors will
have to discern the most attractive business models and distill the elements that cause a video
game to reach celebrity status.
Join us for a unique conference that illuminates the business and
investment decisions that lie behind the growing euphoria of
video gaming.
I look forward to meeting you on February 24, 2005.
I remain,
David Wanetick
Managing Director
Gateway Reports & The Wall Street Transcript
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