|
Don't
Miss The Profiting In the Video Games Economy Conference! Reserve
Your Attendance Pass Now!
Receive
Free Video Games Conference News!
Meet
Leading Executives & FinanciaI Experts:
• 360ep
• Academy of Machinima Arts & Sciences
• Alston & Bird
• AOL Games
• Brown Raysman Millstein Felder & Steiner LLP
• Fog Studios
• Foundation 9
Entertainment
• GameDaily
• GameLab
• Gameloft
• Infospace, Inc.
• Kodiak Venture Partners
• Loeb & Loeb LLP
• Macrovision Trymedia Game Division
• Manatt, Phelps & Phillips
• Massive
Incorporated
• Mediapost
• MSN Games, Microsoft Corporation
• MTV Networks
• Mullen
• Nickelodeon
• OgilvyOne
• QUALCOMM Internet Services
• RealNetworks
• Smartbomb
• St. Mark’s Comics
• Superscape Publishing
• Themis Group Inc.
• THQ
• UBS Investment Bank
• Viacom Consumer Products
• Virgin
Mobile
• Yankee Group
Key Take Away
Benefits of Attending:
• Evaluate the impact of incorporating Hollywood
celebrities in video games on producers’
profitability.
• Analyze the extent to which soaring development
costs will dampen profitability and trigger
commoditization.
• Identify the most intriguing video game
commercialization strategies.
• Develop an understanding for the implications of
networked gaming.
• Address the crucial issues of safeguarding your
intellectual property from infringers and violators.
• Employ a framework for anticipating industry
transformations.
• Assess the methods for maximizing revenues from
advergaming initiatives.
• Discover new revenue streams associated with video
games.
• Explore a variety of business models for
delivering video games to wireless platforms.
• Determine whether shortages of skilled programmers
will inhibit industry growth.
• Examine how new technologies will make wireless
video games more captivating.. |
Video games are captivating
consumers’ attention and capturing their wallets. The
average time spent viewing 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 on its first day of release.
• Casual games have grown
from almost nothing in 2002, to
well over $600 million in 2004 in the U.S. alone.
Industry experts anticipate that the market will reach over $2
billion by 2008.
• The worldwide market for
mobile games is expected to reach $11.2 billion by 2010, up
from $2.6 billion in 2005.
• However, the anticipation
of a new generation of hardware systems such as the Xbox 360
and Sony's PlayStation 3 threatened to slow sales of video
games. For instance, NPD Group reported that sales of
video games at U.S. retailers declined 18% in November of 2005
compared to November of 2004.
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 discuss the most attractive
segments of the video economy. Learn which business models yield
sustainability, the greatest stickiness, highest barriers to entry and
maximum profitability.
Determine how consumer shifts, technological innovation and
legislation will impact the merits of competing and investing in
video games, wireless gaming, casual 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 last year’s
release of Microsoft’s Halo 2 clobber the movie release of
The Incredibles by achieving $125 million in revenues in its
first weekend compared to the movie’s $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
Alzheimer’s disease.
Savvy industry executives must be prepared
to adopt the latest technologies, must consider tapping
Hollywood’s 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 16, 2006.
I remain,
David Wanetick
Managing Director
Gateway Reports & The Wall Street Transcript
|