Thursday, September 25, 2008

Phenomenon 1: Online Games Entertainment

The Internet is the fastest growing marketplace in the history of the world, but there in an online sector that is growing four times faster than the Internet overall – the online skill games market. Just stop right there. Imagine that for a second… a business that is growing four times faster than the Internet! To give you an idea of what that means and to really pu
t it into context, recent figures from analyst firm DFC intelligence said that the worldwide online games market is forecasted to grow from $3.4 billion USD in 2005 to over $13 billion USD in 2011.

The market today is worth approximately $5.2 billion USD – that equates to a worth of $164 USD per second, and in the next 156 weeks is expected to grow to $412 USD per second – of every minute of every day, and growing.
That means if this book took you just 15 minutes to read, in that time over $147,600 USD has been spent online playing games; or the equivalent of $14,169,600 USD will be spent today alone, and the market is growing at an exponential rate.
These sorts of numbers can’t be ignored.
What is a “skill-based game”? IGDA (International Game Developers Association) reports, “A ‘skill based game’ is a web game played in a tournament format, with each player paying a cash entry fee to play, and with a cash or merchandise prize going to the winner or winners of the tournament. Skill-based games are named accordingly because the outcome of each competition is based on the players’ ability and performance, with any elements of luck either eliminated or greatly reduced. This is critical, in order to be legal and avoid falling under anti-gambling statutes.”
Show me the money! Alex Burmaster, European Internet Analyst, Nielson/Net Ratings (a global leader in internet media and market research) said, “Take the fact that the online games sector is growing at four times the rate of overall internet growth together with the increasing numbers…. online and it is easy to see why companies such as MTV Networks are looking to get a piece of the action.”
What is driving this trend? It is being driven by the increase in broadband into homes, which allows people to play these games, coupled with an increasing acceptance of playing games online. This is driving the high demand.
New York – June 21, 2006 – Nielson/Net Ratings announced that nearlythree quarters of active US web users connected at home via broadband in May 2006, growing 15 percentage points over the previous year, when just 57 percent of active US web users relied on broadband connections at home. Research also indicates that broadband users are more likely to make better use of Internet functionalities and newer technologies, such as RSS feeds and
blogging. Quite simply… its all about fun! We all play games, across all age ranges and genders, and it transcends all cultures because it is part of the human spirit – we have a need to compete with others and with ourselves.
People play games not so much for the game itself as for the experience the game creates: an adrenaline rush, a victory, a mental challenge or a time to interact with friends. In short, we play games to create moment-to-moment experiences that are FUN; and it is generating billions in cash! But the desire to play is only half the story. The big catalyst for growth is the explosion of affordable home broadband and ultra-fast PCs.
This means that today, online gaming isn’t just for serious gamers… its for everybody, everywhere.
Imagine if just a fraction of the millions of people playing games online right now were playing through your uVme site – you see, your site is not an isolated, standalone platform for your team alone. It’s a doorway through which your players enter the GLOBAL uVme gaming network, to find thousands of other players across the world, linked up
and ready to play!

Damien King

www.UVMEassociate.com


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