Posted by Mark Levy | Posted in Advertising, VideoGames | Posted on 27-10-2007
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From Kenradio.com
Video Games have emerged as a main-stream entertainment medium that generates worldwide revenues of about $25 billion in hardware and software sales. Surpassing box office revenues, movie rentals, book and music sales, Video Game revenues reached $12 billion in the US in 2006, according to a study by Interactive Advertising Bureau.
* Over 40% of households have a video game console system
* Over 120 million people play video or computer games in the U.S.
* Personal Computer Gamers are expected to reach 80 million in 2007 and up to 99 million in 2012
* Console/Online gamers is expected to reach 6.9 million in 2007 and up to 18.5 million by 2012
The integration of online games across all hardware platforms has resulted in the emergence of advertising as a significant revenue driver for the games industry. Overall game-related ad spending will grow from $370 million in 2006 to more than $2 billion by 2012. In-game advertising expenditure is widely expected to accelerate the fastest. Predictions show more than $800 million – $970 million in spending by 2012.
Posted by Mark Levy | Posted in What's New | Posted on 24-10-2007
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The Interactive Advertising Bureau, in association with the Games Committee, has introduced the first in a series of papers that outlines a detailed overview of the various game platforms, primarily “console” and “personal computer (PC) online.” Subsequent reports are expected to address audience demographics, behavior, and best practices.
Video Games have emerged as a main-stream entertainment medium that generates worldwide revenues of about $25 billion in hardware and software sales. Surpassing box office revenues, movie rentals, book and music sales, Video Game revenues reached $12 billion in the US in 2006.
DFC Intelligence estimates that:
Posted by Mark Levy | Posted in Digital Kids, Mobile | Posted on 16-10-2007
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From KenRadio.com
A new study into the way cell phones make teens ‘feel’ and the benefits they get from cell phone ownership, finds that 77% of teens cited “convenience of being able to communicate from anywhere,” while 75% said “security of being able to reach family” are major cell phone benefits benefits. Much lower on the list was friends’ admiration of their cell phone features at 41%. The study show the lives of the 13 -17 year old set, when asked about how ownership of a cell phone makes them feel, “connected” is the dominant response, according to eCRUSH.

The study found that of all the gadgets and devices available today, the cell phone is a teen favorite. 51% of teens said they “absolutely could not live without” their cell phones. When teens were asked about the mobile phone features they have and use, text messaging was overwhelmingly cited as the feature they use most, followed by the ability to customize wall paper, take digital pictures, and play games which come with the phone.
Posted by Mark Levy | Posted in DMET Disruptors, Internet | Posted on 16-10-2007
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Busta Rhymes posted a YouTube video giving his thoughts on the impact of digital music and the internet on his career, and he’s not best pleased. “We was able to go into these labels and secure $4 million album checks. That’’s not happening no more. The computer caused that.” He also gives his views on YouTube and ringtones during the vid.