MIT Enterprise Forum of New York City© Inc.

presents:

Three Business Plans in Online Gaming:

Game Trust

Odyssey Digital Entertainment

Reality Game

77 million online gamers are spending over $3 billion per year, making online games the fastest growing and most profitable part of the game industry. 50% of gamers are women. The average age of the online gamer is 34 with 40+% of gamers over 25 years of age. Come see three early stage companies present their business plans.

Game Trust has the first and only middleware that "tournament enables" any video game, allowing players to win money playing their favorite games. Gaming and entertainment companies worldwide are licensing the software to start earning revenue from free game play. Players pay an entry fee to participate in a tournament, and this fee is divided between the prize amount, the licensee, and Game Trust. Entry fees throughout the industry have already surpassed $1 billion annually. Game Trust has deals in place with companies that reach 10% of the addressable market, and, just 15 days after launch, one licensee reported 100,000 registered players using the middleware.

Odyssey Digital Entertainment – (ODE)– was formed to become the leading publisher for digitally distributed games for the casual gamers. The casual gaming category is a hyper growth market expected to reach $1.2Bn by 2007. ODE aggregates and distributes game packages through a variety of digital channels and will seek to consolidate several game development houses. In addition ODE republishes successful offline games that fit casual gamers’ demographics, creating an aftermarket for these games. Leveraging its management teams experience with the online consumers, ODE will become the vehicle of choice for casual game publishing.

 

Reality Game Corp has established itself in the US, after proving its revolutionary concept in Europe, and seeks to become the world leader in the sports strategy gaming space. The run-away success of Fantasy Games – 30 million players with football representing a 50% share - and the marketing power of Coach Bill Parcells and of the NFL, present a compelling case for the success of Reality Game. With a business model that relies on season-based subscriptions, Reality Game plans to rapidly leverage its concept and core simulation technology to release additional sports strategy games. The company’s low break-even point of 125,000 subscribers compares very favorably with the market potential and they expect to turn a profit by the end of the first year of full commercial activity.

Panelists:

 

 

 

DATE: Wednesday May 7, 2003

TIME: 5:15 p.m. - registration, networking and refreshments. 6:00 - 7:45 p.m. - program

PLACE: Lighthouse International, 111 East 59th Street (between Park and Lexington)

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