Dean Takahashi over at VentureBeat pulled together a great story on game industry investments in 2010 noting that:

Our friends over at VentureBeat have sent over a code that will save you $50 off of registration to the event. We were at last year’s GamesBeat and it was definitely worthwhile. I would recommend it to anyone looking at the business behind virtual worlds, online games, venture capital for game companies, or funding in general. It pulls a good mix of game industry/Silicon Valley.

GamesBeat@GDC 2010 will be held on March 10th in San Francisco and will feature the theme Disruption 2.0.  The one-day executive conference will explore the future of gaming and the effects of the iPhone, iPad, social media, digital distribution, and online gaming on the industry.  Leading speakers will include:

  • Steve Perlman, CEO of On-live
  • John Schappert, COO of EA
  • Bryan Reynolds, Chief Designer of Zynga
  • Klass Kersting, CEO of Gameforge
  • Neil Young, CEO ngmoco
  • Gareth Davis, Platform Manager of  FaceBook
  • Bart Decrem, CEO Tapulous

An others. Join 400 other gaming industry leaders for a day of panels, keynote and networking. Register here to receive $50 off your GamesBeat@GDC registration using the following code:  GBEATSP.

VentureBeat has a list of the gaming start-ups that announced their funding in 2009.

  • 97 game startups raised $600.5 million in 2009
  • This was down 36% from 2008
  • In 2008 there were 112 companies funded, raising $936.8 million

Dean Takahashi at GamesBeat has some data on virtual goods from a research study commissioned by PlaySpan today:

  • 31% of the people who have bought virtual goods have also sold them.
  • In-game virtual currency is the most frequently traded virtual good between players
  • Sellers of virtual currency have earned a median of $22 in the past year
  • 49% of social network gamers who have bought virtual goods also made a sale (median earning $50)
  • 25% of virtual goods buyers also made a sale (median earning $98)
  • 69% of buyers of virtual goods have not sold virtual goods, however 30% were interested in doing so
  • Sellers had a median age of 21, an annual household income of $30K and 89% were male