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	<title>Interactive Entertainment Sherpa</title>
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	<link>http://www.iesherpa.com</link>
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		<item>
		<title>English Language Free-to-Play PC Game Market to Reach $2 Billion by 2015</title>
		<link>http://www.iesherpa.com/?p=544</link>
		<comments>http://www.iesherpa.com/?p=544#comments</comments>
		<pubDate>Wed, 01 Sep 2010 04:27:55 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2009]]></category>
		<category><![CDATA[2015]]></category>
		<category><![CDATA[DFC Intelligence]]></category>
		<category><![CDATA[Free-to-Play]]></category>
		<category><![CDATA[Free-to-Play Games]]></category>
		<category><![CDATA[Korea]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Micro-transactions]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=544</guid>
		<description><![CDATA[DFC Intelligence today released a report that forecasts the market for English language client-based free-to-play (F2P) games on the PC  as: $250 million in 2009 $2 billion by 2015 Other interesting data points includes: By the end of 2010, it is expected that English language client based F2P games will have a combined total of [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.iesherpa.com/wp-content/uploads/2009/10/DFC-Lofo.png"><img class="alignleft size-medium wp-image-223" title="DFC Lofo" src="http://www.iesherpa.com/wp-content/uploads/2009/10/DFC-Lofo-300x70.png" alt="" width="300" height="70" /></a></p>
<p>DFC Intelligence today released a report that forecasts the market for English language client-based free-to-play (F2P) games on the PC  as:</p>
<ul>
<li>$250 million in 2009</li>
<li>$2 billion by 2015</li>
</ul>
<p>Other interesting data points includes:</p>
<ul>
<li>By the end of 2010, it is expected that English language client based F2P games will have a combined total of 128 million registered users</li>
<li>8 of the top 12 cities in terms of internet connection speed, are in Korea</li>
</ul>
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		<item>
		<title>Korea Online Games Market to Exceed $2 Billion in 2011</title>
		<link>http://www.iesherpa.com/?p=538</link>
		<comments>http://www.iesherpa.com/?p=538#comments</comments>
		<pubDate>Tue, 10 Aug 2010 21:05:06 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2011]]></category>
		<category><![CDATA[Korea]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Market Research]]></category>
		<category><![CDATA[Online Games]]></category>
		<category><![CDATA[Online Gaming]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Pearl Research]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=538</guid>
		<description><![CDATA[﻿According to Pearl Research with its new “Online Games Market in Korea” study, the online games market in Korea is forecasted to exceed $2 Billion in 2011. Other key points from the report include: 3 of the top 5 game operators in Korea grew their revenues more than 50% in 2009 Korean game companies have prioritized [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.iesherpa.com/wp-content/uploads/2010/08/Pearl.png"><img class="alignleft size-full wp-image-539" title="Pearl" src="http://www.iesherpa.com/wp-content/uploads/2010/08/Pearl.png" alt="" width="271" height="67" /></a></p>
<p>﻿According to <a href="http://www.pearlresearch.com">Pearl Research</a> with its new “Online Games Market in Korea” study, the online games market in Korea is forecasted to exceed $2 Billion in 2011. Other key points from the report include:</p>
<div id="_mcePaste">
<ul>
<li>3 of the top 5 game operators in Korea grew their revenues more than 50% in 2009</li>
<li>Korean game companies have prioritized establishing international operations with the United</li>
<li>States, Europe, Japan and China as the leading target markets.</li>
<li>Nexon&#8217;s global revenue was $585 million in 2009</li>
<li>Neowiz’s overseas revenues, which consists of licensing and revenues from international, was $52 million in 2009</li>
<li>South Korea has one of the highest Internet and personal computer (PC) usage rates worldwide at 80%</li>
</ul>
</div>
<div id="_mcePaste">Challenges to the market  include:</div>
<div>
<ul>
<li>A glut of content</li>
<li>Increasing government scrutiny</li>
<li>Rising development costs</li>
</ul>
</div>
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		<title>2010 Digital Goods Report &#8211; Women Spend More Than Men on Virtual Goods</title>
		<link>http://www.iesherpa.com/?p=536</link>
		<comments>http://www.iesherpa.com/?p=536#comments</comments>
		<pubDate>Sat, 24 Jul 2010 00:02:12 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2009]]></category>
		<category><![CDATA[2010]]></category>
		<category><![CDATA[Free-to-Play]]></category>
		<category><![CDATA[Free-to-Play Games]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Market Data]]></category>
		<category><![CDATA[Market Research]]></category>
		<category><![CDATA[Online Games]]></category>
		<category><![CDATA[Online Gaming]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Social Gaming]]></category>
		<category><![CDATA[Social Network Games]]></category>
		<category><![CDATA[Social Network Gaming]]></category>
		<category><![CDATA[Virtual goods]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=536</guid>
		<description><![CDATA[VGMarket and PlaySpan, released their 2010 Digital Goods Report on Wednesday. The report reveals consumer behavior patterns among existing customers of third-party and first-party online game marketplaces. The median spent on digital goods in 2009 was: $50 per year for Social Networks $40 per year for MMOs $40 per year for Casual Games $40 per [...]]]></description>
			<content:encoded><![CDATA[<p>VGMarket and PlaySpan, released their 2010 Digital Goods Report on Wednesday. The report reveals consumer behavior patterns among existing customers of third-party and first-party online game marketplaces.</p>
<p>The median spent on digital goods in 2009 was:</p>
<ul>
<li>$50 per year for Social Networks</li>
<li>$40 per year for MMOs</li>
<li>$40 per year for Casual Games</li>
<li>$40 per year for Free to Play Games</li>
<li>$37 per year for PC Games with Online Play</li>
<li>$20 per year for Console Games with Online Play</li>
</ul>
<p>Other key points include:</p>
<ul>
<li>32% of respondents made purchases within social networks</li>
<li>Males are playing significantly more games and are the primary drivers of total digital goods sales</li>
<li>North American women 25 and older are spending disproportionately large sums of money on digital goods</li>
<li>The average female spent $55 dollars on Social Network games compared to $30 for males</li>
</ul>
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		<item>
		<title>CEA Predicts 2.1 Million 3D TVs and 55 Million Smartphones in 2010</title>
		<link>http://www.iesherpa.com/?p=533</link>
		<comments>http://www.iesherpa.com/?p=533#comments</comments>
		<pubDate>Thu, 22 Jul 2010 18:48:06 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2010]]></category>
		<category><![CDATA[2011]]></category>
		<category><![CDATA[3DTV]]></category>
		<category><![CDATA[CEA]]></category>
		<category><![CDATA[Smartphones]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=533</guid>
		<description><![CDATA[The Consumer Electronics Association (CEA) has predicted that there will be: 2.1 Million 3D TVs in 2010 6 Million 3DTVs in 2011 Smartphones will generate $26 billion in 2011 54 million Smartphones will ship in 2010 66 million Smartphones are expected to ship in 2011]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.iesherpa.com/wp-content/uploads/2010/07/CEA-logo.gif"><img class="alignleft size-full wp-image-534" title="CEA-logo" src="http://www.iesherpa.com/wp-content/uploads/2010/07/CEA-logo.gif" alt="" width="150" height="50" /></a></p>
<p>The Consumer Electronics Association (CEA) <a href="http://finance.yahoo.com/news/CE-Industry-to-Surpass-174-bw-2674145387.html?x=0&amp;.v=1">has predicted</a> that there will be:</p>
<ul>
<li>2.1 Million 3D TVs in 2010</li>
<li>6 Million 3DTVs in 2011</li>
<li>Smartphones will generate $26 billion in 2011</li>
<li>54 million Smartphones will ship in 2010</li>
<li>66 million Smartphones are expected to ship in 2011</li>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>Asia-Pacific Gets 27 Million PCs in Q2 2010 Alone</title>
		<link>http://www.iesherpa.com/?p=531</link>
		<comments>http://www.iesherpa.com/?p=531#comments</comments>
		<pubDate>Thu, 22 Jul 2010 18:25:02 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2010]]></category>
		<category><![CDATA[Asia-Pacific]]></category>
		<category><![CDATA[IDC]]></category>
		<category><![CDATA[Network World]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=531</guid>
		<description><![CDATA[Network World is reporting that the Asia-Pacific PC market (excluding Japan) grew 15% in the quarter and 36% year-over-year in the second quarter of 2010 to reach 27 million units, according to IDC. The growth is double digits in almost all countries.]]></description>
			<content:encoded><![CDATA[<p>Network World is <a href="http://www.networkworld.com/news/2010/072110-asia-pacific-excluding-japan-pc.html">reporting</a> that the Asia-Pacific PC market (excluding Japan) grew 15% in the quarter and 36% year-over-year in the second quarter of 2010 to reach 27 million units, according to IDC. The growth is double digits in almost all countries.</p>
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		<title>EEDAR and SMU Release Study on The Influence of Media Reviews on Game Purchases</title>
		<link>http://www.iesherpa.com/?p=524</link>
		<comments>http://www.iesherpa.com/?p=524#comments</comments>
		<pubDate>Wed, 21 Jul 2010 18:16:05 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2010]]></category>
		<category><![CDATA[EEDAR]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=524</guid>
		<description><![CDATA[EEDAR and the Guildhall at SMU released a new study (download it here) on how professional review scores affect purchase intent. There is a correlation between positive reviews helping to drive sales, however it isn&#8217;t a direct relationship (but we already knew that). The interesting part is that people not exposed to review scores rated [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone" title="EEDAR Logo" src="http://www.eedar.com/images/logos/DL_EEDAR_Logo.png" alt="" width="151" height="146" /><br />
<img title="SMU" src="http://www.iesherpa.com/wp-content/uploads/2010/07/SMU.png" alt="" width="280" height="53" /></p>
<p>EEDAR and the Guildhall at SMU released a new study (<a href="http://www.eedar.com/uploads/eedar-smu-study-review.pdf">download it here</a>) on how professional review scores affect purchase intent. There is a correlation between positive reviews helping to drive sales, however it isn&#8217;t a direct relationship (but we already knew that). The interesting part is that people not exposed to review scores rated things higher than the media and had higher purchase intent. My takeaway is that if your game isn&#8217;t great, don&#8217;t send out copies to the media for review and you&#8217;ll have more sales.</p>
<div><span style="color: #0000ee; -webkit-text-decorations-in-effect: underline;"><br />
</span></div>
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		<title>U.S. 2010 Market for Mobile Virtual Goods to be Estimated at $168M</title>
		<link>http://www.iesherpa.com/?p=521</link>
		<comments>http://www.iesherpa.com/?p=521#comments</comments>
		<pubDate>Tue, 22 Jun 2010 16:02:43 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2010]]></category>
		<category><![CDATA[OpenFeint]]></category>
		<category><![CDATA[Virtual goods]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=521</guid>
		<description><![CDATA[New Magid Report Finds U.S. 2010 Market for Mobile Virtual Goods to be Estimated at $168M BURLINGAME, CA &#38; NEW YORK, NY &#8211; Jun 22, 2010 &#8211; Virtual goods purchased on smartphones are a new emerging market in the United States. Who is actually buying them and how much they’re spending, however, has not been [...]]]></description>
			<content:encoded><![CDATA[<p><strong>New Magid Report Finds U.S. 2010 Market for  Mobile Virtual Goods to be Estimated at $168M</strong></p>
<p><strong>BURLINGAME, CA &amp; NEW  YORK, NY &#8211; Jun 22, 2010</strong> &#8211; Virtual goods purchased on smartphones are a  new emerging market in the United States. Who is actually buying them and how  much they’re spending, however, has not been completely understood. Today, Frank  N. Magid Associates and mobile social gaming network OpenFeint are shedding some  light on the subject by providing the first-ever estimate on how much Americans  are currently spending on virtual goods.</p>
<p><img class="alignnone" title="OF1" src="http://www.game-newswire.com/images/stories/Logos/062010/Aurora_Feint_-_1.jpg" alt="" width="482" height="320" /></p>
<p>According to the study, Magid Media Futures 2010 Wireless  and Consumers, Americans spent $168 million on mobile virtual goods in the last  year. Magid estimates that over 70 million Americans now own smartphones –  that’s 23 percent of the population. With 45 percent of those smartphone owners  playing mobile games and 16 percent of those spending an average of $41 per year  on in-game virtual goods, the market has already exceeded $168 million.</p>
<p>“The market for virtual goods has  already exploded in web-based games like Zynga’s Farmville, and we’re just now  starting to see this trend in the mobile space,” said Steve Lin, VP Operations  of Aurora Feint. “In just the last few months we&#8217;ve seen amazing interest from  our game developers in building mobile social games with virtual goods. Our  internal numbers reflect the study in that free-to-play models will be the  dominant pricing structure in the future.&#8221;</p>
<p><img class="alignnone" title="OF2" src="http://www.game-newswire.com/images/stories/Logos/062010/Aurora_Feint_-_2.jpg" alt="" width="449" height="320" /><br />
With 55 percent of smartphone gamers interested in buying  virtual goods, the market is poised for strong growth as more virtual  goods-based games enter the market. The study also shed more light on who is  likely to play games on smartphones. Compared to the general population,  smartphone gamers skew male and are between 18 and 34 years of age.</p>
<p>Smartphone gamers are active  consumers of multiple games, downloading 14 games on average per year. Of these  games, recipients paid money for 4 games and obtained 10 for free meaning that  consumer pay for mobile games at a 2:5 ratio vs. downloading free games. As  expected, Americans are most likely to review application store rankings to find  games, but are also likely to rely on word of mouth and the suggestions of their  friends.</p>
<p>&#8220;Everybody knows  free-to-play social gaming models on PC platforms have been making a killing but  mobile virtual goods aren&#8217;t as well understood,&#8221; said Mike Vorhaus, President,  Magid Advisors. &#8220;With almost 20 percent of smartphone gamers already making  purchases, there&#8217;s a lot of room for the market to keep taking off as  smartphones continue to increase in popularity.&#8221;</p>
<p>This is the first half of a two-part study that will be  released this Summer.</p>
<p>For more  information on the mobile virtual goods industry or Aurora Feint, please contact  Ken Johnston at ken@vscconsulting.com. Aurora Feint partnered with Frank N.  Magid Associates, Inc. www.magid.com to conduct and analyze the mobile virtual  goods studies.</p>
<p><strong>About  Aurora Feint, Inc.</strong><br />
Aurora Feint, Inc.&#8217;s  software development kit, OpenFeint, allows game publishers to implement  services which enable mobile social gaming. With over 25 million registered  users and a presence in over 2,000 games, OpenFeint is the first and largest  social gaming platform for the iPhone. Aurora Feint is backed by DeNA Inc.</p>
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		<item>
		<title>U.S. Social Games Market to Reach $2.183 Billion in 2012</title>
		<link>http://www.iesherpa.com/?p=514</link>
		<comments>http://www.iesherpa.com/?p=514#comments</comments>
		<pubDate>Sat, 19 Jun 2010 17:54:41 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2012]]></category>
		<category><![CDATA[Micro-transactions]]></category>
		<category><![CDATA[Social Gaming]]></category>
		<category><![CDATA[Social Network Games]]></category>
		<category><![CDATA[Social Network Gaming]]></category>
		<category><![CDATA[U.S. Gaming Market]]></category>
		<category><![CDATA[U.S.A.]]></category>
		<category><![CDATA[US Gamers]]></category>
		<category><![CDATA[US Gaming Market]]></category>
		<category><![CDATA[USA]]></category>
		<category><![CDATA[Virtual goods]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=514</guid>
		<description><![CDATA[There&#8217;s a new eMarketer  report Social Gaming: Virtual Crops Yield Real Profits that talks about the size of the growing social games market. It&#8217;s estimated that in the U.S. that the market will be worth $2.183 Billion in 2012: Direct paying users generated $340 Million in 2009, which is estimated to grow to $1.191 Billion [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a new eMarketer  report <a href="http://www.emarketer.com/Report.aspx?code=emarketer_2000683"><em>Social Gaming: Virtual Crops Yield Real Profits</em></a> that talks about the size of the growing social games market. It&#8217;s estimated that in the U.S. that the market will be worth $2.183 Billion in 2012:</p>
<ul>
<li>Direct paying users generated $340 Million in 2009, which is estimated to grow to $1.191 Billion in 2012</li>
<li>Offers generated $324 Million in 2009, which is estimated to grow to $868 Million in 2012</li>
<li>Advertising to players of social games generated $62 Million in 2009, which is estimated to grow to $124 Million in 2012</li>
</ul>
<p style="text-align: center;"><a href="http://www.iesherpa.com/wp-content/uploads/2010/06/108733.gif"><img class="size-full wp-image-515 aligncenter" title="108733" src="http://www.iesherpa.com/wp-content/uploads/2010/06/108733.gif" alt="" width="325" height="294" /></a></p>
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		<title>The Average U.S. Gamer is 34 Years Old</title>
		<link>http://www.iesherpa.com/?p=508</link>
		<comments>http://www.iesherpa.com/?p=508#comments</comments>
		<pubDate>Sat, 19 Jun 2010 00:10:30 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2010]]></category>
		<category><![CDATA[ESA]]></category>
		<category><![CDATA[U.S. Gaming Market]]></category>
		<category><![CDATA[U.S.A.]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=508</guid>
		<description><![CDATA[The Entertainment Software Association (ESA) released it&#8217;s annual Essential Facts About the Computer and Video Game Industry covering the U.S. market, this week. You can download the report here. Some of the key points are below: The average game player is 34 years old The average game buyer is 40 years old 26% of gamers were [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.iesherpa.com/wp-content/uploads/2010/06/esa.jpg"><img class="alignleft size-medium wp-image-510" title="esa" src="http://www.iesherpa.com/wp-content/uploads/2010/06/esa-300x156.jpg" alt="" width="210" height="109" /></a></p>
<p>The Entertainment Software Association (ESA) released it&#8217;s annual Essential Facts About the Computer and Video Game Industry covering the U.S. market, this week. You can <a href="http://www.theesa.com/facts/pdfs/ESA_Essential_Facts_2010.PDF">download the report here</a>. Some of the key points are below:</p>
<ul>
<li>The average game player is <strong>34</strong> years old</li>
<li>The average game buyer is 40 years old</li>
<li>26% of gamers were over 50 in 2010</li>
<li>67 % of U.S. Households play computer and video games</li>
<li>62% of gamers play with others</li>
<li>40% of game players are female</li>
<li>48% of all games sold are rated ‘E’ for Everyone by the Entertainment Software Rating Board</li>
<li>64% of parents believe games are a positive part of their children’s lives</li>
<li>76% of parents believe that the parental controls available in all new video game consoles are useful</li>
<li>42% of Americans play games on wireless devices such as cell phones or PDAs</li>
</ul>
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		<title>NPD Says U.S. Retail Game Sales Were $15 Billion in 2009</title>
		<link>http://www.iesherpa.com/?p=505</link>
		<comments>http://www.iesherpa.com/?p=505#comments</comments>
		<pubDate>Thu, 17 Jun 2010 17:24:52 +0000</pubDate>
		<dc:creator>IESherpa</dc:creator>
				<category><![CDATA[2009]]></category>
		<category><![CDATA[NPD]]></category>
		<category><![CDATA[NPD Group]]></category>
		<category><![CDATA[North America]]></category>
		<category><![CDATA[U.S. Gaming Market]]></category>
		<category><![CDATA[Used Games]]></category>

		<guid isPermaLink="false">http://www.iesherpa.com/?p=505</guid>
		<description><![CDATA[According to NPD, new retail game sales were $10.5 billion in 2009. If you add used video games, rentals, subscriptions, digital game downloads, DLC, and mobile games, there is an additional $4.5 &#8211; $4.75 billion in sales.]]></description>
			<content:encoded><![CDATA[<p>According to NPD, new retail game sales were $10.5 billion in 2009. If you add used video games, rentals, subscriptions, digital game downloads, DLC, and mobile games, there is an additional $4.5 &#8211; $4.75 billion in sales.</p>
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