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Online Gaming Communities: The only thriving industry in America?

Moderator: Todd Northcutt, IGN Entertainment
Panelist: Dennis Fong, Raptr
Panelist: Ian Atkinson, THQ Inc.
Panelist: David Chang, GamesCampus

With the recent tightening of many consumers spending belts, it is likely that some of time they would usually have spent out and about will now be spent at home. Online gaming, particularly in fantasy-like games such as Call of Duty, Spore and World of Warcraft, represent pursuits that can provides hours, even days, of entertainment and can be seen as a pastime that provides high value for the cost. With the growth and strategic partnerships emerging with free-to-play destinations we’re also seeing a generally lower threshold for new gamer acquisition.

Sales of video games have been up almost 40 percent in the four years leading up to 2007, while at the same time other leisure activities like cinema tickets, music sales and average time watching television in the United States have fallen. This is not only an American phenomenon; video consoles like the Xbox 360 and PlayStation 3 have seen dramatic spikes, reaching record level in the United Kingdom with sales of over 22 million consoles. Video game sales in the United States, in December 2007 alone grew 9 percent, and the yearly increase in annual video game sales are up 19 percent making this a $21.3 billion industry.

In 2008, consumers spent upwards of $5 billion on hardware, software and accessories for games, according to the Entertainment and Leisure Software Publishers Association – an increase of almost 25 percent since the previous year.

In addition to increased spend, the industry of online gaming continues to be accepted by a broader and more diverse group, marking a social and cultural shift where over 53 percent of American adults play video games, according to a recent study by the Pew Internet & American Life Project.

With the number of jobless individuals climbing above 500,000 at the start of 2009, there is now not only a need for entertainment but also a need for community. Gamers don’t want to only play games; they want to interact with other gamers. Social utility tools can provide gamers a way to connect with other online players and create a community that allows them to correspond with each other and keep track of what games they’re playing, and have a sense that they are functioning as part of a greater whole.

Intended Audience: Game developers, gamers, game publishers, engineers, and anyone with an interest in social utility tools.

Prerequisites: Familiarity with online social networking and a broad understanding of the gaming industry and consideration to how it fits into the larger economy.

Format: Panel

Track: Business

Date/Time: Tuesday, May 12, 9:00 AM

Room: Salon AB

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