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Knowledge Information Technology, Inc. Cleveland, Ohio
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Serious Business Sales of Video and PC game software was $7.3 billion in 2004 $10 billion in sales for 2004 for both software and hardware $30 billion world wide
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Seniors Are Active Online About 30 percent of US grandparents are boomers - ages 41 to 59 Boomers will grow to 32 million by 2007 Boomer grandparents spend roughly 29% of the $50.3 billion doled out annually by US grandparents on products and services for their grandkids* Ages% Online% Broadband 35 - 4975%51% 50 - 5458%49% 55 - 6458%46% *Source: Kiplinger Business Forecasts
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Video Game Toys A New Market Category: “As children continue to migrate toward playing video games at younger ages, manufacturers have recognized this shift as a real threat to play- share and wallet-share. That’s why a new category of "Video Game Toys" has recently emerged in the market.” Source: Anita Frazier, Entertainment Industry Analyst, NPD Funworld, ‘05
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Online Play is Exploding A new report forecasts that the worldwide market for online games will reach $9.8 billion in 2009. This represents a 410 percent increase over 2003 revenue. Source: DFC Intelligence August 2004.
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Why Cleveland? Case Western opening $500,000 game development lab in Fall 2005 Cleveland Institute of Art is creating a Video Game/Simulation chair for Fall 2005 Game development requires skilled programmers, artists, game designers, and producers Austin, Texas has 50 video game companies
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Not A Waste Of Time What Video Games Have To Teach Us About Learning And Literacy > James Paul Gee Ph.D. University of Wisconsin Got Game > Beck / Wade > Harvard Business School Press
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Know IT Fully collaborative virtual world designed for children and their families Innovative Products Industry Access Experienced Leadership
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