uVme is a fast-moving and unique business that combines three of the most exciting phenomena on the internet - ONLINE GAMES, SOCIAL NETWORKING, and INSTANT MESSAGING - with Social Marketing.
This market is so powerful, it's growing four times faster than the Internet. It's NEW, VIBRANT, DYNAMIC, and above all else, it's FUN.
The online games business, although already massive, is extra-special right now because of the timing. Timing is critical in business, and this market is emerging as the next evolutionary step in online entertainment.
The
games market in 2007 was already worth approximately $164 USD per second ($5.2 billion USD annually), and is expected to grow to $412 USD per second - of every minute of every day, and growing - by 2010 (DFC Intelligence, 2006, "Online Game Market Forecasted to Reach $13 Billion by 2011").
For more information on the uVme
games business market, sign-up
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Insider Report
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Many Different Ways to Earn
From uVme's Online Games
This powerful, unique business
opportunity that gives you the potential to earn money in several different ways. As you build your team of players, you
can also create a team of Associates whose efforts in recruiting players can boost your earnings even more.
You can earn:
Commission on Personal Player Volume
Fast Start Bonus
Group Fast Start Bonus
Generation Bonus
Infinity Generation Bonus
New Business Bonus
No Hurdles or Barriers to Getting Involved
in uVme
During its two years plus of development, we worked hard to make sure this was a
games business that anyone could get involved with - easily. We made the seven-figure investment to make it all happen, put in thousands of man-hours, and now you have it all at your disposal so that you can have fun. Plus, you have the full uVme support team working toward your
gaming business success, including:
Your own talented, effective marketing department
Friendly, knowledgeable customer service and support, LIVE and in person, five days per week
Online conference-room facilities
Translators fluent in five different languages
Professional software developers, web developers, graphic designers and engineers
...all working on your uVme
games business, keeping it at the forefront of the industry.
uVme is new, unique and combines three of the most exciting trends
in history. Secure your position in front of the Fastest-Growing
Business on the internet today!
Online Game Market Forecasted to Reach
$13 Billion by 2011
San Diego, CA (June 6, 2006)
According to a new report from DFC Intelligence the worldwide online
game market is forecasted to grow from $3.4 billion in 2005 to over $13
billion in 2011. This increase is being driven by the increase in
broadband households, higher PC penetration and more connected console
video game systems. This is leading to a growing number of consumer
subscription services, the emergence of online digital distribution and
increasing acceptance of games as an advertising mechanism. During this
time period North America is expected to challenge current market leader
Asia as the leading region for online games.
Despite the strong growth, the leading online game category is expected
to remain high-end massively multiplayer online games (MMOGs) that
appeal to a fairly small portion of the total user base. “MMOGs have a
sophisticated online business model that drives a great deal of revenue
for the top products,” says DFC analyst David Cole. Other popular game
genres like sports, racing and action still derive most of their revenue
from retail sales with online game play as a free value add. According
to Cole this is gradually changing as more of these products go online.
One of the issues is that the PC has been the dominant platform for
online games while some of the most popular game genres are for the
dedicated video game console systems. As console systems go online in
increasing numbers they are expected to be a key driver of growth.
Unlike past video game systems, the new console systems from Microsoft,
Nintendo and Sony all will have a major focus on online connectivity
right from the start. The Xbox Live online game service is a central
part of the Microsoft Xbox 360, the Sony PlayStation 3 is expected to
have an increased focus on online games and the Nintendo Wii will
feature the online enabled Virtual Console concept that will allow for
some significant online digital distribution.
The report forecasts that digital distribution will become a very big
part of online connectivity. This is more of a retail model with a focus
on paying for, not necessarily playing, games online. Furthermore, it
can work with the existing retail structure via such mechanisms as
consumers buying retail cards that allow for online digital
distribution. “Digital distribution and virtual item sales have started
to do very well in certain Asian markets and these distribution models
are expected to start having increased success on an international
basis,” says DFC analyst Alexis Madrigal.
In North America and Europe the casual game category is already
benefiting from digital distribution. “Casual games have been the best
at attracting advertisers, but they are now finding a great deal of
growth from subscription and digital distribution models. Asian markets
with products like Kart Rider, and Western products, like Habbo Hotel,
are showing how a virtual item purchase model can work for games that
have traditionally been advertising or subscription supported,” says
Madrigal.
On the downside, even with market growth many companies are likely to
struggle to become profitable. A big problem is that the market is
becoming more fragmented among different companies, types of products
and markets. The top online games have tended to do very well in one
market like Korea, China, or the U.S., but have generally struggled in
trying to expand to other markets. Furthermore, traditional video game
publishers have not done well in the online game business and this has
allowed for the rise of several online-only game companies that are
making the marketplace more competitive for established players.
Nevertheless, major markets like South Korea, China, Japan and the U.S.
are all now able to support individual games that do over $100 million a
year in just one country. The first big international success in online
games, World of Warcraft, from Vivendi Universal’s Blizzard
Entertainment, will do over $100 million in each of several different
markets in its first year alone.
The new report, The Online Game Market, is over 750 pages and contains
company profiles, trend analysis, case studies of individual products
and complete forecasts to 2011 broken down by region, game genre,
consumer type, platform and business model. DFC Intelligence (www.dfcint.com)
is a market research firm focused on video games, PC games, online games
and interactive entertainment. They offer free monthly research briefs
to anyone signing up at http://www.dfcint.com/mailing_signup.html.