TAILIEUCHUNG - Nothing But Net 2009 Internet Investment Guide 14

Nothing But Net 2009 Internet Investment Guide 14. Leading . Morgan Internet industry analyst Imran Khan provides a comprehensive look at key Internet industry characteristics, drivers, and trends in his seminal industry outlook, Nothing But Net. Geared toward Internet investing novices and experienced professionals, this book provides a detailed look at data points and trends that should be considered when investing in the Internet space. With almost 8 years of technology banking and investing experience, Khan provides a detailed analysis of multiple Internet sectors including online advertising, e-commerce, online travel, and social networking. This book is a must have for. | Morgan Imran Khan 1-212 622-6693 Global Equity Research 05 January 2009 Casual games can be broadly classified into 1 board and chess games and 2 advanced casual games. Board and chess games as the name suggests are board games chess different types of card games and other traditional games put online. These are viewed more as commodity products and difficult to differentiate from competitors. As such monetization is typically lower. Advanced casual games are online games that have more depth and content compared with board and chess games. However they are not as involving as MMORPG. Gamers spend less than an hour per game session. Successful advanced casual games are typically more innovative and bring in new ideas to the market space. The popular advanced casual games include BNB O2Jam Freestyle s Yulgang games and can also be regarded as casual MMORPG games. Successful casual games generate more revenue compared to board and chess games. The revenue model for casual games is in-game item sales. Typical game items are avatars virtual clothing accessories and decorative products tools . virtual golf clubs to play golf weapons special features . ability to see competitors card in card games and membership priority access to game servers and members only games . Casual and MMORPG Are Complementary Rather than Competing Products We believe casual games and MMOPRG satisfy needs of players at different times. For example if a player has 15 minutes to kill they likely would turn to casual games but if a player has a few hours everyday playing a simple casual game is likely to become too boring. Therefore this same player could play both types of games at different times depending on his or her availability and needs. We believe new innovative advanced casual games attract non-game players to online games and further expand the gamer base. We observe this from the demographics differences between casual games and MMORPG .

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