Research
INTERACTIVE GAMES OF SKILL MARKET:
Conservative estimates of current worldwide daily intenet usage show:
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The number of Internet users has more than doubled since the year 2000, and now, in 2006, it is available to over one billion people worldwide. Future growth is expected from countries with large populations. The Internet is still growing at a good rate, although the growth rate is declining. The growth rate will not increase again until broadband is further developed, and its price reduces. Most of the slowdown has been in the US, where penetration has already reached around 70% and future growth is limited. With only a small proportion of the world population having access to the Internet, there is plenty of room for expansion.
Our games can be easily adapted to other languages and will be targeted into a number of language streams.
Reducing the marketplace by excluding areas which do not allow their citizens to compete for prizes (even in games of skill), and allowing for language issues, our daily core target market is around 2,800,000 likely/potential users.
Based upon the premise that core site users will compete 3 - 5 times a week, and that the core users will be about 20% of game players, and to make our projected profits from the interactive games we need to reach approximately 3,500 users per week to achieve our first stage completion level. For our Games of Skill Internet Product we are aiming for a Market Share in the vicinity of 0.018%
The Internet games industry is currently estimated at around 4billion $US. In terms of Turnover Share of the market segment we are aiming within five years to achieve 0.043% The Games of Skill sector of the market segment is the most rapidly expanding.
Existing sites with a reasonable range of quality games can expect around 2,000 to 3,000 players a day.
Gambling sites have enormous turnovers where no skill is required and they currently account for a large slice of the industry, however 'Games Of Skill' is a rapidly growing market segment because it can access many markets where games of chance are banned. In the United States for example there are currently 7 jurisdictions where games of chance are banned though Games of Skill for Prizes are permitted. There are many other jurisdictions throughout the world where that is also the case.
An example of a site specialising in Games of Skill has 8700+ members accounts. The games are interactive and some offer live tournaments, but the games are not exceptional or new as they will be on our site.
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TOP TEN LANGUAGES |
% of all |
Internet Users |
Internet |
Internet Growth |
World Population |
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29.7 % |
322,600,837 |
28.7 % |
135.2 % |
1,125,664,397 |
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13.3 % |
144,301,513 |
10,8 % |
346.7 % |
1,340,767,863 |
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7.9 % |
86,300,000 |
67.2 % |
83.3 % |
128,389,000 |
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|
7.5 % |
81,729,671 |
18.7 % |
231.1 % |
437,502,257 |
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|
5.4 % |
58,854,682 |
61.3 % |
113.2 % |
95,982,043 |
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|
4.6 % |
49,660,498 |
13.0 % |
307.1 % |
381,193,149 |
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|
3.1 % |
34,064,760 |
14.8 % |
349.6 % |
230,846,275 |
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|
3.1 % |
32,372,000 |
45.8 % |
78.0 % |
73,945,860 |
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|
2.7 % |
28,870,000 |
48.8 % |
118.7 % |
59,115,261 |
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|
2.2 % |
23,700,000 |
16.5 % |
664.5 % |
143,682,757 |
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TOP TEN LANGUAGES |
79.5 % |
863,981,961 |
21.5 % |
166.7 % |
4,017,088,863 |
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Rest of World Languages |
20.5 % |
222,268,942 |
9.0 % |
500.0 % |
2,482,608,197 |
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|
100.0 % |
1,086,250,903 |
16.7 % |
200.9 % |
6,499,697,060 |
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