E
XECUTIVE
S
UMMARY
Digital content, which encompasses virtual worlds, games (online & console) and mobile technology, as well as emerging technologies, is a fast-growing entertainment sector with unlimited upside potential. The top 10 virtual worlds are earning revenue estimates in excess of $50 million per year, with the highly successful
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World of Warcraft
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leading the way with a staggering estimate of $500 million per year, according to DFC Intelligence. Strategy Analytics, in its Virtual Worlds Market forecast for 2009-2015, said
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it sees the global population of virtual-world users growing from 186 million today to almost 640 million by 2015.
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That
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s almost 100 million new players a year, a nearly 25% compounded annual growth rate. The fastest-growing demographic is kids between the ages of 5 and 9, which the Company predicts will grow 27%. The current largest segment of virtual world
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s players, tweens and teens, should grow by some 21%. Online and console gaming, as well as mobile technology, are exhibiting earning potential in the multi-millions per year, and continued growth is expected in this area as well.