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        <title>IP Media Monitor: GAMING - reports</title>
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            <title>IP Media Monitor</title>
            <link>http://www.ipmediamonitor.com</link>
            <description>Feed provided by ipmediamonitor.com. Click to visit.</description>
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        <item>
            <title>The Sony PSP: Defining a New Market?</title>
            <link>http://www.mindbranch.com/products/R104-19268.html</link>
            <description>This IDC study provides a technology assessment analysis of the Sony PlayStation Portable (PSP). 'The Sony PSP is all about games. Movie and music capabilities are nice secondary features, but much like the DVD video-enabled  PS2  and Xbox, gamers will purchase the PSP because of a desire to play games on the device.' - Schelley Olhava, program manager, Consumer Markets: Gaming ...</description>
            <author>IDC</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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        <item>
            <title>The 2006 Toys &amp; Video Games Market Research Yearbook</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=304932&amp;q=test</link>
            <description></description>
            <author>Richard K. Miller &amp; Associates</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Women Online in the US: A Growing Majority</title>
            <link>http://www.mindbranch.com/products/R203-210.html</link>
            <description>&lt;B&gt;Attention: Marketers, Advertising Agencies, Retailers and Online Content, News, Entertainment, Gaming, Health Care and Travel Sites.&lt;/B&gt;&lt;BR&gt;&lt;BR&gt;  Women Online in the US, a new report from eMarketer, charts the technological, economic and societal shifts that are changing the online demographic mix in the US-and looks at how those changes will affect future Internet marketing and development.&lt;BR&gt;&lt;BR&gt;  Females have rapidly grown comfortable with technology and the Internet. As of 2004, they comprised 51.6% of US Internet users, and that figure is expected to rise. This growth is already affecting everyone who does business on the Internet.&lt;BR&gt;&lt;BR&gt;  Females have long embraced the Internet as a communications medium, having shown strong interests in online games, health content and music, but now adult women, who dominate consumer spending offline, are shifting more and more of their shopping online. As the female influence grows across the Internet, companies will need to adjust and shift to selling techniques that appeal to women, including word-of-mouth marketing, personalized e-mail and relationship-building continuity programs.&lt;BR&gt;&lt;BR&gt;  &lt;B&gt;Key questions the Women Online in the US report addresses:&lt;/B&gt;    How large is the female online population in the US?    How quickly is it growing?    What can companies do to reach the growing female majority?    Will females drive future growth in online shopping?    What activities do females pursue online?    And many more...   &lt;B&gt;eMarketer Reports-On-Target and Up-to-Date&lt;/B&gt;&lt;BR&gt;&lt;BR&gt;  Women Online in the US aggregates the latest data from leading researchers-AOL, BSM Media, BURST!, comScore Media Metrix, DoubleClick, Dynamic Logic, Harris Interactive, Hitwise, Jack Myers, Nielsen//NetRatings, Quris, TNS NFO and many others-with eMarketer's objective, unbiased analysis to give you the information you need to make well-informed business decisions on the future of online marketing.&lt;BR&gt;&lt;BR&gt; EXCERPT &lt;B&gt;A Sample of the Content from the Women Online in the US Report:&lt;/B&gt;&lt;BR&gt;&lt;BR&gt;  &lt;B&gt;Behind the Numbers: The Growth of Women Online&lt;/B&gt;&lt;BR&gt;&lt;BR&gt;  By 2008, females will account for 52.6% of total online users in the US, according to eMarketer projections. In absolute numbers, that means that in 2008 there will be roughly 10 million more females age 3+ online in the US than males.&lt;BR&gt;&lt;BR&gt; As of fall 2004, research studies from Harris Interactive and Mediamark Research Inc. both indicated that women accounted for at least 51% of the US adult Internet population. Only in work locations did usage differ, according to Mediamark. &lt;BR&gt;&lt;BR&gt;  Data from comScore Media Metrix puts the female Internet population (including girls) slightly lower. &lt;BR&gt;&lt;BR&gt;  The growing presence of females online will have an outsize influence on online content and commerce. As more females are drawn online, they will force companies to communicate with them on their terms, in their language.&lt;P&gt;</description>
            <author>eMarketer</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Freedonia Focus on Toys &amp; Games</title>
            <link>http://www.mindbranch.com/products/R154-832.html</link>
            <description>&lt;P&gt;This report discusses US toy and game retail sales for the years 1999 and 2004, with forecasts to 2009. Topics covered include market size, product and distribution segmentation, trade, regulatory environment, marketing strategies, product introductions, market environment, product and distribution forecasts, industry composition and leading participants. Product segments cover traditional toys and games (including infant/preschool, dolls, and other traditional toys and games), and video games. Distribution segments include discount stores, toy chains and other outlets. This 20 page report also includes a highlights summary and a resources section.&lt;BR&gt;&lt;BR&gt; &lt;B&gt;Freedonia Focus&lt;/B&gt; &lt;BR&gt;&lt;B&gt;Freedonia Insights and Analysis &lt;/B&gt;&lt;BR&gt;&lt;BR&gt;Each Freedonia Focus provides access to a wealth of industry insights and analysis including:   Market size  Product segmentation  Market segmentation  Product forecasts  Market forecasts  Industry composition  Market leaders  Business trends  Freedonia Focus provides insights into over eighteen industry categories. Many of these are new categories not covered by Freedonia Industry studies. Freedonia Focus includes more than 250 high density reports. Each report packs in Freedonia's industry outlook in approximately fifteen pages of crisp, highly focused analysis. &lt;BR&gt;&lt;BR&gt;&lt;B&gt;High Quality - High Value - Low Cost Subscription &lt;/B&gt;&lt;BR&gt;&lt;BR&gt;Freedonia Focus is designed to provide high value - low cost access to key industry data and analysis for business school libraries, venture capital firms and corporate libraries. The result is instant, unlimited, online delivery of the full complement of reports in PDF format - all for just one low price.   Individual PDFs are available for $500 per report.  Corporate Licenses are available for $1,000 per report.  Subscription programs are available at a much lower per report pricing. Please contact MindBranch for additional details.   Click here for a sample report (PDF Format)  &lt;/P&gt;&lt;!--Hasbro Inc., Mattel Incorporated, Sony Corporation--&gt;&lt;/P&gt;&lt;P&gt;</description>
            <author>Freedonia Group</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Handheld Game Platforms 2005: More Competitors With Convergence Devices</title>
            <link>http://www.mindbranch.com/products/R97-1956.html</link>
            <description>A suddenly active handheld market became even more crowded over the past year.  With the release of three new consoles, the handheld market is a long way from the time when the Game Boy was the only game in town.   While three years ago, the market was essentially limited to a single device, there are now six handhelds on the market.&lt;BR&gt;&lt;BR&gt; The primary result of the recent entrants to this market is to skew the handheld demographic older.  The primary means to do this is to offer more graphics-intensive gaming, as well as other functionality in addition to gaming.  Different platforms offer different capabilities, which include: digital audio and video playback, digital photo viewing, mobile phone, PDA, camera, instant messaging, and even GPS capability.  The result is that handheld game consoles are morphing into portable media convergence devices.&lt;BR&gt;&lt;BR&gt; This report includes in-depth analysis and forecasts for all handheld platforms.   Annual shipment and revenue forecasts through 2009 are provided for the Nintendo Game Boy Advance SP, Nintendo DS, Sony PSP, Nokia N-Gage, Tapwave Zodiac and Gizmondo.  Geographic shipment breakdowns for 2004 and 2005 are provided for each console. Results from In-Stat's Residential Technology Survey on handheld platforms are also provided.&lt;P&gt;</description>
            <author>In-Stat</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Global Animation Industry: Strategies, Trends and Opportunities</title>
            <link>http://www.bitpipe.com/detail/RES/1090206957_932.html</link>
            <description>The rapid advancement of technology has made computer animation available to the masses and the animation industry is one of the fastest growing industries. The demand for animated entertainment has expanded with the increase in broadcasting hours by cable and satellite TV along with the growing popularity of the Internet. In the past, animation series were aimed at children aged nine and below. In recent years however, TV stations have been producing animation series for teenagers, adults and the whole family. Animation series like The Simpsons and King of the Hill have been successfully aired on primetime TV. The major markets include the United States, Canada, Japan, France, Britain and Germany. Licensing operations for T-shirts, caps and other items have also been a major source of revenue for animation companies. In Japan, several successful computer games have crossed over and have become animated series like Pokemon, Monster Farm, Power Stone and Detective Conan. More broadly speaking, animation is increasingly used in video games, and movies are also increasingly reliant on animation and computer graphic special effects.   Another key trend we are witnessing is the outsourcing of animation content to Asia. This market is increasingly being tapped by North American film and television program producers. The major factor behind this shift of computer animation production to the Asia/Pacific region continues to be the availability of low cost, powerful computer animation platforms and much lower labour rates in the Asian and Pacific Rim countries compared to North America and Europe. The bulk of the outsourcing happens for 2D animation content with some amount of 3D content.</description>
            <author>Digital Vector</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>European Interactive Games: The 2005 State of the Industry Report</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=297026&amp;q=Playstation&amp;p=2</link>
            <description>European Interactive Games is the companion volume to best selling Interactive Leisure Software: Global Market Assessment report that Screen Digest publishes in association with the Entertainment and Leisure Software Publishers Association (ELSPA). &lt;BR&gt;&lt;BR&gt;The report provides a detailed analysis of the structure and dynamics of the European games industry and looks at the changing factors affecting the key players throughout the games value chain. It contains 105 pages and 68 tables and charts. &lt;BR&gt;&lt;BR&gt;The report is structured according to the composition of key industry sectors and the relevant players in each: &lt;BR&gt;&lt;BR&gt;Developers&lt;BR&gt;Publishers&lt;BR&gt;Distributors&lt;BR&gt;Retailers&lt;BR&gt;Manufacturers of peripherals&lt;BR&gt;Middleware providers &lt;BR&gt;&lt;BR&gt;Key Findings from the Report: &lt;BR&gt;&lt;BR&gt;- Unlike the film and television industries, the UK games industry has consistently contributed a balance of payments surplus to the UK economy in recent years&lt;BR&gt;&lt;BR&gt;- The number of employees in UK games studios as well as the number of studios has fallen since 2000&lt;BR&gt;&lt;BR&gt;- Xbox was the only hardware platform to achieve growth in Europe during 2004 &lt;BR&gt;&lt;BR&gt;- The 2004 uplift in European software sales was more subdued than expected&lt;BR&gt;&lt;BR&gt;- The trend for UK developers to downsize staffing numbers is likely to continue in 2005 &lt;BR&gt;&lt;BR&gt;- Average game development costs have risen by 300% since 1999&lt;BR&gt;&lt;BR&gt;- The total number of employees in the UK games industry as a whole has risen by 7% between 2000 and 2004 &lt;br&gt;    &lt;br&gt;&lt;br&gt;</description>
            <author>Screen Digest</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Global - Services - Online Gambling and Gaming</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=303645&amp;q=Xbox&amp;p=1</link>
            <description>Online content services continue to grow rapidly. Among these, gambling and gaming are showing some of the fastest growth. During 2000 and 2002, the number of online casino and gambling sites on the Web doubled each year. Games have also progressed from the video games introduced in 1972 to online games where a large group of people can play the same game simultaneously on an international basis for days on end. Both gambling and gaming have been readily adopted into mobile content. In this report, online gambling is described, but recent statistics are not readily available.&lt;BR&gt; &lt;br&gt;    &lt;br&gt;&lt;br&gt;</description>
            <author>Paul Budde Communication Pty Ltd.</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Market Leaders in the Video Game and Interactive Entertainment Industry</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=219741&amp;q=</link>
            <description>This provides a complete analysis of the leading companies in the interactive entertainment industry.  In the overview, each company is compared and ranked on numerous criteria.  Each individual company report is 25-50 pages and has an historical background, financial overview, product analysis and a frank assessment of the outlook for that company.  Company reports are available for the following companies.&lt;BR&gt;&lt;BR&gt;Each individual company profile has several sections: 1) Quick Facts: This section has basic information about the company's location, year founded, number of employees, top executives, key divisions and alliances, company strategies, strengths and weaknesses and market share.  2) Financial Info:  This section looks back at several years of financial performance based on each company's public filings. 3) Background: This section provides a textual introduction to the company's history. 4) Products:  This section looks at the major products of each company, including a frank assessment of their quality/value. 5) Outlook: This is the most opinionated section and contains a textual analysis of where the company is headed from a strategic standpoint.&lt;BR&gt;&lt;BR&gt;In the new report Market Leaders in the Video Game and Interactive Entertainment Industry, We provide a detailed analysis of the leading publishers in the interactive entertainment industry.  One of the obvious questions that a report like this looks at is what do investors value in a game company?  Of course, this begs the question of which company is the most valuable. &lt;BR&gt;&lt;BR&gt;Of course, it is all about games.  That is why we spend so much time looking at the franchises each company owns, both how they have performed in the past and their future potential (obviously that is the key concern to an investor).  In this respect, Square Enix's two key franchises come out very strong.  We have picked both Final Fantasy and Dragon Quest as two of the top 10 game franchises &lt;BR&gt;&lt;BR&gt;Both Final Fantasy and Dragon Quest are RPGs that not only have a long history, they also have a great deal of future potential.  The RPG category in general is very strong because these games tend to have international appeal, do well on emerging platforms including online and mobile and are story-based so that they easily translate to other media.  Final Fantasy does well in Japan, North America and Europe, has already been made into a movie, has had older content repurposed for portable platforms and has a successful online version.  When Square combined Final Fantasy with Disney characters they created a whole new franchise in Kingdom Hearts.  Compare this with our number 5 franchise, Grand Theft Auto.  The GTA games may out sell Final Fantasy on a per game basis, but the franchise just doesn't seem to translate as well to portable platforms, online games, merchandising and spinoffs with Disney characters.  &lt;BR&gt;&lt;BR&gt; &lt;br&gt;    &lt;br&gt;&lt;br&gt;</description>
            <author>DFC Intelligence</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>The 2006 Toys &amp; Video Games Market Research Yearbook</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=304932&amp;q=Xbox&amp;p=2</link>
            <description>Complete consumer spending statistics, trends analysis and new ideas for business&lt;BR&gt;development in this rapidly-changing $36 billion industry are presented. &lt;BR&gt;&lt;BR&gt;The objectives of this market research report are the presentation of primary market data across the entire toy and video game industry and to provide the reader with direction in pursuing more in-depth information. This yearbook is designed to provide guidance for business executives and marketers in their strategic planning and market development activities.&lt;BR&gt;&lt;BR&gt;The yearbook identifies creative new approaches to business development among companies in the sector. Over 170 website links - directly embedded into the electronic edition - provide access to additional market research information and other resources important to the toys and video games sector. &lt;br&gt;     &lt;br&gt;</description>
            <author>Richard K. Miller &amp; Associates</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=219742&amp;q=Xbox&amp;p=2</link>
            <description>Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry is our industry forecasting service. This service includes complete historical numbers and five-year forecasts. The service includes the last full version and one year of updates. &lt;BR&gt;&lt;BR&gt;Includes:&lt;BR&gt;&lt;BR&gt;Microsoft Best Case Scenario, Nintendo Best Case Scenario, Sony Best Case Scenario, Historical Sales for Video Games and Interactive Entertainment, Game System Analysis, Portable Game System Market Forecast, PC Game Market Forecast and individual profiles of Microsoft (45 pages), Nintendo (50 pages) and Sony (48 pages).&lt;BR&gt;&lt;BR&gt;Five-year market forecasts through the year 2010.  These forecasts are broken down into separate scenarios which account for different market performances for the leading game platforms. &lt;BR&gt;&lt;BR&gt;Forecasts broken down by 1) region (North America, Europe, Japan, rest of world) 2) individual platform (portable, PC games, 32/64-bit, 128-bit and future game systems expected to be released after 2004) and 3) hardware versus software sales.  &lt;BR&gt;&lt;BR&gt;Total worldwide sales forecasts.  &lt;BR&gt;&lt;BR&gt;Discussion of the leading video game hardware systems   &lt;BR&gt;&lt;BR&gt;Detailed forecasts for individual game platforms.  It is designed to allow users to create their own charts and analysis tool by individual platform.&lt;BR&gt;&lt;BR&gt;Historical look at the U.S. market going back to 1994.  &lt;BR&gt;&lt;BR&gt;Historical worldwide sales.&lt;BR&gt;&lt;BR&gt; &lt;br&gt;    &lt;br&gt;&lt;br&gt;</description>
            <author>DFC Intelligence</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Handheld Game Platforms 2005: More Competitors With Convergence Devices</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=296360&amp;q=nintendo&amp;p=1</link>
            <description>A suddenly active handheld market became even more crowded over the past year. With the release of three new consoles, the handheld market is a long way from the time when the Game Boy was the only game in town. While three years ago, the market was essentially limited to a single device, there are now six handhelds on the market.&lt;BR&gt; &lt;BR&gt;The primary result of the recent entrants to this market is to skew the handheld demographic older. The primary means to do this is to offer more graphics-intensive gaming, as well as other functionality in addition to gaming. Different platforms offer different capabilities, which include: digital audio and video playback, digital photo viewing, mobile phone, PDA, camera, instant messaging, and even GPS capability. The result is that handheld game consoles are morphing into portable media convergence devices.&lt;BR&gt;&lt;BR&gt;This report includes in-depth analysis and forecasts for all handheld platforms. Annual shipment and revenue forecasts through 2009 are provided for the Nintendo Game Boy Advance SP, Nintendo DS, Sony PSP, Nokia N-Gage, Tapwave Zodiac and Gizmondo. Geographic shipment breakdowns for 2004 and 2005 are provided for each console. Results from the Residential Technology Survey on handheld platforms are also provided. &lt;br&gt;    &lt;br&gt;&lt;br&gt;</description>
            <author>In-Stat/MDR</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>The World Connector Market For Consumer Electronics</title>
            <link>http://www.mindbranch.com/products/R53-100.html</link>
            <description>Bishop and Associates has just released a new six-chapter research report covering The World Connector Market for Consumer Electronics This report provides a comprehensive analysis of connector usage in the appliance, HVAC security, imaging systems, TV/video, audio systems, video games/toys, consumer automotive, and other segments of the world consumer electronics market. Statistics are presented showing historical and forecast connector shipments to the consumer market for the years 2002 through 2009.&lt;BR&gt;&lt;BR&gt; Driven by strong demand for digital audio, video and home information products, consumer electrical and electronics equipment, sales in 2004 grew to an all time high of $143 billion in the US, and $286 billion worldwide. This total includes both consumer electronics and consumer electrical equipment, (home appliances &amp; HVAC) which have increasing electronic content. Recent developments have been significant, with both heightened global competition and new opportunities. A market that had lost its luster for many manufacturers is now a rising star for others.&lt;BR&gt;&lt;BR&gt; The following industry segments are being transformed by a number of powerful forces:     Digital convergence and its attendant technical challenges.     New products &amp; applications, including luxury goods.     Product miniaturization, mobility and wireless technology.     Crossbreeding with other industry segments (computers, telecom, etc).     Globalization of manufacturing with significant industry consolidation.     Globalization of demand with emerging 3rd world.   &lt;B&gt;Convergence&lt;/B&gt; - This means the convergence of digital silicon technology (and firmware) with consumer products, resulting in many new products and features not possible with traditional analog circuitry. Examples: PDAs, Smart Phones, HDTV, Satellite Radio, and the iPod.&lt;BR&gt;&lt;BR&gt; &lt;B&gt;New Products&lt;/B&gt; - Partly resulting from the computer revolution, but also from government dual use and massive innovation made possible by digital circuitry. The list of new products is staggering and increases daily.&lt;BR&gt;&lt;BR&gt; &lt;B&gt;Miniaturization&lt;/B&gt; - Much of the growth in consumer electronics is in handheld devices, enabled through years of perfecting small form factor packaging and system-in-package techniques.&lt;BR&gt;&lt;BR&gt; &lt;B&gt;Cross-Breeding with Other Industries&lt;/B&gt; - Convergence with Computer &amp; Peripherals spawned Ink Jet Printers, Wireless LANs and Digital Cameras; Telecom developed Mobile Phones; the military GPS technology. Large segments of Computer/Peripheral and Telecom are now Consumer.&lt;BR&gt;&lt;BR&gt; &lt;B&gt;Globalization of Manufacturing&lt;/B&gt; - Outsourcing and the emergence of China as a manufacturing powerhouse has accelerated the development of low cost production in a wide range of products. This has helped increase demand for consumer electronics products. At the same time, there is significant industry consolidation on one side, and numerous startups in high growth areas on the other.&lt;BR&gt;&lt;BR&gt; &lt;B&gt;Globalization of Demand&lt;/B&gt; - Western countries are still the largest markets, particularly for upscale consumer products. However, other areas are beginning to grow at a rapid pace, and do most of the manufacturing (e.g. China, India and Eastern Europe).&lt;P&gt;</description>
            <author>Bishop &amp; Associates</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Toys &amp; Games: Global Industry Guide</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=307784&amp;q=nintendo&amp;p=2</link>
            <description>Our Toys Games: Global Industry Guide is an essential resource for top-level data and analysis covering the toys &amp;amp; games industry. It includes detailed data on market size and segmentation, textual analysis of the key trends and competitive landscape, and profiles of the leading companies. This incisive report provides expert analysis on a global, regional and country basis.</description>
            <author>Datamonitor</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Worldwide Market Forecasts For the Video Game and Interactive Entertainment Industry: Nintendo ...</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=307901&amp;q=Xbox&amp;p=1</link>
            <description>This report consists of the best case scenario for Nintendo console systems from 2005 to 2010. </description>
            <author>DFC Intelligence</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Global Entertainment and Media Outlook: 2005-2009 - Video Games</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=307803&amp;q=</link>
            <description>This is a segment chapter from a larger publication, the Global Entertainment and Media Outlook: 2005-2009, published by PricewaterhouseCoopers. The Outlook provides in depth global analyses and 5-year growth projections for 14 industry segments. Each industry chapter provides an analysis by region covering the US, EMEA (Europe, Middle East and Africa), Asia/Pacific, Latin America, and Canada. </description>
            <author>PricewaterhouseCoopers</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>The 2006 Toys &amp; Video Games Market Research Yearbook</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=304932&amp;q=nintendo&amp;p=1</link>
            <description>Complete consumer spending statistics, trends analysis and new ideas for business development in this rapidly-changing $36 billion industry are presented. The objectives of this market research report are the presentation of primary market data across the entire toy and video game industry and to provide the reader with direction in pursuing more in-depth information. This yearbook is designed to provide guidance for business executives and marketers in their strategic planning and market development activities.</description>
            <author>Richard K. Miller &amp; Associates</author>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>The King of All Media?:  An Analysis of Microsoft's Content Strategy</title>
            <link>http://www.researchandmarkets.com//reportinfo.asp?cat_id=0&amp;report_id=236624&amp;q=Xbox&amp;p=1</link>
            <description>Howard Stern may call himself the King of All Media, but some believe that a company by the name of Microsoft has its sights on that title.   &lt;BR&gt;&lt;BR&gt;The move from operating system vendor to media software giant has been a long time coming.  Throughout the 90s and into the new century, the company has continued to diversify beyond just operating systems and productivity software, and much of that business is centered on the world of premium content.  The sum of its different platform assets in the form of the dominant PC operating system, Windows Media technology for streaming both IP and broadcast content, Media Center and the Media Center Extender technology, the ownership of the companys own Internet channel in MSN, and a gaming console that positions Microsoft in the living room, all add up to a considerable whole that are impressive in comprehensive breadth.  &lt;BR&gt;&lt;BR&gt;In this first report from In-Stat's new Consumer Media and Content service, we will examine how Microsoft plans to become an &quot;indispensable partner&quot; to the content industry.  It looks at the company's different efforts across its Windows, Streaming, Xbox and direct content ownership efforts, and how it is tying these different platforms into one strategic whole. &lt;BR&gt;&lt;BR&gt; &lt;br&gt;    &lt;br&gt;&lt;br&gt;</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Women Online in the US: A Growing Majority</title>
            <link>http://www.mindbranch.com/products/R203-210.html</link>
            <description>This report charts the technological, economic and societal shifts that are changing the online demographic mix in the US and looks at how those changes will affect future Internet marketing and development.   Females have rapidly grown comfortable with technology and the Internet. As of 2004, they comprised 51.6% of US Internet users, and that figure is expected to rise. This growth is already affecting everyone who does business on the Internet.   </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Video Games: Where to Now?</title>
            <link>http://www.mindbranch.com/products/R203-413.html</link>
            <description>The Video Games report analyzes the dynamic behind last year's slowdown and answers the question: Will the industry speed up again?  The gaming industry is often compared to Hollywood, and as it matures that comparison seems more and more apt. The typical video game now costs upwards of $10 million to produce. With the stakes so high, few companies can afford to fail and innovation becomes a risky strategy. On the other hand, how long will consumers be satisfied with another version of the same old game? </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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            <title>Video Games: Where to Now?</title>
            <link>http://www.mindbranch.com/products/R203-413.html</link>
            <description>The Video Games report analyzes the dynamic behind last year's slowdown and answers the question: Will the industry speed up again?  The gaming industry is often compared to Hollywood, and as it matures that comparison seems more and more apt. The typical video game now costs upwards of $10 million to produce. With the stakes so high, few companies can afford to fail and innovation becomes a risky strategy. On the other hand, how long will consumers be satisfied with another version of the same old game? </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Video Game Consoles 2006: Microsoft Launches Next Generation, Sony Dominates Current Generation</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=328320&amp;q=Xbox&amp;p=1</link>
            <description>The market research report &quot;Video Game Consoles 2006: Microsoft Launches Next Generation, Sony Dominates Current Generation&quot; covers the global market for line-powered video game consoles only. It does not include portable platforms such as the Nintendo DS or Sony PSP. The research forecasts units and revenue for these products through 2010 by console and by region. It also includes forecasts for online subscribers and resulting revenue, along with analysis of company strategy. Also included are results from a survey of over 1,000 consumers on console ownership and purchase plans for next-generation machines.


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</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Console and Handheld Online Gaming: Overshadowing the PC</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=312466&amp;q=Playstation&amp;p=1</link>
            <description>This report contains forecasts for online gamers annually through 2009 for all game console and handheld consoles that have online capability. Forecasts for each console include: annual installed base, number of subscribers, subscriber revenue (where appropriate), and additional revenue garnered through paid downloads. Profiles and analysis are provided for console online strategies of Sony, Microsoft and Nintendo, and handheld online strategies of Sony, Nintendo and Nokia. Please note that this report does not forecast PC online gaming.


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</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Video Game Consoles 2006: Microsoft Launches Next Generation, Sony Dominates Current Generation</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=328320&amp;q=Playstation&amp;p=1</link>
            <description>Sony will continue its domination of the video console market through 2010, though its lead will likely shrink due to stronger competition from Microsoft and Nintendo. Through 2010, the Sony PS3 will account for just over 50% of the installed base of next-generation consoles, while the Microsoft Xbox 360 will have 28.6%, and the Nintendo Revolution will have 21.2%. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Video Game Consoles 2006: Microsoft Launches Next Generation, Sony Dominates Current Generation</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=328320&amp;q=nintendo&amp;p=1</link>
            <description>Sony will continue its domination of the video console market through 2010, though its lead will likely shrink due to stronger competition from Microsoft and Nintendo. Through 2010, the Sony PS3 will account for just over 50% of the installed base of next-generation consoles, while the Microsoft Xbox 360 will have 28.6%, and the Nintendo Revolution will have 21.2%. Microsoft will outship Nintendo in the next generation of consoles due to its head start in launching, its strength in the North American market, and its appeal to older gamers, a demographic that seems to widen with each new generation of consoles.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Understanding Portable Gamers: A Profile of Nintendo DS and Gameboy Advance Owners</title>
            <link>http://www.mindbranch.com/products/R662-34.html</link>
            <description>This report is the first in a two-report series designed to better understand portable gaming players (PGP) users, especially those who have adopted the latest generation of feature packed video game platforms. The current report profiles Nintendo DS and GameBoy Advance owners, while the second report profiles Sony PSP owners. In both cases, these profiles are intended to help better understand the unique usage habits and requirements of each segment in order to improve design and application development. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>On the Future of Portable Game Consoles - Analysis &amp; Forecasts</title>
            <link>http://www.mindbranch.com/products/R662-35.html</link>
            <description>This report analyzes the business landscape for portable gaming consoles (PGCs) - that is, portable devices optimized for robust gaming similar to console or PC gaming as opposed to simple parlor and single-player games (such as those available on most cell phones). </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Diversification of Game Console Applications Creating New Business Opportunities</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=344542&amp;q=PS2&amp;p=1</link>
            <description>Since the launch of the Sony PSP towards the end of 2004, the range of applications that game consoles can be used for has increased dramatically. Game console owners can now use these devices to view films, listen to MP3 recordings, or even watch TV programs over the Internet. The next generation of game consoles - including the Xbox 360 and PS3 - will be equipped with Ethernet, USB and memory card slots.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Diversification of Game Console Applications Creating New Business Opportunities</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=344542&amp;q=Xbox&amp;p=1</link>
            <description>Since the launch of the Sony PSP towards the end of 2004, the range of applications that game consoles can be used for has increased dramatically. Game console owners can now use these devices to view films, listen to MP3 recordings, or even watch TV programs over the Internet. The next generation of game consoles - including the Xbox 360 and PS3 - will be equipped with Ethernet, USB and memory card slots.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Handheld Game Platforms 2006: And Then There Were Two</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=349561&amp;q=nintendo&amp;p=1</link>
            <description>What had been an active handheld game platform market in early 2005 quieted down significantly when the Nokia N-Gage, Tapwave Zodiac, and Gizmondo all left the market over the past year. Only two competitors remain: Nintendo and Sony.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Video Game Consoles 2006: Microsoft Launches Next Generation, Sony Dominates Current Generation</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=328320&amp;q=Playstation2&amp;p=1</link>
            <description>Sony will continue its domination of the video console market through 2010, though its lead will likely shrink due to stronger competition from Microsoft and Nintendo. Through 2010, the Sony PS3 will account for just over 50% of the installed base of next-generation consoles, while the Microsoft Xbox 360 will have 28.6%, and the Nintendo Revolution will have 21.2%. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>The Transforming Global Video Games Market: The Emergence of Next Generation Gaming</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=363050&amp;q=Xbox&amp;p=1</link>
            <description>This brief considers the impact of next-generation consoles on the online games sector, assessing whether online services will reach their mass market potential. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>In-Depth Analysis: Online Console Gaming 2006: Downloadable Content and Online Advertising to ...</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=367324&amp;q=Xbox&amp;p=1</link>
            <description> This report contains forecasts for online game subscribers annually through 2010 for all game console and handheld consoles that have online capability. Forecasts for each console include: annual console installed base, number of subscribers (free or paid), subscription revenue, additional revenue from paid downloads, and additional revenue from online advertising. Detailed profiles and analyses are provided for the online console strategies of Microsoft, Nintendo, and Sony, as well as the online handheld strategies of Nintendo and Sony. Analysis of related gaming issues and competitive gaming platforms, including online advertising, digital distribution of gaming, PC online gaming, and casual gaming are included. COMPANIES MENTIONED Microsoft Sony Nintendo.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>The Transforming Global Video Games Market: The Emergence of Next Generation Gaming (Market Focus)</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=367729&amp;q=Xbox&amp;p=1</link>
            <description>This brief considers the impact of next-generation consoles on the online games sector, assessing whether online services will reach their mass market potential. Scope of this title: - Provides an analysis of primary drivers for online games use as well as for the adoption of the next-generation of video game consoles. - Highlights game types and principle players within the evolving video games market. - Addresses current growth trends in the console and handheld markets across major geographic sectors. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Global Gaming: Subscriber Growth by Platform and Region (Databook)</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=403527&amp;q=PS2&amp;p=1</link>
            <description>This databook provides top level data charts &amp; tables to highlight future subscriber growth across the online games sector, with breakdowns by platform and region.  Outlines next-generation console uptake for both home and handheld units until 2010 while providing splits for each of the major gaming markets. Highlights key pricing strategies of each of the major console manufactures over the past 20 years. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Exploiting Opportunities in the Global Electronic Games Sector (Review Report)</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=435275&amp;q=Xbox&amp;p=1</link>
            <description>This review report provides an overview of current and future developments across global gaming sector. Provides analysis of current players in the video game console market and their respective business strategies. Addresses new ways manufacturers are exploiting opportunities to reach consumers. Provides an analysis of primary drivers for online games use as well as for the adoption of the next-generation of video game consoles. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Next Generation Consoles: Games Publishing, Hardware Analysis and Forecasts to 2010</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=444567&amp;q=Playstation&amp;p=1</link>
            <description>The report Next Generation Consoles: Games publishing, hardware analysis and forecasts to 2010 examines the prospects for next generation platforms and the implications for the console manufacturers and third party publishers alike. In addition the report forecasts next generation hardware and software markets to 2010. By using survey data from major software publishers, the report provides an overview of third party attitudes to making games for the new console platforms. In addition the report models how many unit sales a third party publisher will need to sell in order to break even in the key US market. The report considers the implications for the hardware manufacturers in an era where the cost of developing new titles has climbed significantly. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Video Game Industry</title>
            <link>http://www.researchconnect.com/buyreport/report_16314.asp</link>
            <description>This report is a comprehensive study on all aspects of the video gaming industry in the US. The report analyzes the US video game industry against the backdrop of the changing demographics, as well as the impact of technological developments. The report also looks at various other factors driving change in this industry. It also contains a comparative assessment of the major players: Electronic Arts, Nintendo, Sony, Activision, and Take-Two Interactive Software. It also captures important trends and key issues shaping the outlook for this industry.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Next Generation Consoles: Games Publishing, Hardware Analysis and Forecasts to 2010</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=444567&amp;q=PS2&amp;p=1</link>
            <description>The report Next Generation Consoles: Games publishing, hardware analysis and forecasts to 2010 examines the prospects for next generation platforms and the implications for the console manufacturers and third party publishers alike. In addition the report forecasts next generation hardware and software markets to 2010. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Games Market in China/Game Development and Outsourcing</title>
            <link>http://www.researchconnect.com/buyreport/report_18459.asp</link>
            <description>Pearl Research's exclusive 120+ page report analyzes the emergence of China as both a consumer and producer of games and interactive entertainment. China's games market, inclusive of online, packaged PC and console, is expected to exceed $1.3 billion in 2008. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>China Online Game Industry Report, 2005-2006</title>
            <link>http://www.researchconnect.com/buyreport/report_16256.asp</link>
            <description>This report analyzes China's online game upstream and downstream industry chain, and China's government policies about online game. Data quoted in this report involves not only market scale of online game and quantity of online game subscribers, but also full details about consumer investigation. At the same time, it puts forward a view of risks and problems existed, and the investment opportunities, also provides strategic suggestions on development of China's online game industry.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Online Games Market in India</title>
            <link>http://www.researchconnect.com/buyreport/report_16222.asp</link>
            <description>While long dormant, the online games market in India is starting to heat up with a burgeoning Internet cafe culture; increases in Internet users and broadband penetration; and most importantly investment from game operators who are promoting and educating consumers about online games. Pearl Research believes India in 2006 is comparable to China in 2001 when China's games market started to develop and an online games culture started to form. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>Games Market in Korea</title>
            <link>http://www.researchconnect.com/buyreport/report_16223.asp</link>
            <description>With innovative business models, diverse game content and a sophisticated telecommunication infrastructure, the Korean games market has reached a mass market level of success. Companies can draw specific lessons from the Korean games market including revenue models based on micro-transactions to casual games that can be played in a few minutes and appeal to both male and female gamers. </description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
        </item>
        <item>
            <title>The Market for Portable Video Games</title>
            <link>http://www.researchandmarkets.com/reportinfo.asp?cat_id=0&amp;report_id=465027&amp;q=nintendo&amp;p=1</link>
            <description>This report provides a detailed look at the market for portable game systems. Included are detailed five-year forecasts for individual portable game systems including the Nintendo Game Boy Advance, the Nintendo DS and Sony PSP.</description>
            <pubDate>Thu, 01 Jan 1970 00:00:00</pubDate>
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