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The Future
Recognized as the major symbol of the information revolution, the internet, and its development, will make sweeping changes to the business model of every organization, and substantially change the way we work and the games we play. As a result, e-commerce’s interactive applications and other services may see growth beyond current business predictions as rapid advancements occur with internet infrastructure development.
According to the Online Gambling Market Research Handbook, in 2002, a research study by Datamonitor predicted online gaming in the U.S. was worth $6.5 (€4.4) billion. Datamonitor saw it reaching $8.25 (€5.5) in 2003 and $11 (€7.4) billion in 2004, and expected it to reach $125 (€84) billion by 2015. Datamonitor also predicted that online gambling turnovers would tap into an existing market valued at more than $700 (€470) billion in the Europe and the U.S.
In an age where poker players are the new celebrities, and traditional Hollywood celebrities can play against ordinary people online, this synergy between attitudes and activities may signal a similar synergy between marketing and technology that will transform the production and the players as well. As the power of the internet puts the world, its global buyers, and its players, at the fingertips of companies expanding into new geographic markets, revenues may steadily increase as the forms of technology available make the processes for all involved even faster. The very concept of e-gaming easily extends beyond the traditional computer to other electronic mediums such as multimedia cell phones, handheld computing devices, or interactive televisions. Rupert Murdoch's News Corp. and John Malone's TCI have launched a cable channel called Television Games Network that will broadcast horse racing live. Many media experts believe that the goal of this channel is in-home interactive betting.
When home broadband connections become more common in the U.S., online gaming may be the big winner. More than 75% of Korea is wired for high-speed access and the favorite online activity there is gaming, as opposed to shopping or video. Experts predict similar trends in the U.S. and Europe. As the online gaming generation ages into its 30s and 40s, revenues from online entertainment such as e-gaming, may exceed those from off-line entertainment, like movies, books, or casinos.
But the internet gaming industry itself may become the ultimate player. According to Information Week, “Worldwide, electronic gambling revenue is expected to surge.” An internet gaming stock index called streetdice.com, which lists 58 publicly-traded companies, has soared 225% since January 2002. The site states that the five-day trading volume in its component shares ending June 9 reached $1.1 (€0.74) billion. According to Forbes, the U.S. Securities Exchange Commission said recently that there is no reason for investors to "feel squeamish about buying stock in overseas gambling companies."
Recognized as the major symbol of the information revolution, the internet, and its development, will make sweeping changes to the business model of every organization, and substantially change the way we work and the games we play. As a result, e-commerce’s interactive applications and other services may see growth beyond current business predictions as rapid advancements occur with internet infrastructure development.
According to the Online Gambling Market Research Handbook, in 2002, a research study by Datamonitor predicted online gaming in the U.S. was worth $6.5 (€4.4) billion. Datamonitor saw it reaching $8.25 (€5.5) in 2003 and $11 (€7.4) billion in 2004, and expected it to reach $125 (€84) billion by 2015. Datamonitor also predicted that online gambling turnovers would tap into an existing market valued at more than $700 (€470) billion in the Europe and the U.S.
In an age where poker players are the new celebrities, and traditional Hollywood celebrities can play against ordinary people online, this synergy between attitudes and activities may signal a similar synergy between marketing and technology that will transform the production and the players as well. As the power of the internet puts the world, its global buyers, and its players, at the fingertips of companies expanding into new geographic markets, revenues may steadily increase as the forms of technology available make the processes for all involved even faster. The very concept of e-gaming easily extends beyond the traditional computer to other electronic mediums such as multimedia cell phones, handheld computing devices, or interactive televisions. Rupert Murdoch's News Corp. and John Malone's TCI have launched a cable channel called Television Games Network that will broadcast horse racing live. Many media experts believe that the goal of this channel is in-home interactive betting.
When home broadband connections become more common in the U.S., online gaming may be the big winner. More than 75% of Korea is wired for high-speed access and the favorite online activity there is gaming, as opposed to shopping or video. Experts predict similar trends in the U.S. and Europe. As the online gaming generation ages into its 30s and 40s, revenues from online entertainment such as e-gaming, may exceed those from off-line entertainment, like movies, books, or casinos.
But the internet gaming industry itself may become the ultimate player. According to Information Week, “Worldwide, electronic gambling revenue is expected to surge.” An internet gaming stock index called streetdice.com, which lists 58 publicly-traded companies, has soared 225% since January 2002. The site states that the five-day trading volume in its component shares ending June 9 reached $1.1 (€0.74) billion. According to Forbes, the U.S. Securities Exchange Commission said recently that there is no reason for investors to "feel squeamish about buying stock in overseas gambling companies."
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