Insider's Report On Project E-Play

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It was W.C. Fields who once said, "All I ask is for an unfair advantage." Some would say that is exactly what you have been given; we say you HAVE The First Mover advantage!
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June 13, 2007 (Press Release) -- Why is this new E-Play market so special?

We will be the first company ever to launch a business that encapsulates the most exciting phenomena on the internet, Online Games Entertainment and Social Networking, using Web 2.0, combined with a new way of network marketing, which has been described as Social Marketing/Networking Marketing 2.0.

This is not a set of Internet marketing training models, it is a turn key BUSINESS Solution, which we have proven to work over the last 5 years, and what is even more exciting:

WE ARE ABOUT TO DO IT ALL OVER AGAIN, potentially with you in this new revolutionary market!

This advantage cannot be re-visited, once it's gone, its gone forever! It is going to happen with or with out you.

A Market growing to a worth of $412 EVERY second!

The internet is the fastest growing market place in the history of the world but there is an online sector that is growing 4 times faster than the internet...The Online Skill Games market.

What is a "skill-based game"?

IGDA (Independent Game Developers Association) reports: A "skill-based game" is a web game played in a tournament format, with each player paying a cash entry fee to play, and with a cash or merchandise prize going to the winner or winners of the tournament. Skill-based games are named accordingly because the outcome of each competition is based on the players' ability and performance, with any elements of luck either eliminated or greatly reduced. This is critical, in order to be legal and avoid falling under anti-gambling statutes.

Show me the money

Alex Burmaster, European Internet Analyst, Nielsen//NetRatings a global leader in Internet media and market research said, "Take the fact that the online games sector is growing at four times the rate of overall Internet growth together with the increasing numbers online and it is easy to see why companies such as MTV Networks are looking to get a piece of the action".

Just stop right there. Imagine that for a second...a business that is growing four times faster than the internet! To give you an idea of what that means and to really put it inot context recent figures from analyst firm DFC Intelligence, said that the world wide online game market is forecasted to grow from $3.4 billion in 2005 to over $13 billion in 2011.

The market today 2007 is approximately worth 5.2 billion that equates to a worth of $164 USD a second, and in the next 156 weeks is expected to grow to $412 USD a second - of every minute of every day, and growing.

Which means that if this report took you just 15 minutes to read over $147,600.00 has been spent in this market or the equivalent of $14,169,600.00 will be spent today alone and the market is growing at an expediential rate.

These sort of numbers can't be ignored.

In every revolution, there are winners and losers. The winners will be those pioneers who use insider knowledge and contacts to exploit emerging trends and ride the crest of the wave. The losers will be the bystanders who watch them make their fortune.

It is happening NOW Globally.

Tonight when you close the blinds and you go to bed someone somewhere is cashing in on this market the good news is that in the morning you can now do something about getting you share of it.

What is driving this trend?

It is been driven by the increase in broadband in to homes which allows people to play these games couple that with an increasing acceptance of playing games online it is driving the high demand.

U.S. BROADBAND REACHES 72% AT HOME.

NEW YORK- June 21, 2006- Nielsen//NetRatings, announced that nearly three-quarters of U.S. active Web users connected at home via broadband in May, growing 15 percentage points over a year ago, when just 57 percent of active Web users relied on broadband connections at home. Research also indicates that broadband users are more likely to make better use of Internet functionalities and newer technologies, such as RSS feeds and blogging.

North America is expected to challenge current market leader Asia as the new leader for online game play and in Europe, casual online games is already benefiting from this thirst to play and be entertained online.

In June 2006, 28% of Britons online (7.6 million) visited the online games sector with the average visitor spending 1 hour 31 minutes playing games online.

The online games sector has been identified as the next step in the evolution of online entertainment, and people of all ages, from all over the world, play in their millions. There are currently game networks with hundred's of thousands of players playing games at any one time.

IGDA Casual Games SIG/Whitepaper/Market Overview reported that while the typical core gaming audience is male and aged eighteen to thirty-four, casual gamers tend to be both women and men between the ages of thirty-five and sixty-five, with a slight demographic skew towards women.

A wide variety of users now see the Internet as a primary entertainment medium, and casual games comprise a main staple of the entertainment value of the Internet. As the audience for online content grows, so does the amount of money spent in the space.

A recent ICM report on behalf of the BBC showed that the online entertainment market has even affected TV audiences. Not good news for them because while people are going online to be entertained and it is eroding at there TV viewing figures which means less advertising revenue for them.

This is why major TV networks such as SKY TV & MTV Networks have identified this market and are all staking there claims as figures show that In-game advertising is predicted to grow by 70% year-on-year, reaching $1 billion in 3 years.

Why online games?

Quite simply...it's all about fun! We all play games across all age ranges and genders and it transcends all cultures because it is part of the human spirit...we have a need to compete with others and with ourselves.

People play games not so much for the game itself as for the experience the game creates: an adrenaline rush, a victory or a mental challenge they even provide a moment of solitude or the interaction with friends.

In short we play games to create moment-to-moment experiences which are FUN and it is generating billions in cash!

Work better whilst you play

Online games are also having an impact on people's productivity at work. A report which we discovered showed that 76% of those who play intermittently at work achieve improved job performance. The findings examined whether playing casual online games at work enhanced employee creativity, energy and overall productivity.

80% of the respondents who played online games during the workday felt better focused as a result of this periodic mental break. What's more, an amazing 72% relayed on game breaks to reduce job-related stress.

But the desire to play is only half the story, The big catalyst for growth is the explosion of affordable home broadband and ultra-fast PCs. Because today, online gaming isn't just for serious gamers. It's for everybody, everywhere.

But it gets EVEN better!

You have probably seen sites like 'MySpace', which has 176 million users. These sites are communities where people can interact and share their loves, their hates, their common interests and whatever is on their minds.
Millions of people daily are having fun with Social Networking it is real, massive and will continue to grow.

The online social networking phenomenon

Social networking has been called "The reality TV of the Internet". John Gibs, senior director of media Nielson//NetRatings said "social networking is not a fad that will disappear. If anything, it will become more ingrained in mainstream sites; just as reality TV programming has become ubiquitous in network TV programming".

The Nielson//NetRatings report (May 2006) stated "Social Networking sites grow 47%, year over year, reaching 45% of web users" And the figures speck for themselves:

The total number of searches for the Top 10 methods of social networking has increased by 279% over the past 12 months and the search queries for Mypasce have risen by 1347%. The top 20 social networking sites increased by 11.5% between January and February 2007 alone, with year-on-year category traffic were up 87%. Source: Hitwise, March 14, 2007.

Blogs and the Web 2.0 Phenomena

People cant help writing about there loves there hates even the day to day things that they do in fact blogging has become so infectious - once you start you can't stop.

A blog (short for weblog) is a website where entries are written in date order with the most recent entry (or post) at the top of the page and the oldest towards the bottom.

Blogs provide commentary or news on a particular subject of the 'blogers' (someone who has a blog) interest some function as simple online diaries. You can find blogs on almost any topic you can possibly think of. >From stamp collecting, to religion, to cooking, to politics - in fact if you can think of it there is bound to be a blog about it.

Whole blog communities have even sprung up focusing someone certain topics connecting people with a common interest with each other where they can share ideas, make friends and even do business with people with similar interests from around the world.

Blogging does not stop there. Many blogs also carry feeds or RSS which updates people or friends who visit your blog without them actually going back again and again to see if anything new is on it.

Live communication creates interaction and stickiness

More than half the UK population regularly use Windows Live Messenger to stay in touch with friends. What's more, there are 500 million Skype users worldwide, and instant messaging is set to be the fastest growing communication medium in history - in less than half the time it took email.


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