HOME > PRESS > January 2004

January, 2004. La Puente, California.


While other entertainment sectors stagnate, the interactive entertainment industry continues to power forward. Sales of video game hardware, software and accessories increased 43% in 2001, to a record of $9.4 billion. Worldwide, retail game revenue is forecast at more than $30 billion in 2002*. The E3 show floor is command central for finding a piece of this nonstop action.


Why do 145 million people enjoy playing interactive games on a regular basis? For the same reason E3 is such a preferred venue for conducting business: because it's fun. Since E3 is where business gets fun, it is the right place for reaching this incredibly lucrative market.


In addition to the burgeoning traditional packaged game sector, online and wireless games are poised for revolutionary growth as the broadband infrastucture expands and as developers create the content to match. Worldwide, 114 million people are expected to be playing online games by the year of 2006, 23 million of them are console users.**


Overall, the interactive entertainment market is mushrooming. E3 is where the competition is joined, as investors, publishers, retailers and the press see out the next blockbuster titles and the next breakthrough technologies that will lift the industry to the next level.


* Source: NDP Group, as reported in Fortune, March 4, 2002
** DFC Intelligence, June 2002