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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
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