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Transcript of Content is Key
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
Wednesday, June 17, 2009
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
Content is Key
Michael D. Gallagher
Entertainment Software Association
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
The industry has maintained traditional gamers’ support while reaching out to new demographics
The average gamer is 35 years old
Women represent 40% of gamers
One out of every four gamers is over 50
An Expanded Consumer Base
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
In less than a decade, video games have embraced the new opportunities that broadband affords
Sony shipped PlayStation 2 in 2000 without a built-in network adaptor
When Microsoft launched Xbox Live in 2002, the service supported only five exclusive games
An Increasingly Interconnected Relationship
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
North American gamers spent $1.9 billion downloading games last year
500 million online EA Sports games have been played since its launch in June, 2008 – equates to 2.2 million EA sports games are played each day
Xbox Live has more than 17 million members, who watched 25 million hours of Netflix movies and TV programs during the partnership’s first three months
Sony’s PlayStation Network maintains more than 20 million registered user accounts
An Increasingly Interconnected Relationship
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
Video Games Enter a New Era
68% of American households play video games; 42% of American homes have a video game console
Overall computer and video game sales climbed to $22 billion in 2008
Over 400 academic institutions around the world offer video game programs or courses
Opinion leaders increasingly appreciate the industry’s contributions across society
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
Despite roots in entertainment, video games today serve serious purposes for many organizations
The Wellcome Trust launched Sneeze, later renamed Stop Swine Flu, to teach young people healthy habits
Broadband enabled Stanford University to launch the Folding@Home project to better understand protein folding
Dance Dance Revolution is in over 1,500 schools in 31 states, supplementing physical education classes
Games Tackle Serious Issues
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
An ESA survey found that 70% of businesses now train employees through video games
78% of organizations not using the technology today likely will offer it within the next five years
More than 75% of companies plan to expand their usage within the next three to five years
Video Games Mean Business
Developing a National Broadband Strategy: Deployment, Adoption and the Stimulus
Broadband Networks: Flooded with illegal copies of games, movies, music, and software that are downloaded by the thousands EVERY DAY
In May 2009 alone, ESA identified over 6.3 million infringements for a select number of ESA member games
This illegal content taxes broadband systems’ bandwidth capacities and undermines legitimate businesses
ISPs’ interests are best served by reducing the illegal uses of their networks in order to support legitimate business models that will be there for the long-term
Online Piracy