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Research and Markets: Australia – Digital Media – Gaming and Gambling – The Interactive Gambling Act Remains Under …

DUBLIN--(BUSINESS WIRE)--

Research and Markets (http://www.researchandmarkets.com/research/b885p9/australia_digita) has announced the addition of the "Australia - Digital Media - Gaming and Gambling" report to their offering.

With the convergence of telecoms, media and IT we saw the arrival of digital media. Digital media has seen some industries diminish while it also has spawned the growth of new industries and seen others expand. In this report we focus on one of the key applications. New video applications are emerging as the internet media companies seek to exploit the added speed and capacity that the National Broadband Network (NBN) broadband infrastructure will provide. As speed and capacity increase and takeup by consumers and businesses we will see a whole new range of applications be entering the market over the next decade.

In one of the applications - gaming, we have seen console games change dramatically, with games, music and movies merging, integrating and moving online. Growing penetration of broadband and mobile broadband networks will also promote further growth in online gaming.

A record growth year for video game sales in Australia was in 2008/09 but by 2012 video games sales have now reduced as there are now many alternative and cheaper outlets for gaming downloads. By early 2012, with the Australia currency still at high levels, the gaming development industry is folding as the cost of producing and delivering games is now becoming cheaper from overseas markets.

Electronic gambling is taking a major share of the player money market and in this report we show some trends in this market area. The Interactive Gambling Act is still under review in 2012 and there may be some guidelines released later in the year. In this report we provide information and analysis and an overview of digital media developments in online gaming and gambling along with survey results with some statistics provided throughout the text and in tabular and easy-to-read chart formats.

Companies mentioned in this report include

Optus, Tabcorp, Sportingbet, FOXTEL, Sky Racing, Australasian Gaming Council, IEAA, Betfair smf and IGEA.

Hot topics mentions in this report include - Electronic gaming machines, interactive gaming, video games, online gambling.

Companies Mentioned

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Research and Markets: Australia - Digital Media - Gaming and Gambling - The Interactive Gambling Act Remains Under ...

Analysis: Nintendo Attempts to Thread the Digital Needle

Nintendo posted an annual loss of about $534 million on Thursday, the companys first year in the red ever since its financials became a matter of public record. In an attempt to take some of the attention away from the loss while illustrating that it is making changes for the future, Nintendo said in a briefing the next day that it would take more decisive steps toward selling its games through its digital eShop rather than as packaged goods.

Up until now, Nintendo has been the last videogame platform maker to draw a bright-line distinction between physical games and digital ones: A game for one of its platforms may be developed on disc or as a download, but never both. Starting with New Super Mario Bros. 2 for 3DS in August, it will erase that distinction, allowing publishers to offer downloadable versions of their packaged games. The Wii U console will have the same feature.

Its always big news when Nintendo boldly decides to leap feet-first into the present, but the most interesting part of these announcements was Nintendo doing its best song-and-dance to sell the virtues of digital distribution to brick-and-mortar retailers.

It has to, of course. Nintendo may well understand that digital game sales are the inevitable future, but for now it still makes the vast majority of its money selling games through traditional means. So like Microsoft and Sony, it wants to attempt to transition its business from packaged goods to ones and zeroes in a manner that doesnt alienate the GameStops and Wal-Marts of the world.

So it attempted on Thursday to thread the needle, delicately keeping retailers happy while moving toward digital.

This approach can be beneficial for retailers by creating a new business opportunity for them, said Nintendo president Satoru Iwata at the briefing.

Hows that, exactly? Nintendo says that while it will continue to sell downloadable games at the manufacturers suggested retail price (meaning the same price as the physical copy) on its eShop, it will sell bundles of game download codes at a wholesale price to traditional retailers. Thus, retailers will be able to make money on digital sales by selling the download codes to customers who come into their stores, and can reduce the price of these as it sees fit.

By taking this approach, there will not be a situation like, There is no markdown for the digital products while markdowns are the norm for the packaged software, Iwata said.

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Analysis: Nintendo Attempts to Thread the Digital Needle

2012 "Ditch Digital Dabbling" Survey Reveals the Most Effective Online Marketing Tools and Strategies for Small …

NEW YORK, April 30, 2012 /PRNewswire/ --A new survey report released today, Ditch Digital Dabbling: How Small Businesses and Nonprofits Can Master Online Marketing, revealed the "magic number" of hours required to make social media marketing a success. According to the report, it takes a minimum of 25 hours per week to see worthwhile results from social media efforts insight that has long eluded small businesses and nonprofits struggling to find the right market mix in today's digital economy. Now available at http://www.DitchDigitalDabbling.com, the report aggregates responses from small businesses and nonprofits in many sectors including women-owned, minority-owned, and socially responsible.

A joint research project by Message Medium and Ventureneer, the Ditch Digital Dabbling survey definitively outlines the online marketing tactics that work best and highlights new revelations, including the fact that "Power Users" rate only 5 social media tools as very effective.

"While many small businesses and nonprofits market online, very few have a firm grasp of the strategies, tactics, and tools to do it well in spite of the overload of how-to information," explained Message Medium president Maisha Walker. "Rather than adding to the noise, we wanted to share real-world insights and success stories, gleaned from their peers who were facing similar challenges."

By showing which online marketing and social media strategies have and haven't worked, the survey results act as a research-driven road-map to saving small businesses time and money when putting together their own marketing plans.

"The survey confirms that you can't get the best results from online marketing programs unless you know how to effectively measure whether you're achieving your goals or not," commented Ventureneer president Geri Stengel. "While we found that a majority of companies attempt to measure performance, they don't understand what actually works. The concept of trying, measuring, and tweaking -- almost in real time -- is new, but it's as critical to effectiveness as is time spent."

The Ditch Digital Dabbling Executive Summary is available for free download, in addition to the comprehensive report with in-depth case studies, detailed survey figures, and more, visit http://www.DitchDigitalDabbling.com.

About Message Medium

Message Medium helps new brands to harness the power of the Internet through renowned training & classes, cutting edge research, designing profitable Web sites, and launching successful Internet marketing campaigns. Agency founder and president Maisha Walker is a Columnist for Inc. magazine and frequent speaker on Internet marketing strategy.

About Ventureneer

Ventureneer is a media, marketing, and research company that helps corporations build meaningful relationships with small businesses. We create content-marketing -- research, social media, articles, in-person events, case studies, e-newsletters, webinars, microsites, white papers, etc. -- for corporations, taking their small business and nonprofit customers from brand awareness to brand evangelists.

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2012 "Ditch Digital Dabbling" Survey Reveals the Most Effective Online Marketing Tools and Strategies for Small ...

Digital Capital: Mind on the Money

Swiss finance firm Digital Capital emerged earlier this year, co-founded by Todd Tribell and Stew Kosoy. While Tribell has no previous experience in the games business, Kosoy has plenty, most recently working at ISM where he handled the Digital Illusions deal with EA for Battlefield 1942 (which eventually lead to EA's acquisition of DICE). Previously he has worked for MGM Interactive, GT Interactive and Sega America.

While there are multiple new and emerging channels for developers to get access to funding, Digital Capital's model is clear - if it likes your project it's looking to fund it to completion, from concept to the final product. It may be somewhat secretive about the amount of funding it has, but it has already invested on one business, bank-rolling Powerhead Games' Jason Schrieber and his new digital outfit based in Ireland.

Here, in an exclusive interview with GamesIndustry International, Kosoy and Tribell discuss how the business operates, what it's looking for from iOS to PC projects, how it differs from other VC companies and what exactly developers can expect from a partnership.

Q: The way I understand it is Digital Capital represents a group of people with money to invest in video games, but can you break it down a little more for us?

Todd Tribell: We have access to a number of very high wealth individuals and it's our sort of starter base, if you will. The way the process works is they don't know anything about this business, this is not what they do, and even some things that get pitched to them they're not interest because it's so far from what they know. You know, one guy likes Barbie, another guy likes GI Joe, and they're not willing to cross-pollinate. So cars or golf, bowling, whatever it is that people like, we just tend to go to this group of people and say "you like his and she likes that." We try to tailor it as much as possible. I know Stew loves tanks, so if I had something for tanks I'd call up Stew and say "Stew, I've got something you might find interesting." And of course we do a whole lot of preparation for them on the financial side, on the monetisation side, and so forth and so on, so it involves a good amount of research.

Stew Kosoy: Basically we are more than investors and we're more than matchmakers. We take 25 years plus years of triple-A experience, find partners who have the ability to deliver and partners that we feel are valid, put together a plan that covers the cost of development, the cost of marketing, the cost of support, run numbers, see if it's viable. If it's viable we either have our own money or we have access to money and we put together a partnership where we all participate. The development creative people, us, and the investor.

We're very reticent to get involved with any inventory situation, it's really digital distribution. We don't need bricks and mortar, it's very heavy and it costs

Stew Kosoy

Q: So what attracts your investors to the games business? What do they see that they want to invest in?

Todd Tribell: I think for each individual it's a different attraction. Our model allows us to bring people into the business with the security, as he said, that we're actively involved, we're active participants in what we do, of having someone they respect or trust look into managing that investment.

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Digital Capital: Mind on the Money

Fairbairn Private Bank staff raise over £7,500 for charity

by Kate McDowell

The staff at Fairbairn Private Bank in the Isle of Man, Jersey and London have been busy raising money for four good causes.

Through a wide range of fundraising schemes, including a monthly staff draw, themed social events, book sales, cake sales and dress down days, a total of 7,542 has been raised. The money has been split equally between the four charities: Isle of Man Hospice Care, Macmillan Cancer Support (IOM), The Jersey Womens Refuge and Friends of Chernobyls Children.

While the former three charities do an outstanding job in supporting the local communities in the Isle of Man and Jersey, the latter charity provides assistance further afield, raising funds to bring children aged between six and thirteen from orphanages or disadvantaged homes in Belarus to the United Kingdom for a month every year.

Julie Moore, Sharon Connor, Linda Quirk and Kirstine McDaid from Fairbairn Private Bank presented the cheques to the charities on behalf of all the staff.

- Ends -

If you'd like to send any information or news releases to us then please feel free to do so and we would be more than happy to consider sharing your news with the Isle of Man!

Send your Isle of Man news to:webmaster@manx.net

Manx Telecom Ltd 2012

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Fairbairn Private Bank staff raise over £7,500 for charity