宝水的72松博客

Just another 七十二松 (72pines) weblog

Archive for the 'Business' Category


中美国家领导人子女职业对照

Posted by 宝水 on 3rd 十二月 2007

http://www.bouhe.com/internet/1484/

近期白宫后代职业一览表

布什女儿詹娜         职业:小学教师

克林顿女儿切尔西       职业:学生

老布什儿子小布什       职业:美国总统

里根女儿帕特里夏       职业:演员

卡特女儿艾米         职业:书记员

福特儿子史蒂文        职业:牧马人

尼克松女儿翠西        职业:家庭主妇

约翰逊女儿琳达        职业:家庭主妇

肯尼迪儿子小肯尼迪      职业:律师

艾森豪威尔儿子约翰      职业:历史学家

杜鲁门女儿玛格丽特      职业:歌唱家

罗斯福女儿安娜        职业:新闻作家

近期中共中央领导人后代职业一览表

江绵恒—-中国科学院副院长(江泽民之长子)

江绵康—-总政治部组织部部长,少将(江泽民幼子)

邓朴方—-中国残疾人联合会主席(邓小平之子)

邓质方—-四方集团总裁(邓小平次子)

蒋小明—-深圳赛博控股公司董事长(乔石之子)

李小琳—-中国电力国际有限公司执行董事兼总经理(李鹏之女)

李小鹏—-中国华能集团公司中国华能集团公司总经理(李鹏之子)

朱云来—-中国国际金融公司总裁、董事(朱镕基之子)

朱燕来—-中国银行(香港)发展规划部总经理(朱镕基之女)

温云松 —-北京Unihub公司总裁(温家宝之子)

徐明—-大连实德集团总裁,2003中国百富榜第15名,福布斯第12名(妻子温如春,温家宝女婿)

刘湖—-华润集团常务理事、副总经理。(胡耀邦次子)

陈伟兰—-国家行政学院副院长(陈云小女儿)

陈元—-国家开发银行行长(陈云大儿子)

傅洋—-中华全国律师协会副会长、北京康达律师事务所所长(彭真之子)

荣智健—-中信泰富集团主席,中国内地首富(原国家副主席荣毅仁之子)

王军—-中国中信集团董事长(原国家副主席王震之子)

台湾:

陈水扁

儿子:陈致中,学生

儿媳:学生

女儿:陈幸妤,牙医

女婿:赵建铭,医生(台开股票内线交易案,一审判6年)

Posted in Business | 1 Comment »

Survey: $580 Million In Console Download Revenues In 2007

Posted by 宝水 on 3rd 十二月 2007

http://www.gamasutra.com/php-bin/news_index.php?story=15932

$580 Million In Console Download Revenues In 2007 According to a pair of new surveys released by IDC and IDG Entertainment (IDGE), the booming market created by online-capable consoles means that online console download revenues will triple from $133 million in 2006 to $583 million in 2007, with bigger increases expected in the future.
Billy Pidgeon, IDC’s program manager for games research presented his report analyzing the booming popularity of online capable video game consoles, and projected that by 2008 the North American installed base of such consoles will be over 37 million units.
“By the end of 2007, over 31 percent of online capable video game consoles in North America will be in active online use by 14 million online console gamers,” said Pidgeon. “The increase in revenue derived from the online use of game consoles, including subscriptions (mostly Xbox Live), downloadable content, and advertising represents the largest growth in the console software sector. In North America alone, online console revenue will triple from $133 million in 2006 to $583 million in 2007. Consumers are increasingly purchasing games by non-traditional means such as downloads or subscriptions.”
IDC’s Pidgeon noted that the retail marketplace will need to shift in order to adapt to these significant changes in gamers’ purchasing behavior. In fact, IDC projects that video game console software sales through traditional third party online and retail stores will see a 19.5 percent revenue growth over 2006, whereas downloadable content will see a growth rate of 1,029 percent and subscription sales will increase “only” 158 percent.
“In 2007, game-related downloadable content derived from manufacturers’ proprietary online console networks will reach $296 million, while subscription revenue will increase from $107 million in 2006 to $277 million,” said Pidgeon. “While software sales are still significant — increasing from $8 billion in 2006 to $9.5 billion this year — content sold, accessed, or downloaded online to video game consoles over manufacturers’ proprietary networks will remain the industry’s most exciting growth opportunity in this hardware cycle.”
In addition to this report, IDGE released new information on the people purchasing games. IDGE’s marketing director, Simon Tonner, provided data from their third annual U.S. Gamer Segmentation Study on the five key gamer segments, based on their attitudes toward gaming, as well as their social characteristics, and purchasing habits.
IDGE’s five gamer segments are as follows.
Core Gamers: “Core Gamers choose gaming as their main form of entertainment and want to maximize their time gaming. They prefer gaming over going to the movies or out to dinner.”
Status Gamers: “Status Gamers are proud of their gaming skills and enjoy being the first to try the newest and hottest titles. They also like to discuss their gaming experiences at school or work.”
Social Gamers: “Social Gamers view gaming as a communal experience. They prefer to play games with people they care about, forming a social link, and coordinate social functions around gaming.”
Active Gamers: “Active Gamers prefer games where movements are reflected in the game and allow gamers to get out of their chairs. They use gaming as a physical release.”
Casual Gamers: “Casual Gamers use gaming as an emotional release and as a way to play different roles. Casual gamers view gaming as a secondary form of entertainment and don’t feel the necessity to be the first to try a new game.”
“Besides differentiating psychographic profiles, the key gamer segments we identified also differ in their spending habits. ‘Status Gamers’ have spent the most on video games and systems over the past 6 months and are expected to spend the most in the next 6 months with ‘Core’ and ‘Active’ gamers close behind,” said Tonner. “In the past 6 months alone, ‘Status Gamers’ have spent, on average, $296.20. On the opposite end of the spectrum, ‘Casual Gamers’ have spent $82.20 over the same time period.”

POSTED: 10.18AM PST, 10/19/07 - Staff

Posted in Business, Game | No Comments »