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Be among the first to experience new skill-based games by VWD

Register for YOUR skill-based games Business site

OR

Just try out playing some of the games and invite your friends and family to join you.... great fun for everyone...



Play here



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Read what one uvme member, Paul Veverka, has to say about the new uVme gaming site on winning the Beta-Testers’ Competition :

“I couldn’t believe it when Vicci phoned me to say I had the most money in my e-wallet after this weekend’s skill-based games testing! I’d even played a few games when I came in from a night out (after a few ‘orange juices’)! I’d never contemplated that the money in my e-wallet could actually go UP this way! Testing the games was amazing! I truly felt privileged every time I logged in.

“My favourite game by far is ‘Fruit Frenzy’. I’m addicted and can’t wait to get logged back in again! I tried not to pick on just one or two people, and I think I challenged every person I could, even Tom Brodie (who lost against me, by the way)! The games exceeded my expectations and I’ve not stopped talking about them to my group.

“Problem is now, I’m OK at one or two of the games I practised, but not so great at the others (YET)! As we enter the next phase of testing, I’m now feeling ’slightly confident’ and probably need ‘taking down a peg or two’. If anybody’s up for that challenge…just remember…its u V me!

“I mean every word of this. The games are JUST incredible. With each passing day, I’m getting more and more excited about launch, to the point that it’s difficult to sleep without thinking about uVme! WOW… NO opportunity in 13 years of marketing has made me feel like this.”

—Paul Veverka

WELCOME to this very special window in time.

You now have the opportunity to become one of the pioneers to have been given the insider advantage, ahead of the official launch of the e-play business.

It was W.C. Fields who once said "All I ask is an unfair advantage."

Some would say that is exactly what you have been given - The First Mover Advantage!

Watch the highlights of "evolution day", the pre-launch of uVme (at the Centaur in Cheltenham on 15 July)

• catch the infectious energy of the entire day

• witness the crowd's emotional excitement as the new brand is revealed

• see the instant messenger and games demonstrated live

• glimpse the management of VWD, some of the guest speakers, and "eVo heroes" on stage

• view the new logo animation and clips from the promotional movie

• be stunned by the impressive presentation and technological set-up

Watch the YouTube video

Now hear it from the horse's mouth!

Get the latest on JUST HOW WELL eVo is doing in its pre-pre-launch, reported to you by Mark Davies, Head of Marketing.

In the newest eVo broadcast, Mark not only gives you a very promising snapshot of eVo's success so far, but also fills you in on what you can expect to see at "evolution day" on the 15th of July in the Centaur, Cheltenham Racecourse, and just how much you will benefit from attending this momentous event. He tells you about what kind of a spectacular show will be put on, and why the day's line-up is not to be missed.

Even before pre-launch, "project e-play" is making a massive impact, and growing every day! To see just how big, watch the latest broadcast:

Watch the YouTube video

By landing on this page you are in the unique and privileged position of being amongst a pioneering group of entrepreneurs who are seeing the information before anyone else on the planet.

Historically this is a time when people build immense momentum which is then carried through into the pre-launch phase, gaining even more momentum before arriving at the actual launch later this year.

By pre-registering you will have access to the privileged information and expertise that will open the door to a new way of making money online, and that will set you amongst the insider elite.



Why is this market so special?

VWD will be the first company ever to launch a business that encapsulates three of the most exciting phenomena on the Internet: Online Games Entertainment, social Networking using web 2.0 and a new way of network marketing, which has been described as Social Marketing/Network Marketing 2.0.

Let's break those own and look at each component part. First: the online skill-based games and entertainment industry. Even though this market is large and growing, the real reason it is so special is the timing. The demand is in place to allow people's increasing leisure time to be spent in 'cyberspace'; Broadband is reaching more and more homes. Even in less developed countries where PC ownership is quite small, Internet cafes are commonplace, heavily frequented and open around the clock at prices affordable to customers.

So, seeking out online entertainment and games are no longer exclusively Western pastimes. Internet technology now reaches even the most remote villages of the world and non-western countries such as India and China have a burgeoning middle-class with ever more disposable income. To illustrate the appeal of this industry, Internet cafes derive 30-40% of their revenue from people playing games online.

Next, there is the online social networking craze. Most people probably had not heard of websites such as Facebook or Myspace until quite recently, but such sites are becoming incredibly widespread. Founded just three years ago by a university student, Facebook is now the 18th most visited site in the world.

The average Westerner has more friends than 2 years ago. The rise is attributed to the explosion in social networking and communication phenomena such as email and instant messaging.

Finally, Social Marketing / Network Marketing 2.0. Having fun playing skill-based games and social networking are social activities. We have developed a way that allows you to create an income purely from challenging friends and contacts to games, coupled with social networking. No hard sell needed.

And what's more exciting: you can be a part of it!

A market growing to a worth of $412 every second

The Internet is the fastest growing marketplace in the history of the world, but there is an online sector that is growing four times faster than the Internet.... the "Online Skill Games" market.

What is a "skill-based game"? IGDA reports: 'A "skill-based game" is a web game played in a tournament format, with each member paying a cash entry fee to play and with a cash or merchandise prize going to the winner or winners of the tournament. Skill-based games are named accordingly because the outcome of each competition is based on the players' ability and performance, with any elements of luck either eliminated or greatly reduced. This is critical in order to be legal and avoid falling under anti-gambling statutes.

Show me the money!

Alex Burmaster, European Internet Analyst, said: "Take the fact that the online games sector is growing at four times the rate of overall Internet growth together with the increasing numbers.... online and it is easy to see why companies such as MTV Networks are looking to get a piece of the action."

Just stop right there. Imagine that for a second...a business that is growing four times faster than the Internet! To give you an idea of what that means and to really put it into context, recent figures from analyst firm DFC intelligence said that the worldwide online games market is forecast to grow from $3.4 billion USD in 2005 to over $13 billion USD in 2011.

The market today (2007) is worth approximately $5.2 billion USD - that equates to a worth of $164 USD per second and in the next 156 weeks is expected to grow to $412 USD per second - of every minute of every day and growing.

Which means that if this report took you just 15 minutes to read, in that time over $147,600 USD has been spent on online games, or the equivalent of $14,169,600 USD will be spent today alone and the market is growing at an exponential rate.

These sorts of numbers can't be ignored.

Register for YOUR skill-based games Business site

What is driving this trend?

It is being driven by the increase in broadband into homes, which enable people to play skill-based games, coupled with an increased acceptance of playing these games online. This is driving the high demand.

U.S. Broadband reaches 72% at home

NEW YORK - June 21 2006 - Nielson Net Ratings announced that nearly threequarters of active U.S. web users connected at home via broadband in May 2006, growing 15% over the previous year, when just 57% of active U.S. web users relied on broadband connections at home. Research also indicates that broadband users are more likely to make better use of internet funcionalities and newer technologies, such as RSS feeds and blogging.

North America is expected to challenge current market leader Asia as the new leader for online game play; and in Europe, casual online games are already benefiting from this thirst to play and be entertained online.

In June 2006, 7.6 million British people (28% of the UK online population) visited the online games sector, with the average visitor playing skill-based games on line for an hour and a half at any one time.

IGDA's Market Overview reported that while the typical core gaming audience is male and aged 18 - 34, casual gamers tend to be both women and men between the ages of 35 - 65, with a slight skew towards women.

A wide variety of users now see the Internet as a primary entertainment medium and skill-based games comprise a main staple of the entertainment value of the Internet. As the audience for online content grows, so does the amount of money spent in cyberspace.

A recent ICM report showed that the online entertainment market has even affected TV audiences. Not good news for them because while people are going online to be entertained, it is eroding their TV viewing figures and therefore thier advertising revenue.

This is why major TV networks such as Sky TV & MTV Networks are interested in this market and are staking their claims, as figures show that in-game advertising is predicted to grow by 70% year-on-year, reaching $1 billion USD in three years.

Tonight when you close the curtains and go to bed, someone, somewhere is cashing in on this market. The good news is that in the morning you can now do something about getting your share of it.

Why Online skill-based Games?

Quite simply ... it's all about FUN

We all play games, across all age ranges and genders and transcending all cultures because it is part of the human spirit ... we have a need to compete with others and with ourselves.

People play skill-based games, not so much for the game itself , as for the experience the game creates: an adrenaline rush, a victory or a mental challenge. they even provide a moment of solitude or an interaction with friends.

In short we play games to create moment-to-moment experiences which are fun and it is generating billions in cash!

Work better whilst you play

Online skill-based games are also having an impact on people's productivity at work. A WordWinner survey (May 2007) showed that 76% of those who play intermiitently at work achieve improved job performance. The findings examined whether playing skill-based games online at work enhanced employee creativity, energy and overall productivity.

Of the respondents, 80% who played online games during the workday felt better focussed as a result of this periodic mental break. What's more, an amazing 72% relied on game breaks to reduce job-related stress

But the desire to play is only half the story. The big catalyst for growth is the explosion of affordable home broadband and ultra-fast PCs. This means that today, online gaming isn't just for serious gamers. It's for Everybody, Everywhere!

Check it out Now
Combining online skill-based games with social networking, E-play provides a cool way to have fun, make friends and earn some money.






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