TeenZone

EMA Christian Truth

& Associates Pty Ltd
Ph: 03 59981953, Fa: 03 59981953, ACN 084 806 593, ABN 59868820967
BACK
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28
NEXT

Contents
About Us

Lords & Associates Pty Ltd
History
Current Revenue Streams
Future Revenue Streams
Fig 1:1 Business Model
EMA Network,
The Business Model
Current Member Services
Services at a Glance
More Services not Listed
Member Gets Member Program
Project Revenue Dispersion
Reinvestment
The Lords Family Trust
PLP Random Progression Bonus
PLP Bonus System
Web Based Games
Games At emanetwork.com
Our First Casual Game
The Market
Lands of Legends (Lol)
Byproducts of Game Production
Gypsy Treasure Hunt
Revenue
IP Television (IPTV)
Mission Statement
The Founder
Our Future
Investment Capital Required
The team

 

 

3:1    Web based games:

 

 

The launch of our web based games division will also have a positive effect on population growth. Again the focus is community growth, leading to more revenue for the service businesses. The revenue allows for improvement to services for members, thus greater benefits. The community growth will develop a larger positive cash flow and greater revenue for R & D.

The online game industry was selected as an industry we have the desire, imagination, passion, and capability to excel at. The industry is also identified as an exceptionally profitable area, with the correct combination, in a huge growth industry! In the same way as games, many related skills will be used towards producing animated feature films. This creates opportunities in both the film and game industries, where we are able to witness merging of these markets, on many levels. We determined several years ago, that the future revenue in games would not be in the sale of the game, but from three main sources, detailed below.


Revenue from Games in the future

1.         Fees to play online.
2.         Selling code representing in-game assets.
3.         In-game advertising.


Demographics show that the largest user sector of the online game market is still the percentage of casual game users. Hence our first thrust into the market will be directed at the casual game sector. This also has the advantage of lower development and production costs. The accepted average cost to build a successful, fully interactive, strategic, online game is in the range of $40MUS. We believe using new technology we can reduce this cost by more than 90% and still build success into our future games.

 

 

  COPYRIGHT 2010 E.M.A.NETWORK