Key Panels and Workshops Make the 3rd Annual Virtual Goods Summit This Year’s Must-Attend Event

San Francisco, Calif. - September 2, 2009

The 3rd Annual Virtual Goods Summit, the premier online gaming event for companies and individuals involved in the virtual goods space, today presents a number of initiatives to make this summit the most important and influential event of the year for individuals and companies working in virtual goods. The event features panels and talks with some of the industry’s leading companies and individuals including John Earner of Playfish, John Smedley of Sony Online Entertainment, Min Kim of Nexon and David Wallerstein of Tencent. Furthermore, the event will be kicked off with Virtual Goods University, a half-day event providing a comprehensive overview of the key fundamental drivers of virtual goods business models. Virtual Goods Summit University will take place on Thursday, October 29, 2009, and the Virtual Goods Summit will take place on Friday, October 30, 2009. Both events will be held at the Westin San Francisco Market Street in San Francisco.

“As the market opportunity for virtual goods continues to expand and publishers gain a deeper understanding of this new landscape, it's more important than ever to connect with colleagues and stay on top of developments in our fast moving market,” said Charles Hudson, host of the 3rd Annual Virtual Goods Summit.“We created the Virtual Goods Summit to bring everyone in the space together and facilitate the growth of this dynamic industry.”

The 3rd Annual Virtual Goods Summit is on track to once again be a must-attend event for anyone active or interested in the virtual goods space, with a strong lineup of speakers who will present data and share their experience with all in attendance. This year’s summit also comes at a particularly relevant time when the market is growing. Tencent currently reports achieving revenues exceeding $1 billion per year in virtual goods sales, and DeNA reports that their Japan-based social network, Mobage-town, is generating $200 million in revenue annually.

The Virtual Goods Summit will offer a full day of panels designed to be informative, fun, and full of actionable ideas and insights. Some of this year’s speakers and panelists include:

• John Earner, Playfish

• Bill Wang, Perfect World

• Andrew Trader, Zynga

• Nils-Holger Henning, Bigpoint

• David Wallerstein, Tencent

• Dai Watanabe, DeNa Global

• Dave Etling, InComm

• John Smedley, Sony Online Entertainment

• Min Kim, Nexon

• Jameson Hsu, Mochi Media

• David Marcus, Zong

• Zhan Ye, GameVision

• Siqi Chen, Serious Business

In addition to the Virtual Goods Summit, there will be a half-day seminar designed to provide a comprehensive overview of the key fundamental drivers of virtual goods business models. At the Virtual Goods University, a group of experts will cover topics ranging from why virtual goods are effective to the ins-and-outs of managing a virtual economy. Whether you're new to the space or just looking for an opportunity to get additional insights and perspectives, you are encouraged to participate in this kick-off event to learn from some of the industry's leading thinkers.

For more information on the 3rd Annual Virtual Goods Summit, please visit: http://www.vgsummit.com/2009

To register for the event, visit: http://vgsummit2009-pr1.eventbrite.com

Follow us on Twitter: http://www.twitter.com/vgsummit

Be a Fan on Facebook: http://www.facebook.com/pages/Virtual-Goods-Summit/234057065290

About the Virtual Goods Summit

The 3rd Annual Virtual Goods Summit is brought to you by 3rd Power LLC, the team behind the Virtual Goods Summit 2008, Virtual Goods Summit 2007, Social Gaming Summit 2009, Social Gaming Summit 2008, and the iGames Summit. 3rd Power LLC strives to develop events that bring Internet and social media professionals together to exchange ideas and make new connections.

TriplePoint, Kate Pietrelli

415-955-8500

katep@triplepointpr.com


Games PressGames Press is the leading online resource for games journalists. Used daily by magazines, newspapers, TV, radio, online media and retailers worldwide, it offers a vast, constantly updated archive of press releases and assets, and is the simplest and most cost-effective way for PR professionals to reach the widest possible audience. Registration for the site and the Games Press email digest is available, to the trade only, at www.gamespress.com.