Apart from the casino and
gaming industry these include the "instant" lottery and charitable markets
where the GameCard can be sold directly to the consumer through approved
outlets, and the reward and competition markets for branded sales promotions
for which EGC has developed its XOGOTM brand.com.
The myth that most gamers are children also seems to defy changing
gaming demographics.

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Here's how it works: A customer enters a gaming site powered with
CYOP's licensed software; CrediPlay.

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skillarcade.cyopsystems.
Play Games.

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, is a listed corporation (OTCBB: EGMI)
distributing reward based digital games.
Mitch White, CEO of CYOP, commented, "The growth of I-Gaming
commerce, coupled with the overall increase in the Internet
population, will provide substantial traffic and income to the
company. CYOP's central games portal, www.

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The Board of Electronic Game Card takes this opportunity to thank John
Bentley for his significant contribution to the business over the last four
years and wishes him a swift return to full health.electronicgamecard.

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Tournaments generally run no longer than five minutes and involve
five people on average.

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Video Game Writers/Internet Writers

BEVERLY HILLS, Calif.

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Electronic Game Card CEO Stands Down on Health Grounds

On-line gamers generate an
average yearly income of $49,000/year and play an average of 13
hours/week. If
the gamer wins the tournament , his or her account is credited with the
total amount of the Tournament Entrance Fee from the tournament .

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In reality, nearly 75% of PC gamers are adults,
with only 30% under the age of 18. The Tournament Entrance Fee and the
Network Maintenance Fee are posted along with the minimum number of
players and a time limit on the tournament. The customer opts to play
the tournament and the fees are debited from the gamer's account. Win Games.

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About Electronic Game Card
Electronic Game Card, Inc.----CYOP Systems
International Inc. A credit card is used to deposit a
minimum of $5.

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Actual results may differ materially due to
a number of risks, including, but not limited to, technological and
operational challenges, needs for additional capital, risks associated
with market acceptance and technological changes, risks associated
with dependence on software providers, and risks associated with
competition.

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NEW YORK and LONDON, Electronic Game
Card, (OTCBB: EGMI), the US rewards based games company, today announces that
health concerns have forced John Bentley to stand down as President and CEO
with immediate effect.
As the joint creator of the Electronic GameCard concept, John Bentley has
played an instrumental role in shaping the company's product range and
opening up commercial opportunities in the international lottery, charitable
gaming, Indian Gaming and sales promotions markets. As this group becomes more comfortable
with computers they begin to discover games as an entertainment
resource. The Forrester Report indicates that
25% of the on -line population plays games on-line, are 49% woman and
51% men, and have a median age of 39. The consumer opens an account by
completing an information form. All games integrated with CrediPlay are approved as games of
skill versus games of chance.(TM)


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, a Cambridge,
Mass., technology consultancy. Another factor is that there are more computers in the
hands of the older generation .

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For further information please
visit http://www.
Further information:
Media enquiries , Toby Hall (gth media) +44-20-7153-8039/8035


The gamer wants to play a tournament of skill and chooses a game
to play."

About CYOP

CYOP is a developer and provider of online skill-games and
services for the online entertainment and gaming industries.

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CYOP Systems Plays to Gaming Market of 50 Million People in United States; Video Skill Games at skillarcade.com Easy to Play and Enjoy

In the United States, 28 percent of all
Internet users visit a video game site and more than 4.com,
features virtual games where people play popular skill games against
other players and compete in tournaments to win real money prizes.

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Since they are less likely to own game consoles , online
games have become an entry path to the world of games, and a
stepping-stone into virtual entertainment. Make Money.

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And the average age of
online gamers continues to increase.00 USD, although larger deposits may be made.

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Electronic Game Card owns a unique
proprietary pocket sized digital platform with a range of extended play games
with multiple applications across several markets. Part of this is due to the
overall increase in the proportion of Baby Boomers in the general
population .

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A strong marketing foundation is being established to enable
positive growth of memberships and revenue by constantly examining
strategies moving forward and looking at the future.

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(OTCBB:CYOS ), a leading provider of online video
games and tournaments of skill, publicized today the estimated
projections of numbers of players of online games.
Since 1997, the online gamer population has leapt from 5. Over 55% of all activity on
the five largest game sites was by women.
CrediPlay , CYOP's licensed application, is an online transaction
platform that is based on charging a fee for each game of skill played
over the Internet.com
This press release may contain forward-looking statements within
the meaning of Section 27A of the Securities Act of 1933, Section 21E
of the Exchange Act of 1934 and the provisions of the Private
Securities Litigation Reform Act of 1995 and is subject to safe harbor
created by these sections.

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8 million play
video games over the Internet according to NetValue.
For more information please visit www.

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5 million
to 50 million, according to Forrester Research Inc.
Although men still dominate the gaming world, the majority of
mainstream online game players are women.

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The company's existing Board and management team will continue the
day-to-day running of the business prior to the appointment of a new CEO. And maintaining
excellent customer focused service will continue to be the most
critical element of our success.

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