SuperData Research reports on Brazil’s Online Gaming Market. New York, February 22, 2011 – According to Brazil’s Online Gaming Market, the most recent research report by digital goods measurement company, SuperData Research, the Latin American market for virtual good sales will reach $624 million by 2014. As both browser-based MMO publishers and social game companies set their sights on the largely untapped Latin American market, SuperData Research expects Brazil to be a priority for game company executives in the next 18 months. Totaling $165 million today, Brazilian virtual good sales will double, to $320 million, by 2014E according to the study. “Brazil is the crown jewel in Latin American market for online entertainment,” says lead analyst Joost van Dreunen, Ph.D. “Its preference for cash-based payment methods, for example, directly benefits publishers’ bottom-line by avoiding costly charge backs. With declining margins between acquisition cost and average revenue per user in more developed markets, Brazil presents a financially sound opportunity for continued growth.” The study, Brazil’s Online Gaming Market, consists of two parts. The first, available today focuses on virtual goods transactions, and covers key metrics such as ARPPU, customer lifetime value and payment preferences. Part 2 will dive deeper into the demographics of Brazilian online gamers and is currently available for preorder at a discounted rate. For more information on the report, please visit: http://www.superdataresearch.com/brazilsonline-gaming-market Methodology The primary information source used for this report consists of a dataset containing 196,985 unique virtual good transactions from online game properties (MMOs, social games, casual games, and virtual worlds), and a 30 question survey involving 500 online gamers from Brazil. Topics covered are market size, geographic breakdown, per capita spend, virtual goods by game type, ARPPU, customer lifetime value, price point distribution, top user segment and payment mix, and others. While Brazil is its key focus, the study builds on data from Argentina, Bolivia, Brazil, Chile, Colombia, Costa Rica, Cuba, Dominican Republic, Ecuador, El Salvador, French Guyana, Guatemala, Guyana, Mexico, Nicaragua, Panama, Paraguay, Peru, Puerto Rico, Suriname, Uruguay and Venezuela. About SuperData Research, Inc. SuperData Research is a research provider specialized in digital goods measurement. We help clients think through challenges and opportunities emerging at the intersection of traditional retail and online entertainment, including virtual item sales, monetization, alternative payment methods and social game economics. In January 2010, SuperData Research secured multi-year angel funding. Its client base includes brand owners, developers, retailers, publishers, VCs, and payment providers. Contact SuperData Research, Inc. 116 W23rd Street, 5th floor New York, NY 10011 646 375 2273 pr@superdataresearch.com Alternative Payment Methods Facilitate A Billion in Virtual Good Sales in the US and Europe. January 24, 2011 New York – According to a new study by SuperData Research, payment methods like prepaid game cards, mobile, bank transfers and others combined facilitate 42% of the virtual goods transactions in Western markets. Building on a unique dataset of over two million unique transactions, the research firm found that alternative forms of payment annually total $970 million in virtual goods sales in Europe and North America. “The numbers are becoming too large to ignore,” according to lead analyst Joost van Dreunen, PhD. “Like language, you have to localize payment methods when you’re targeting a global audience,” says lead analyst Joost van Dreunen, PhD. “Effective monetization means knowing by how much you can increase your audience base by offering an additional payment method.” Traditionally credit cards and PayPal have facilitated online purchases. But in a key market like Germany, which SuperData estimates at $231 million in annual virtual good sales, traditional methods stand toe-to-toe with eVouchers and Mobile payment. “The size of the dataset allowed us to identify payment preferences on a country-level. We believe this is critical information for online entertainment companies targeting a global audience,” according to van Dreunen. For the full report, please visit: http://www.superdataresearch.com/payment-preferences-ofonline-gamers-in-europe-and-north-america About SuperData Research, Inc. SuperData Research is a research provider specialized in digital goods measurement. We help clients think through challenges and opportunities emerging at the intersection of traditional retail and online entertainment, including virtual item sales, monetization, alternative payment methods and social game economics. SuperData Research believes that selling virtual goods will become a primary revenue source for online entertainment. In order for this emerging business model to gain traction with both consumers and businesses, the industry needs transparency and clear key performance indicators. SuperData Research focuses on taking the guesswork out of virtual goods sales. In January 2010, SuperData Research secured multi-year angel funding. Our client base includes brand owners, developers, retailers, publishers, VCs, and payment providers. Contact SuperData Research, Inc. 116 W23rd Street, 5th floor New York, NY 10011 646 375 2273 pr@superdataresearch.com