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E-mail from Kelly regarding the Chevy relay tour...
Friends and shareholders:
This is a bit out of protocol, but I wanted to forward you an internal e-mail regarding our success on Chevrolet's "Olympic Torch City Celebration Tour" featuring the recently-arrived Olympic flame.
The reason for this somewhat unusual e-mail from me is that the tour, which includes our immersive virtual reality technology, is underway and is in the process of traveling throughout the country. I want to make certain our friends and shareholders have the opportunity to see our VR product as applied to the promotional/advertising market, and every day now that passes is another city checked off the list.
Here are a couple of sites showing each day's location of the "Torch Celebration Tour":
http://www.salvationarmymtg.org/pages/torch-relayroute.htm
http://www.saltlake2002.com/x/f/frame.htm?u=/news/slocmain_front.asp
Lance Loesberg's, our executive vice president who oversaw the Chevrolet project, e-mail is consistent with our reports from Park City, Utah, where we have been informed that the wait is up to an to participate in our immersive virtual reality ski jump experience produced for Chevrolet.
The Olympic torch literally passes by GameCom/Ferris' headquarters front door on Center Street in Arlington, Texas next Tuesday, and we were planning some form of announcement when the tour and our technology were in our home town; however, it occurred to me that waiting to share this with you until then might preclude some of you from seeing our products when the tour is in your home city before it gets to Texas next week.
I invite anyone to take experience this technology and then conclude that we aren't on to something. Then, once you've experienced our 360-degree immersive virtual reality technology, use a little imagination of the potential applications and I think you'll have a grip on why we've been pursuing unique and unprecedented post-9/11 opportunities.
I hope many of you will have the opportunity to catch the ski jump experience in conjunction with the torch tour. I'm interested to know what your impressions are after you've seen the technology.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Sent: Thursday, December 06, 2001 5:10 PM
Subject: Chevy tour
I just spoke with our contact at C-E (Chevy) regarding the ski jump experience. In its first few days on the road, I've been informed that there has been a line 3 people deep, out the trailer and around the building to get to try it. They said its the biggest "hit" of the tour and they are extremely happy.
Unfortunately it doesn't get us fast money, but at least it speaks of our work.
Thanks for everyone's help in getting this deal done.
Please pass this on to the email addresses I don't have.
Lance
Hopefully GAMZ will get great exposure this week from the CPL tournament. I plan on going there tomorrow to check out their new VR experiences. I will let the board know my impressions. Check out the coverage!
Day One Impressions
Reported Dec. 6, 8:00 a.m. by Brian Clair
Another year ebbs to a close, though I don't think anyone will miss 2001 -- it's hardly been a banner year. 2001 promises to end on a high note, however, with the CPL's most ambitious effort to date: the CPL World Championship Event sponsored by Intel, PNY, and a host of other high profile companies.
Although it took this intrepid game player seven hours to arrive in Dallas yesterday, the effort was well worth it. The first day of a CPL event is typically a laid back affair, as the tournaments generally don't start until day two. The World Championship was no different, except many gamers were already here. With ESPN, CNN, and a number of other major networks and media outlets expected to attend, it's no wonder people arrived early.
The Adrenaline Vault will be handing out free, full version copies of NC Soft's online role-playing game Lineage at the registration table, and our interview coverage should be better than ever thanks to Creative Labs' donation of two Nomad IIc digital recorders. Check back throughout today for additional updates, photos, and more!
http://www.avault.com/events/wce/
Take Care,
Greg
Muel I am ready for the GAMZ fuse to be lit. It seems the fuse has been pretty wet a long time:)
Take Care,
Greg
Arch sounds great Hopefully GAMZ will get great exposure this week from the CPL tournament. I plan on going there tomorrow to check out their new VR experiences I will let the board know my impressions. Check out the coverage!
Day One Impressions
Reported Dec. 6, 8:00 a.m. by Brian Clair
Another year ebbs to a close, though I don't think anyone will miss 2001 -- it's hardly been a banner year. 2001 promises to end on a high note, however, with the CPL's most ambitious effort to date: the CPL World Championship Event sponsored by Intel, PNY, and a host of other high profile companies.
Although it took this intrepid game player seven hours to arrive in Dallas yesterday, the effort was well worth it. The first day of a CPL event is typically a laid back affair, as the tournaments generally don't start until day two. The World Championship was no different, except many gamers were already here. With ESPN, CNN, and a number of other major networks and media outlets expected to attend, it's no wonder people arrived early.
The Adrenaline Vault will be handing out free, full version copies of NC Soft's online role-playing game Lineage at the registration table, and our interview coverage should be better than ever thanks to Creative Labs' donation of two Nomad IIc digital recorders. Check back throughout today for additional updates, photos, and more!
http://www.avault.com/events/wce/
Take Care,
Greg
Shareholder e-mail and news concerning the GAMZ CPL release...
Friends and shareholders:
Attached please find this evening's press release announcing our return to the Cyberathlete Professional League's premier event to display our technology.
While I acknowledge that this release does not represent a major announcement, it is however a bit more meaningful than might appear upon a cursory reading.
First, we have maintained our warm relationship with the CPL, and our presence signals that we have in no manner abandoned our 'Net GameLink platform as the future of interactive computer gaming in the social arena. The technology is sound and cutting-edge, and we are excited about the CPL's efforts to bring interactive computer gaming into the mainstream of public entertainment. The CPL's success will only serve to broaden and deepen this market for us.
Second, it is by no accident that GameCom/Ferris is located adjacent to Intel's sponsor booth. While we remain very grateful for AMD's early and invaluable support in the development of our 'Net GameLink interactive gaming system, Intel has been aggressive in courting a relationship with us, particularly in the realm of virtual reality and our presence at the "VR Zones" in theme parks across the country. Intel has been generous in supplying processors and motherboards in our VR development and deployment, and we are currently negotiating several joint appearances at exhibitions in the near future. I can advise you that further negotiations between GameCom/Ferris and Intel are ongoing for a more substantive and public relationship.
Unfortunately, I cannot comment in this medium on the contract initiatives I discussed in our recent shareholder conference call. I can advise you that the aftermath of September 11th has caused a reshuffling of our business plan initiatives, particularly our entry into the training/simulation market. There is, unfortunately for our country, an unprecedented governmental interest in new and unique training methods, which has created a tremendous opportunity for the company. The magnitude of our current discussions dwarfs our other initiatives.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Wednesday December 5, 8:27 pm Eastern Time
Press Release
SOURCE: GameCom
GameCom/Ferris to Exhibit at CPL World Championship
ARLINGTON, Texas--(BUSINESS WIRE)--Dec. 5, 2001--GameCom Inc. (OTCBB: GAMZ - news) today announced that it has been invited to exhibit its virtual reality technology at the 2001 Cyberathlete Professional League® (CPL) $150,000 World Championship, sponsored by Intel, in Dallas, Texas, Dec. 5 through Dec. 9, 2001.
``We are excited to have GameCom/Ferris return to demonstrate its latest virtual reality technology. CPL participants are always looking for any advances in interactive gaming technology that allow them to be more `in the game,''' stated Monte Fontenot, events director for the Cyberathlete Professional League. ``We believe that the virtual reality experience is the next level of game play because it allows the player to be inside the environment.''
GameCom/Ferris' vice-president of business development, Steven Haag, commented, ``This year's event is expected to attract media experts in the gaming/entertainment industry, and will result in worldwide exposure, not only for our immersive virtual reality products, but also for the upgrades planned during 2002 at our `VR Zone' locations throughout North America. We are pleased to be invited once again to such a world-class event as the Cyberathlete Professional League's World Championship, and to exhibit, alongside Intel, our virtual reality technology, now featuring processors supplied by Intel.''
The CPL World Championship will run from Wednesday, Dec. 5 through Sunday, Dec. 9, 2001, at the Hyatt Regency in downtown Dallas, Texas. For more information on the event, please call Judy Kim at 213/488-0443.
About the Cyberathlete Professional League
Launched on June 26, 1997, the Cyberathlete Professional League (the ``CPL''), www.TheCPL.com, is the leading professional computer gamer's league in the world. The CPL has elevated computer game competitions to a professional sport by holding multiplayer tournaments in the United States, Germany, United Kingdom, Holland, Singapore, Australia and Brazil. The world-class CPL events host professional computer game tournaments (with cash prizes of up to $150,000 per game), product exhibitions, workshops, spectator arenas, and BYOC (Bring Your Own Computer) competitions.
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick and Red Baron Pizza. Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and online gambling. For more information on GameCom/Ferris, visit www.GameComFerris.com and www.FerrisVR.com. Additional information on the company's stock can be obtained at www.magnumfinancial.com.
This news release contains certain forward-looking statements. Forward-looking statements are generally preceded by words such as ``plans,'' ``expects,'' ``believes,'' ``anticipates,'' or ``intends.'' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom/Ferris urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group, LLC, Los Angeles
Michael Manahan, 213/488-0443
mike@magnumfinancial.com
Shareholder e-mail and news concerning the CPL release...
Friends and shareholders:
Attached please find this evening's press release announcing our return to the Cyberathlete Professional League's premier event to display our technology.
While I acknowledge that this release does not represent a major announcement, it is however a bit more meaningful than might appear upon a cursory reading.
First, we have maintained our warm relationship with the CPL, and our presence signals that we have in no manner abandoned our 'Net GameLink platform as the future of interactive computer gaming in the social arena. The technology is sound and cutting-edge, and we are excited about the CPL's efforts to bring interactive computer gaming into the mainstream of public entertainment. The CPL's success will only serve to broaden and deepen this market for us.
Second, it is by no accident that GameCom/Ferris is located adjacent to Intel's sponsor booth. While we remain very grateful for AMD's early and invaluable support in the development of our 'Net GameLink interactive gaming system, Intel has been aggressive in courting a relationship with us, particularly in the realm of virtual reality and our presence at the "VR Zones" in theme parks across the country. Intel has been generous in supplying processors and motherboards in our VR development and deployment, and we are currently negotiating several joint appearances at exhibitions in the near future. I can advise you that further negotiations between GameCom/Ferris and Intel are ongoing for a more substantive and public relationship.
Unfortunately, I cannot comment in this medium on the contract initiatives I discussed in our recent shareholder conference call. I can advise you that the aftermath of September 11th has caused a reshuffling of our business plan initiatives, particularly our entry into the training/simulation market. There is, unfortunately for our country, an unprecedented governmental interest in new and unique training methods, which has created a tremendous opportunity for the company. The magnitude of our current discussions dwarfs our other initiatives.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Wednesday December 5, 8:27 pm Eastern Time
Press Release
SOURCE: GameCom
GameCom/Ferris to Exhibit at CPL World Championship
ARLINGTON, Texas--(BUSINESS WIRE)--Dec. 5, 2001--GameCom Inc. (OTCBB: GAMZ - news) today announced that it has been invited to exhibit its virtual reality technology at the 2001 Cyberathlete Professional League® (CPL) $150,000 World Championship, sponsored by Intel, in Dallas, Texas, Dec. 5 through Dec. 9, 2001.
``We are excited to have GameCom/Ferris return to demonstrate its latest virtual reality technology. CPL participants are always looking for any advances in interactive gaming technology that allow them to be more `in the game,''' stated Monte Fontenot, events director for the Cyberathlete Professional League. ``We believe that the virtual reality experience is the next level of game play because it allows the player to be inside the environment.''
GameCom/Ferris' vice-president of business development, Steven Haag, commented, ``This year's event is expected to attract media experts in the gaming/entertainment industry, and will result in worldwide exposure, not only for our immersive virtual reality products, but also for the upgrades planned during 2002 at our `VR Zone' locations throughout North America. We are pleased to be invited once again to such a world-class event as the Cyberathlete Professional League's World Championship, and to exhibit, alongside Intel, our virtual reality technology, now featuring processors supplied by Intel.''
The CPL World Championship will run from Wednesday, Dec. 5 through Sunday, Dec. 9, 2001, at the Hyatt Regency in downtown Dallas, Texas. For more information on the event, please call Judy Kim at 213/488-0443.
About the Cyberathlete Professional League
Launched on June 26, 1997, the Cyberathlete Professional League (the ``CPL''), www.TheCPL.com, is the leading professional computer gamer's league in the world. The CPL has elevated computer game competitions to a professional sport by holding multiplayer tournaments in the United States, Germany, United Kingdom, Holland, Singapore, Australia and Brazil. The world-class CPL events host professional computer game tournaments (with cash prizes of up to $150,000 per game), product exhibitions, workshops, spectator arenas, and BYOC (Bring Your Own Computer) competitions.
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick and Red Baron Pizza. Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and online gambling. For more information on GameCom/Ferris, visit www.GameComFerris.com and www.FerrisVR.com. Additional information on the company's stock can be obtained at www.magnumfinancial.com.
This news release contains certain forward-looking statements. Forward-looking statements are generally preceded by words such as ``plans,'' ``expects,'' ``believes,'' ``anticipates,'' or ``intends.'' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom/Ferris urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group, LLC, Los Angeles
Michael Manahan, 213/488-0443
mike@magnumfinancial.com
GameCom expanding development options
• 05 December 2001
ARLINGTON, Texas - GameCom/Ferris Inc. (OTCBB:GAMZ), whose holdings include gaming/multi-player game kiosks and virtual reality entertainment, is adding security/law enforcement training to its virtual holster.
The Arlington, Texas-based company has retained the services of training simulation consultant David Klugh to develop multimedia training and simulation services. Klugh has developed management and curriculum ideas for the United States Navy’s 14D Aircrew Training Program, which maintains its F-14 flight simulators, according to GameCom/Ferris, and has more then 10 years experience in design programming and multimedia.
Lance Loesberg, GameCom/Ferris executive vice president, said Klugh’s experience and contacts would quicken the company’s integration into the training and simulation fields.
"We are excited to retain an expert of Mr. Klugh’s caliber in the training and simulation field, particularly with his high-level background in the use of virtual reality technology for military applications," Loesberg said in a news release. "We are aggressively pursuing expansion in this market sector."
http://www.kioskmarketplace.com/news_story.htm?i=11253
GAMZ news and Shareholder e-mail....
Shareholder E-mail concerning todays news release...
Friends and shareholders:
Attached is this morning's press release announcing that GameCom/Ferris has retained the services of Mr. David Klugh to assist the company in its initiative into the burgeoning training/simulation market. Mr. Klugh will consult with GameCom/Ferris on our creation of 360-degree interactive and environment awareness training/simulation systems for use in law enforcement, public emergency services, and governmental and professional security.
Mr. Klugh brings a wealth of talent, experience, and relationships to this effort. Mr. Klugh, who earned a masters at National University in Educational/Instructional Technology, and performed post-masters work at Lehigh University in the field of Educational Technology, is the perfect compliment to our proprietary technology. He has direct experience in governmental contract procurement and contract management in the fields of interactive digital multimedia, simulation, and training.
In addition to assisting our previously-announced dialogue regarding Homeland Security, Mr. Klugh will consult with GameCom/Ferris in writing training programs and creating virtual reality experiences aimed directly to law enforcement agencies, including judgmental use of force training.
In short, Mr. Klugh will assist us in our mission to bring to this market the most immersive and realistic training environments ever introduced.
As I have previously commented, our business plan scheduled entering this market in mid-2002, but recent events have moved our schedule forward to address this critical worldwide need.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Monday December 3, 8:53 am Eastern Time
Press Release
SOURCE: GameCom Inc.
GameCom/Ferris Retains Simulation and Training Expert
ARLINGTON, Texas--(BUSINESS WIRE)--Dec. 3, 2001--GameCom Inc. (OTCBB:GAMZ - news) today announced that it has retained the services of an experienced training and simulation expert to expedite the company's entry into the multimedia training and simulation market.
David C. Klugh's professional experience includes over 10 years in hypermedia design programming and the development and sales of real-time interactive educational multimedia for use in the areas of electronic entertainment, energy, firearms, and judgmental use of force for law enforcement personnel. His experience encompasses contract management and curriculum development for the United States Navy F-14D Aircrew Training Program, the operation and maintenance of the Navy's F-14 flight simulators, and media support for the Navy Fighter Weapons School (TOPGUN).
Klugh, commenting on the agreement, stated, ``Lance Loesberg and I have discussed the opportunities that exist for GameCom/Ferris in the security and law enforcement related markets. Due to recent events, and the resulting demand for the heightening of security measures worldwide, these opportunities have dramatically increased. We both agree that now is the time to annex the company's slate of virtual reality technology to a security training capacity. GameCom/Ferris has the resources to adeptly respond to this unique training demand.'
``We are excited to retain an expert of Mr. Klugh's caliber in the training and simulation field, particularly with his high-level background in the use of virtual reality technology for military applications,' stated Lance Loesberg, GameCom/Ferris' executive vice-president. ``We are aggressively pursuing expansion into this market sector. The aviation industry, and governmental agencies presently responsible for meeting heightened security demands, require large numbers of personnel to be trained in a short period of time. Virtual reality is the ideal response to the challenges presented by these current needs. This is yet another example of how GameCom/Ferris is able to utilize its core virtual reality technology to penetrate diverse markets,' Loesberg concluded.
Commenting on the current opportunities afforded by the company's expansion into the training and simulation market, Steven Haag, vice-president of business development, commented, ``Truly the biggest post-merger challenge of GameCom/Ferris was to choose which markets would be the most lucrative for the company and its shareholders. Two months ago, PC Magazine reported that virtual reality is one of the 10 technologies most likely to profoundly affect our lives over the next 20 years. Also, recent research from CyberEdge Information Services, Inc., the Virtual Reality and Interactive Media Solutions Group, reported that the visual simulation and virtual reality industry grew to a '22 billion dollar industry in 2001,' and this report was issued before September 11th. The company's product initiatives across diversified markets afford us superior resilience from abnormal market fluctuations,' concluded Haag.
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick and Red Baron Pizza. Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and online gambling. For more information on GameCom/Ferris, visit www.GameComFerris.com and www.FerrisVR.com. Additional information on the company's stock can be obtained at www.magnumfinancial.com.
This news release contains certain forward-looking statements. Forward-looking statements are generally preceded by the words such as ``plans,' ``expects,' ``believes,' ``anticipates,' or ``intends.' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom/Ferris urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group, LLC
Michael Manahan, 213/488-0443 (Investor Relations)
mike@magnumfinancial.com
Shareholder E-mail concerning todays news release...
Friends and shareholders:
Attached is this morning's press release announcing that GameCom/Ferris has retained the services of Mr. David Klugh to assist the company in its initiative into the burgeoning training/simulation market. Mr. Klugh will consult with GameCom/Ferris on our creation of 360-degree interactive and environment awareness training/simulation systems for use in law enforcement, public emergency services, and governmental and professional security.
Mr. Klugh brings a wealth of talent, experience, and relationships to this effort. Mr. Klugh, who earned a masters at National University in Educational/Instructional Technology, and performed post-masters work at Lehigh University in the field of Educational Technology, is the perfect compliment to our proprietary technology. He has direct experience in governmental contract procurement and contract management in the fields of interactive digital multimedia, simulation, and training.
In addition to assisting our previously-announced dialogue regarding Homeland Security, Mr. Klugh will consult with GameCom/Ferris in writing training programs and creating virtual reality experiences aimed directly to law enforcement agencies, including judgmental use of force training.
In short, Mr. Klugh will assist us in our mission to bring to this market the most immersive and realistic training environments ever introduced.
As I have previously commented, our business plan scheduled entering this market in mid-2002, but recent events have moved our schedule forward to address this critical worldwide need.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
This is a great article that describes the Buick LeSabre experience Ferris created.
http://www.expo24-7.com/common/expofeature.asp?NewsId=350
Take Care,
Greg
Chevrolet Olympic Torch Relay
The Olympics represent the best in athletic achievement and human spirit. No other event brings the Olympic experience to more people than the Olympic Torch Relay. It is among the most emotional, dynamic and complex undertakings of the Olympic Games. The 2002 Torch Relay presented by Chevrolet and Coca-Cola will travel for 65 days, cover more than 13,500 miles through 46 states and will touch millions of Americans nationwide. For the more than10 years, General Motors has been supporting the U.S. Olympic team and amateur sports to help athletes achieve their dreams and hopefully the Olympic Games. In 2000, Manning, Selvage &Lee helped create a sponsorship program that would take GM and its lead Chevrolet division to a new level of Olympic support by co-sponsoring the Olympic Torch Relay.
The challenge was to successfully launch the 2002 program just months after the 2000 summer games, and capture the hearts and minds of dealers, employees and Americans by creating a preference for the brand. MS&L was challenged to create a program that would not only excite consumers about the games, but also educate them on Chevy’s involvement. Another challenge was the preconception of the event, as the relay was certainly not a new event and until now, a property that has been solely branded by Coca-Cola, MS&L had to devise tactics to create awareness for Chevrolet.
OPPORTUNITY:
In February 2000, General Motors, the world’s largest automobile manufacturer, embarked on new direction for its Olympic program by featuring Chevrolet as the lead division and co-sponsor the Olympic Torch Relay for the 2002 Winter games in Salt Lake City. This decision marked the first time General Motors/Chevrolet have engaged in a grass-roots program to activate their Olympic sponsorship and to involve dealers at the local level. Traditionally GM has supported amateur athletics through partnerships with sports National Governing Bodies (NGB), event sponsorship and Olympic advertising, but the relay represents its most extensive and integrated Olympic sponsorship to date. MS&L was challenged to create a communications plan that would span 18 months and engage consumers, dealers and employees in Chevrolet’s Olympic Torch Relay sponsorship. After creating a strategic plan, the first challenge for MS&L and Chevrolet was announcing the route one full year before the start of the relay. The launch of the relay route represented Chevrolet’s first opportunity to set the pace of their involvement with the media.
Recognizing the nature of the property coupled with the knowledge that the relay has been associated with a number of other sponsors; MS&L recognized the necessity for a launch program that was unique and compelling in order to educate and excite consumers. In addition, the program had to link Chevrolet’s commitment to amateur athletes and the Olympics to showcase how Chevrolet’s resources, dealerships and vehicles would serve as the logistic cornerstone for the Olympic Torch Relay. MS&L sought to strengthen the understanding of Chevrolet’s commitment, presence and intrinsic value to the execution of the torch relay.
RESEARCH/OBJECTIVES/PLANNING:
MS&L researched and performed extensive audits on the results of the 1996 and 2000 Olympic Torch Relays to determine the most and least effective tactics. An evaluation of BMW’s 1996 sponsorship was conducted to assess the amount of media coverage for the brand, extent of visual presence for the vehicles and a review of dealership participation and sales. MS&L tapped into research on employees and dealers understanding on General Motors/Chevrolet’s participation in the Olympics to identify areas to improve overall communications. An 18-month study was launched to measure opinion and awareness throughout the program to track results.
Chevrolet looked to MS&L to develop a launch program that would meet the following objectives:
Convey Chevrolet’s sponsorship of the relay
Position Chevrolet as the source for information on the relay
Create excitement and internal awareness about its involvement among Chevrolet’s more than 700 employees and 4,300 dealers
Create media opportunities that tell the Olympic Torch Relay story form a Chevy perspective
Leverage media interest to increase Chevrolet branded coverage
After determining Chevrolet’s objectives, MS&L engaged in a number of internal planning sessions with key Chevrolet stakeholders to evaluate ideas and concepts that were created based on the extensive team knowledge of the Olympics and the Olympic Torch Relay. The integrated planning process included the following steps:
MS&L assembled a core team that included professionals with a background in sports marketing, internal communications, extensive knowledge of the Olympics and Olympic Torch Relay and Chevrolet. Several creative brainstorms and planning meetings were held to devise a plan that would meet the client’s objectives in a strategic and efficient manner.
The launch was divided into two phases: 1) publicizing the route announcement and Chevrolet’s sponsorship to consumers and 2) educating and motivating Chevrolet’s more than 700 employees and 4,300 dealers about Chevrolet’s sponsorship.
MS&L worked with design firm to create a look that would reflect the Winter Olympics while integrated Chevrolet’s logo..
Operating with the knowledge that relay was already associated with other sponsors, MS&L set out to create branded materials and collateral that would emphasis Chevrolet’s involvement. MS&L focused on setting Chevrolet’s Olympic look from that of the 2002 Salt Lake Organizing Committee (SLOC) and co-presenting sponsor Coca-Cola with innovative design and collateral.
MS&L worked with interactive development firm to design a screen saver that would incorporate Chevrolet’s Olympic involvement, both past and present, with the elements of the 2002 Olympic Torch Relay route cities.
MS&L developed animated B-roll of the route map to use during a joint VNR with relay partners to promote interaction and branding awareness.
MS&L developed a radio media tour for one of Chevrolet’s key executives to discuss the route announcement and Chevrolet’s commitment to the relay.
STRATEGIC APPROACH
MS&L took its experience with the Olympic experience, the research and our creative ideas that produced an integrated plan to highlight Chevrolet’s involvement. The strategy was to highlight Chevrolet’s contributions while creating media and consumer opportunities unique to Chevrolet.
CAMPAIGN EXECUTION
MS&L created a unique opportunity to position Chevrolet as the source for information by being the only partner to produce a press kit. The press kit included a press release detailing the route announcement, a fact sheet on the relay that also highlighted modes of transportation for the flame (including vehicles), an Olympic backgrounder detailing GM’s long standing commitment to amateur athletes, a bio on key Chevrolet executives, a color camera ready route map and a camera ready logo sheet with Chevrolet’s Olympic Torch Relay logo.
MS&L worked with partners to create a launch event with the Today Show featuring Olympian Kristi Yamaguchi skating the route on the ice at Rockefeller center. MS&L also created a VNR including animated B-roll to highlight the event.
MS&L sent press kits out to more than 900 journalist including community, lifestyle and sports reporters for national, daily and weekly publications.
Comprehensive media outreach to print, radio and online outlets to communicate Chevrolet’s integral role in the relay.
MS&L distributed the Chevrolet Olympic Screen saver with a letter detailing Chevrolet’s announcement of the relay from Kurt Ridder, Chevrolet’s general manager, to all employees. The screensaver was also placed on the Chevy.com Olympic page and Chevymedia.com for media and consumers to download.
MS&L worked with Chevrolet to have local dealers and/or employees present at flag raising ceremonies. This allowed a Chevrolet spokesperson to be on hand to answer the media’s questions.
EVALUATION
The Chevrolet route announcement launch achieved all of its measurable objectives in the following ways:
The press materials encompassed Chevrolet’s involvement and commitment to the games, letting the media know the depth of Chevrolet’s role. The press kit was well received and more than a dozen outlets used the camera-ready route map. All materials were designed to aid in reinforcing the visual branding and identification of Chevrolet and contained the Chevrolet integrated composite relay logo, which feature the torchbearer and the Chevy bow tie.
The key messages centered on Chevrolet’s history with the National Governing Bodies of sports, the Olympics and Chevrolet’s ability to bring the Olympic experience to millions of Americans nationwide.
By being the sole producer of the press kit, MS&L was able to establish relationships with more than 500 members of the media emphasizing Chevrolet is the source for information regarding the relay.
Chevrolet’s employee activities surrounding the launch, coupled with the interactive screen saver that appeared on employee’s screens help reinforce to employees the company’s participation and commitment to the relay.
MS&L/Atlanta generated more than 17 million print impressions that had specific Chevrolet mentions including the Detroit Free Press, SportBusiness Journal, AD Age, Pittsburgh Post Gazette and the Milwaukee Journal Sentinel. There were also several online placements including MSNBC, Associate Press and various online editions of newspapers.
The VNR resulted in more than 200-aired segments in key markets such as New York, Detroit, Atlanta, Dallas, Los Angeles, Washington and Chicago. The estimated total audience reach for the VNR was more than 135 million viewers nationwide. The majority of the coverage included the animated route map the MS&L developed and contained visual branding of the Chevrolet name and logo.
MS&L generated 15 interviews through a radio media tour that reached key Chevrolet markets with Chevrolet’s story of the relay. The radio tour media tour was measurable success reaching more than 3 million Americans.
http://www.holmesreport.com/holmestemp/story.cfm?edit_id=917&typeid=4
I haven't seen the US ski team experience yet but plan to try to see it when the tour comes to Texas. I believe the ski experience has the Chevy logo in it and other things to make you think of Chevy products. IMO Chevy will also promote the Gamecom/Ferris US ski team experience in their promotional material.
Greg
Chevy’s small army behind the scenes
Torchbearers will be assisted by fleet of some 150 Chevrolet vehicles
Staff report
Cross-country travel by car in this day and age just doesn’t seem like the adventure it was 30 or 40 years ago. So how complicated can it be to transport the Olympic Torch from Atlanta, Georgia, to Salt Lake City, Utah?
--------------------------------------------------------------------------------
A SIMPLE FEAT, you say. Well, just think about the last time you packed the kids into the car and headed off for a carefree weekend at the beach. It’s certain there were several false starts before the car actually rolled out of the driveway.
Multiply that by 11,500, and you get some idea of the challenge facing the Chevrolet Motor Division as the driving force behind the Olympic Torch Relay.
Beginning December 4 in Atlanta, the torch will begin a 65-day journey, covering an average of 208 miles per day during a typical 12-hour day. When the final odometer reading is taken, the torch will have covered 13,500 miles, 46 states.
The 11,500 chosen to carry the torch will be assisted by a flotilla of 150 Chevrolet vehicles, including a unique Corvette pace car, motor homes and a specially designed vehicle to carry the Olympic Flame.
“Chevrolet is playing a key role in making the Salt Lake 2002 Olympic Torch Relay the most extensive and far-reaching in the history of the Games of the Winter Olympics,” said Kurt Ritter, Chevrolet general manager.
DEALERSHIPS JOIN IN
Chevrolet’s network of 4,300 dealerships will assist the torch relay as it goes through the many towns, villages and major cities along the way. Each day, the relay will feature at least two major ceremonies, spreading the Olympic spirit across the country.
Chevrolet officials estimate that the Salt Lake 2002 Olympic Torch Relay will reach a population base of 60 million people over a two-month period before it becomes the focus of worldwide attention as it enters Rice-Eccles Olympic Stadium on Feb. 8, 2002.
“By utilizing our complete line of dependable cars and trucks and our nationwide network of dealers, Chevrolet is uniquely qualified to help put the relay on the road and share his experience with millions of Americans,” Ritter said.
When the torch is not aboard a Chevrolet vehicle, it will travel via a wide variety of transportation modes — including airplanes, trains, ships, a dog sled, a skier, a horse- drawn sleigh, snowmobiles and ice skaters.
A Chevrolet vehicle will never be far behind. That is, until the torch reaches the gates of Rice-Eccles Olympic Stadium on Feb. 8, 2002. At that moment, the flotilla will have done its job
http://www.saltlake2002.com/news/659275.asp
Chevrolet's Olympic Torch City Celebration Tour will be going through North Texas December 12th 2001. I expect Gamecom/Ferris to get a lot of exposure when the torch comes to GAMZ home town. Check out the schedule below it will be a great chance to check out how awesome Gamecom/Ferris technology is.
http://www.salvationarmymtg.org/pages/torch-relayroute.htm
http://www.gamecominc.com/Letter_from_the_CEO/letter_from_the_ceo_08_13_01.htm
Take Care,
Greg
Chevrolet's Olympic Torch City Celebration Tour will be going through North Texas December 12th 2001. I expect Gamecom/Ferris to get a lot of exposure when the torch comes to GAMZ home town. Check out the schedule below it will be a great chance to check out how awesome Gamecom/Ferris technology is.
http://www.salvationarmymtg.org/pages/torch-relayroute.htm
Take Care,
Greg
Weekly: GAMZ (gemmerling)
Dennis - I don't want to be simplistic here but the more money GAMZ can secure the more systems they can build and place. Their revenue sharing agreement model will allow easy placement of their systems. If they can ever get the stock price and volume up they can access the 15 Million Swartz equity line. I am betting they can get the money they seek to continue to the next stage of their business plan. As far as the suit it is really a non-issue to GAMZ it may take awhile to win but I don't see anyway GAMZ can lose unless ETPI is able to bribe the judge LOL. Lets hope GAMZ was holding back news due to the holiday week.
June 5th 2000 - Business plan letter from Kelly. It may have changed a little with the merger but they got the 1 Million from Olympic and if they can't access the Swartz line due to the pitiful low stock price and volume then they will probably seek additional capital elsewhere.
Friends and shareholders:
I've attached this morning's press release which cleared a few minutes ago. I hope you will be pleased when you read it.
I don't think it is an overstatement to say that this release, except perhaps for the one announcing GameCom becoming fully-reporting and fully-compliant, represents probably the most important news in the history in the company. This is indeed a a threshold point to reflect upon.
Ther directors and I worked very hard negotiating and finalizing this financing with Swartz Private Equity, LLC. Of all the investment banking firms with whom we visited and from whom we received offers, this was far and away the most attractive package available. This deal with Swartz was the one we wanted all along, and we are very proud to announce it to you.
When we first started seeking growth capital, we were only seeking $1 million, as we didn't want to give away too many shares at today's values. We intended to obtain at this time only the minimal capital that was absolutely necessary to launch active marketing of the 'Net GameLink systems, and then seek $5 million or so later in the year when the company was a bit more viable, and thus pay for the money with what we certainly intend to be higher-priced shares.
However, the Swartz deal gives us the best of both worlds. We have secured $15 million, which will allow the company to fully implement our business plan. However, the extremely attractive part of the deal is we draw down the money when we need the funds, and we pay for the shares at such time at the then-market price.
In addition, the relationship will bring us additional benefits, such as a continuing relationship with their analysts. I was very impressed when I visited at Swartz's offices, and we did quite a bit of background due diligence on Swartz and the companies they invested in. We tracked those companies' performance after their deals with Swartz were announced, and I talked to probably 10 CEOs whose companies had a relationship with Swartz. I believe we are very fortunate to have entered into this relationship, which is much deeper than merely what is obvious on the surface.
I believe my words in the release say it best: "This $15,000,000 agreement catapults GameCom into a new and viable financial category, and allows the company to aggressively implement the marketing and sale of 'Net GameLink entertainment systems."
As always, I appreciate your confidence and interest in GameCom, and please feel free to contact me should you have any questions.
--Kelly Jones, CEO
Take Care,
Greg
Al - I think GAMZ will complete one of those imminent deals this year. Usually the bigger the deal the longer it takes to complete. I have complete confidence that GAMZ will announce somemore deals before the end of the year. I don't have confidence that the stock price will react like it is suppose to. Time will tell.
Take care,
Greg
Al,
As of 11/15/2001 the date of the letter below GAMZ still has several major initiatives currently under negotiation. The way I see it if they close just one of them the market should respond positively and the stock price will hopefully rise. It is pretty frustrating to see the company close the merger and wind up 100 times better then they were before company wise and the stock price drop.
Letter from the CEO - 11/15/01
Friends and shareholders:
Attached please find this evening's press release addressing GameCom/Ferris' third quarter 10-Q, filed earlier today.
From my perspective, this filing marks a threshold point in our company's evolution.
This represents our first post-merger filing, and reflects where your "new" combined company was financially as of the close of the third quarter. The 10-Q obviously shows that we have brought in the former Ferris revenue, and accompanying that revenue and opportunity, is the former Ferris debt.
You can analyze the accounting numbers any way you choose, and we most definitely believe you should analyze the objective quarterly report in your continuing investment decisions regarding GameCom/Ferris.
However, what the raw numbers don't show, and what is not reflected in the objective "Management's Discussion and Analysis" portion of the quarterly report, is our subjective evaluation of the prospects for the future of the company. As indicated by my comments in the press release, I am more excited about our current opportunities than ever before.
It's a very opportune time to take a look at where we are.
First, it means that the merger is done. We still have a few "clean-up" matters to attend to, but we're representing to both the SEC and to you that the merger is completed. This means that the transition of GameCom from a conceptual company with exciting R&D to an operating company with recurring revenue is complete. Now, we can begin the process of being judged in the eyes of the investment community on business fundamentals. Although we are most definitely still an emerging company, we've started the transition to being held accountable for our financial projections.
Second, it means that Ferris' technology, recurring revenue, and valuable business relationships, are ours to exploit. As I mentioned in the shareholder conference call, we have several major initiatives currently under negotiation, any of which could immediately transform our company and our financial situation.
Our goal is to quickly broaden the awareness of our immersive virtual reality and public-gaming kiosk technology in more markets. We know what we can do in the entertainment/amusement industry, where we have a proven track record of success, and where we can make accurate revenue projections based on foot traffic. Look for expansion in the theme parks during 2002, as well as some very high-profile custom applications.
However, a far more lucrative target is the $93 billion promotional/advertising market, where we're making continued headway. Last year's Buick LeSabre project continues to pay dividends, as evidenced by the Chevrolet and Red Baron Pizza projects. We can only surmise that Chevrolet and the Salt Lake Organizing Committee were pleased with our recently-delivered virtual reality ski jump experience, based on our recent announcement that we are sending our new Universe VR 720 entertainment systems to the Olympic Village. We are of the strong opinion that our penetration of this market will progress exponentially with exposure.
We now have a toehold into the educational market, as indicated by last week's announcement that we will be placing virtual reality entertainment systems at the Science Center of Virginia. Again, exposure is calculated for greater market penetration.
Perhaps most significantly, the sad and tragic events of September 11th have catapulted us into the training/simulation market. We had already conducted preliminary discussions with law enforcement authorities regarding our capabilities in judgmental use of force training, and we had expected to begin to enter this market during 2003. However, post-September 11th the interest in our products has been almost overwhelming. We continue in very high-level discussions regarding our technology, and how it is uniquely qualified for the most realistic training available in the detection and mitigation of risk regarding homeland security.
The anticipated Olympic Holdings funding will give us the opportunity to both address some debt issues and to pursue these initiatives.
Yes, Ferris brings us a challenging debt load. However, as we analyzed Ferris' financials and evaluated the accompanying debt, the core question we kept coming back to was: "Could we achieve Ferris' dominant technology with $5 million of R&D?" The answer, over and over, was: "No, not even close." Thus, we continue to view the newly-acquired debt in an "R&D" vein, in that we assumed $5 million in debt to acquire the world's dominant and most-exciting technology in an industry that PC Magazine only two months ago predicted "will profoundly impact our lives over the next 20 years."
Would we do it again? In a heartbeat.
Make no mistake, we still have work to do, and there is no shortage of dangerous challenges. However, we've never been so confident, as we've never had this many tools in our toolbox.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Lets hope for the best next week.
Greg
November 18, 2001: Harry Potter Magic and Fidelity Select Technology Update:
Market Commentary: This just in, another terrific week on Wall Street is now followed by the magical escapism of the first Harry Potter Movie. And what a movie it must be! Not only are many pundits predicting this movie will break all former box office records but the phenomenon and other toy related sales may also actually help the economy to avoid a deeper recession. Retail sales were already up a record 7.1% in October before the release of Harry Potter. This week we give you a list of some of those stocks that are already benefiting from the movie release. Be careful though because some of these smaller companies may offer you little more than the illusion of a good investment. Perhaps there will be some good future shorting opportunities here on our Harry Potter Stock List.
Suppose you had a crystal ball and could determine what some of the best performing technology stocks of 2002 will be in advance. Impossible you say! Well, maybe you can at least narrow the field a bit because we have now updated our Fidelity Select Technology Portfolio List to show the fund's stocks as of August 31, 2001. Why not run a searches on these stocks and the stocks on our Stock Buyback List to help select companies that both the fund and individual companies may be purchasing. If we do get a recovery these might just be some of the best performing technology stocks throughout the next Bull Market.
Yes Harry Potter the consumer is still out there spending his hard earned dollar while we wait for further signs of an economic recovery. Now don't get us wrong, we do believe that recovery is coming but we also believe that technology stocks in general have come an awful long way in a short period of time. Okay we have been asking for a pullback for weeks, and have been wrong so perhaps we are due, and perhaps not. What if the whimsical thinking that an economic recovery will actually take place by the second half of 2002 is actually right? If that is true then any pullbacks must be looked at as buying opportunities because we have already entered a new Bull Market.
Not so fast my friends.
Unfortunately from a technical standpoint we cannot yet support this point of view. Looking at our closely watched Semiconductor Index we continue to see reason to be cautious. Applied Materials released earnings after the close on Wednesday. As we expected both their earnings and outlook were less than spectacular. At this point both the SOX and AMAT have fallen a few percentage points from impressive recovery highs. That being said the SOX is up 54% since its bottom as of the close on Friday and the recent pullback has been very meager. Unfortunately neither ever broke through resistance points put in place at former support prior to 9-11. Once again we remind our readers that the NASDAQ cannot be expected to rise without strength in the semiconductors. We are ready to climb on the Bull Market bandwagon if the NASDAQ can break through its 200 day moving average currently near 1980. Once again we do not see that happening without a continued climb of the SOX Index. If the SOX rallies above resistance then the NASDAQ is sure to follow.
So what happened last week?
On the week the Dow rose 2.7% while the NASDAQ gained 3.7%. The broader S&P 500 rose 1.7% on the strength of higher retail sales, good news on the warfront and the feeling that an economic recovery could be closer at hand than previously thought. Of interest this week was the return of IPO's to the market. Successful IPO's will be an integral part of any stock market recovery. Weight Watchers led a trio of offerings on Thursday and the stock fattened up nicely. Keep an eye on the IPO market. If we are indeed entering a new Bull Market then we will surely be seeing many more successful ventures.
So what happened on Friday?
The one day industry action on Friday was interesting to say the least. Energy related industries were up after a rough week perhaps foreshadowing a good week ahead for these stocks in general. Technology stocks were mixed as some trends strengthened on hopes for a future economic recovery. Perhaps the strongest continuation was among the PDA Stocks. PALM and HAND gapped higher on Friday capping an incredible week on Wireless Hopes. Of course these were not the only strong technology stocks Friday and the technology sector actually rose 4.9 % over the course of the week. Looking at a broader overview of the market you will find the some of the strongest industries (Data supplied by Market Guide, our Bull Sector Lists, and our own Bull Sector Indexes) from last Friday with the best and worst performers marked in bold if they were up or down more than 4% here:
Up: Aerospace & Defense, Airlines, B2B, Communications Equipment, Drugs, Fiber Optics Components, Food Safety, Footwear, Hardware, Harry Potter, Home Healthcare, Natural Gas, Networking, Oil, Oil Services, PDA's, Photography, Railroads, RV's, Telecom Equipment, Tires, Tobacco, Travel, Utilities, Waste Management, Wireless
Down: Banks, Brokerages, Computers, Disk Drive, Gold, Iron & Steel, Hospitals, Insurance, Retail, Semiconductors, Software, Utilities
Hottest Sectors Last Week: These are some of the hottest industries and sectors from the last week (with a One Day Delay) from CBS MarketWatch and BigCharts. Last week (until Friday) anything associated with energy was basically beat down as energy prices continued to fall. On the plus side were Consumer Cyclical Sector up 6.5% on the week. The individual industry strength was led by an over 16% gain by the stocks in the Tires Industry. Also on the rise were Airline Stocks which after so much damage were ready to take flight again! Lower energy costs are an imperative for an actual economic recovery. Right now we it appears that we have both lower energy costs and tame inflation according to the CPI numbers for October. Still keep your eyes open for the continued yo-yo effect we have been seeing with energy stocks. Last week the stocks were higher on a predicted OPEC output cut. Energy prices fell this week and so did energy stocks. What will this week bring us and what longer term trends are in place? It's a safe bet that as long as we win the war on terrorism we will also but a lid on rising energy costs. Take a minute and look through the sectors covered by CBS MarketWatch and BigCharts throughout the various time periods. You might also want to check Barcharts.com for their listing of Industry Strength. The time spend there will help familiarize you with where we are now in the market. We are adding new lists almost daily to reflect these industries at the Bull Sector.
Now on to our new lists below:
The Harry Potter Stock List
On this list you will find some of the companies poised to benefit from the hugely successful Harry Potter books and movie. You may be interested in our broader Toys List, our Toy & Hobby Store List, our Entertainment Stock List, our Recreational Products List and our Video Game List.
GAMZ is on this list....
http://www.bullsector.com/videogames.html
AOL ENC ERTS GRIN HAS LRNS KO MAT SDRV SCHL TOY
AOL through TOY
The Fidelity Select Technology Stock List
Commercial Services - 2.7%
BSYS CEFT CEN DST FDC TSG
BSYS through TSG
Fidelity lowered its holdings in the Communications Equipment Sector but added several new stocks to their portfolio.
Communications Equipment - 16.0%
AVCT BRCD CIEN CMVT CSCO DITC ETS EXTR FNSR JDSU JNPR MOT ONIS PLCM QCOM RBAK RSTN SFA SONS SCMR TELM TERN
AV CT through TERN
Fidelity holds a smaller percentage of holdings in this broad category.
Computers & Peripherals - 8.6%
CPQ DELL EMC IBM LINK MXO NTAP NTT DSS SUNW
CPQ through SUNW
Fidelity just added this category.
Electrical Equipment - 0.7%
BHE VSH
BHE through VSH
Fidelity just added this category.
Electronic Equipment & Instruments - 3.9%
A ARW AVT FLEX IM JBL MERX MNY.TO SANM TECD TEK
A through TEK
Fidelity just added this category.
Internet & Catalog Retail - 1.0%
EBAY NSIT
EBAY through NSIT
Fidelity just added this category.
Internet Software & Services - 0.7%
ARBA HOMS NETE VRSN
ARBA through VRSN
Fidelity just added this category.
IT Consulting & Services - 1.2%
ACS CSC SDS
ACS through SNGD
Fidelity just added this category.
Media (Interactive TV) - 2.1% - AOL GMST
AOL through GMST
Fidelity just added this category.
Semiconductor Equipment & Products - 29.1%
AMD AGRa ALTR AMKR ADI AMAT AMCC ASML ACLS CHRT CHPC CNXT CY DPMI ELNT FCS HELX IBIS ICST IDTI INTC ISIL KLAC KLIC LRCX LSCC LLTC LSI MRVL MIPS MIPSB NSM PDFS RFMD SMTC SLAB TSM TER TXN VSEA VIRL VTSS XLNX
AMD through XLNX
Fidelity just added this category.
Software - 26.3%
ADBE BEAS CDN CTXS CA CPWR JDEC MSFT NATI NTIQ NETA NMTC NVDA ORCL PSFT PRGN RSYS SY TTWO VAST VRTS
ADBE through VRTS
Final Commentary:
We are anxiously awaiting some clues from the market this week. Will we break through upside resistance to begin a new Bull Market? Will the market begin to pull back and confirm that we still remain firmly entrenched in Bear Market territory? No matter what happens we at the Bull Sector wish you all the happiest of all holiday seasons. We would especially like to thank those of you who have shared the site with others.
Happy Thanksgiving Everyone!
That's about it for this week. Please be careful using margin and invest responsibly by keeping stops in place. You might want to stay abreast of this week's Calendar of Events:
Earnings Calendar l Economic Calendar I Splits Calendar l Conference Call Calendar l IPO Calendar
To subscribe or unsubscribe to this e-mail newsletter please contact us here with a written request.
Please visit the Bull Sector: http://www.bullsector.com for more information
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Disclaimer: Investing in stock market can be extremely risky. The authors of this site are not connected with the financial industry and nothing here should be construed as giving financial advice. While the authors of this site have not be compensated in any form for the due diligence provided here we do own shares in many of the stocks we feature here. Any or all of these shares may be sold at any time without warning. Prospective investors should contact a suitably qualified financial advisor. No warranty or guarantee is given regarding the accuracy, reliability, veracity, or completeness of the information provided here or by following links from this page, and under no circumstances will the author or service provider be liable for any loss including but not limited to direct, indirect, incidental, special or consequential damages caused by using the information, or as a result of the risks inherent in the stock market.
Competitors play Quake III during a QuakeCon computer game competition in Mesquite, Texas, in August. Companies like Intel are spending up to $1 million a year to sponsor game tournaments like QuakeCon.
Gamecom has been to these tournaments in the past here is a post about them.
http://ragingbull.lycos.com/mboard/boards.cgi?board=GAMZ&read=10249
Link to article:
http://www.msnbc.com/news/621891.asp#BODY
Cyberathletes
have got game
Young stars win lucrative video game endorsements
ASSOCIATED PRESS
November — Jonathan “Fatality” Wendel lives with his parents, plays computer games for eight hours a day and has just landed a six-figure deal to endorse high-tech products as a “cyberathlete.”
WENDEL, 20, AND OTHERS like him are breaking new ground for the multibillion-dollar electronic games industry, which hopes to leverage a growing corps of PC warriors to elevate tournament-based gaming to a professional sport complete with teams, talent agents and lucrative endorsement deals.
Companies including Intel Corp., mouse-maker Logitech Inc. and router company Linksys are spending up to $1 million a year to sponsor game tournaments like QuakeCon in Mesquite, Texas, which in August drew 3,000 people and offered $45,000 in cash to the three top players of the popular game “Quake III: Arena” by id Software.
The corporate players are eager to cash in on video gaming’s huge popularity. The Interactive Digital Software Association says 145 million U.S. residents play PC or video games.
“That is more than there are golfers in the world,” estimates Mike Barnes, a St. Louis agent who represents Wendel.
The sponsorship strategy is proving an effective way for the troubled tech sector to get its name in front of teens and twentysomethings without spending millions of dollars on TV spots or magazine spreads.
It also gives companies a way to demonstrate the practical uses of their technology by creating a sort of weekend-long infomercial for microchips, peripherals and other hardware.
The pro gaming events often draw thousands of raucous spectators who crowd inside warehouse-sized spaces to stage their own amateur competitions. While the amateurs “frag” each other in fierce competitions over several days, the pros battle each other for cash in the next room, eliminating each other until only two are left.
The finalists then take the stage for matches displayed on giant screens for a crowd that industry officials say can include several tens of thousands of online spectators.
“It’s a chance to get away,” said Michael Billingsley, a 31-year-old Houston resident who sports a goatee and recently endured a four-hour drive with eight friends to attend his second QuakeCon. “It’s just exciting to see how good some guys are. A few are simply incredible.”
NVidia Corp., a graphics chip maker in Santa Clara, spends as much as $100,000 a year to back such tournaments.
It’s hard to calculate the return on such an investment, said spokesman Derek Perez of NVidia, which had $735.3 million in sales last year. But it does generate buzz about the company.
The tourneys, which are also popular among young people in Korea and Europe, help power an industry whose U.S. sales increased from $5.1 billion in 1997 to $7.8 billion in 2000, according to the Interactive Digital Software Association.
Lots of the competition takes place in the Dallas-based Cyberathlete Professional League, a 4-year-old private business that stages tournaments worldwide. Cash prizes provided by corporate sponsors will total $500,000 this year, according to league founder Angel Munoz, a former investment banker.
“I felt I could launch an organization that could elevate gaming into a pro sport,” Munoz said. “The events get larger and larger.”
Longs let’s talk about GAMZ….
I have been in this investment a long time and I have watched the company develop from a company with revenues close to zero to a company that could possibility make 5 Million in revenue this year.
Pros
1. Gamecom/Ferris is the leader in their field and have the best virtual reality technology in the industry.
2. They have stable revenues from their theme park locations that should increase next year when they introduce their new VR 720 product.
3. They have already recently completed projects for big companies such as Chevrolet and Red Baron. Chevrolet was so impressed with their product that they wanted them to place their VR 720 product in their Olympic Village. This deal should generate other big deals like their General Motors experience generated the Chevrolet and Red Baron deals.
4. Gamecom/Ferris could also generate revenue from upgrading their existing experiences for previous clients.
5. They are now starting to place their products in Museums, which should produce decent revenue for the company.
6. They build their own systems, which will kept their costs down and increase their profits. Since they build their own equipment, they can get the most out of their existing equipment through in house upgrades. They will also try to use their current equipment, which is currently used seasonally in theme parks all year round, which should produce additional revenue for the company.
7. They have already entered the following markets:
a. $93 billion promotional/advertising market.
b. The museum and science center educational industry.
c. $2 billion video game business.
8. They also plan to enter the $453 million training/simulation market.
9. They have some major deals in the works that could immediately transform the company’s financial situation.
Cons
1. Ferris has a 5 Million-debt load due to their research and development costs that needs to be addressed soon. The company will use the 1 million dollar funding from Olympic to restructure their debt and build new systems for expansion.
2. The company hasn’t gotten any new investor interest yet that has been reflected in their stock price. There isn’t much selling but there isn’t much buying either. As more deals are announced there may be more interest in this stock.
These seem to be the key issues.
Take Care,
Greg
GameCom Inc. to send virtual reality system to Winter Games
11/6/2001 12:37:00 PM
By Scott Boyter
GameCom Inc. (OTC BB: GAMZ), an Arlington company that makes virtual reality entertainment systems, Nov. 6 announced it is sending a virtual ski jump game to the 2002 Olympic Winter Games.
The ski jump game is part of GameCom’s Universe VR 720 and will be housed in the Olympic Village ski lodge at Park City, Utah. The system will be in the Park City area from mid-November until March 2002. The ski jump experience will take 4.5 minutes and incorporate sight, sound, smell and touch according to the announcement. The game was created by placing a camera system on a ski jumper during practice runs at the Park City facility and then digitizing the filmed content. The effect of the virtual experience, according to the company, will be similar to making a 120K Olympic-quality jump.
"(We are) proud to display (our) leading-edge technology at such a prestigious international venue," said Lance Loesberg, GameCom vice president, in the announcement. "We will receive worldwide exposure with this high-profile placement of our product."
VR 720 systems are found in major entertainment venues such as Busch Gardens and Six Flags. According to GameCom chief executive L. Kelly Jones, the company expects the ski lodge implementation to generate about $150,000 in revenue during the Games.
http://www.dfwtechbiz.com/displayarticledetail.asp?art_id=51881&search=gamecom+
Hi All I agree with everyone's comments. If GAMZ closes just one of the major deals they are working on right now their financial situation will greatly improve. These comments from Kelly give us a glimpse of what is to come.
"As I mentioned in the shareholder conference call, we have several major initiatives currently under negotiation, any of which could immediately transform our company and our financial situation."
"However, a far more lucrative target is the $93 billion promotional/advertising market, where we're making continued headway. Last year's Buick LeSabre project continues to pay dividends, as evidenced by the Chevrolet and Red Baron Pizza projects. We can only surmise that Chevrolet and the Salt Lake Organizing Committee were pleased with our recently-delivered virtual reality ski jump experience, based on our recent announcement that we are sending our new Universe VR 720 entertainment systems to the Olympic Village. We are of the strong opinion that our penetration of this market will progress exponentially with exposure."
"We now have a toehold into the educational market, as indicated by last week's announcement that we will be placing virtual reality entertainment systems at the Science Center of Virginia. Again, exposure is calculated for greater market penetration."
"However, post-September 11th the interest in our products has been almost overwhelming. We continue in very high-level discussions regarding our technology, and how it is uniquely qualified for the most realistic training available in the detection and mitigation of risk regarding homeland security."
``In looking at Ferris' historical operating results, we knew its revenue growth had plateaued as it faced the challenges of matching capital with expanding market opportunities. Now that we have assumed financial control, and through public markets have access to growth capital, we believe we can achieve sustained quarter-to-quarter revenue growth, and, in the near term, profitability. In fact, based upon initiatives currently under negotiations, we are confident of our future.'
``Those initiatives include 1) an expedited entry into the training and simulation market, with a particular focus on Homeland Security and governmental operatives, 2) pursuit of our new initiative into the educational market, as evidenced by our recently announced agreement with the Science Center of Virginia, and 3) continued advancement into the $93 billion promotional/advertising market, as evidenced by our recent agreement to feature our recently completed Chevrolet virtual reality ski jump experience at the Olympic Ski Village.
``We have very high expectations for GameCom/Ferris in 2002. We have been positioning the company for this opportunity, and we're very pleased that so many of our stockholders have seen our potential, and are ready to participate in our future success.'
Take Care,
Greg
GameCom Announces Third-Quarter Results
Friends and shareholders:
Attached please find this evening's press release addressing GameCom/Ferris' third quarter 10-Q, filed earlier today.
From my perspective, this filing marks a threshold point in our company's evolution.
This represents our first post-merger filing, and reflects where your "new" combined company was financially as of the close of the third quarter. The 10-Q obviously shows that we have brought in the former Ferris revenue, and accompanying that revenue and opportunity, is the former Ferris debt.
You can analyze the accounting numbers any way you choose, and we most definitely believe you should analyze the objective quarterly report in your continuing investment decisions regarding GameCom/Ferris.
However, what the raw numbers don't show, and what is not reflected in the objective "Management's Discussion and Analysis" portion of the quarterly report, is our subjective evaluation of the prospects for the future of the company. As indicated by my comments in the press release, I am more excited about our current opportunities than ever before.
It's a very opportune time to take a look at where we are.
First, it means that the merger is done. We still have a few "clean-up" matters to attend to, but we're representing to both the SEC and to you that the merger is completed. This means that the transition of GameCom from a conceptual company with exciting R&D to an operating company with recurring revenue is complete. Now, we can begin the process of being judged in the eyes of the investment community on business fundamentals. Although we are most definitely still an emerging company, we've started the transition to being held accountable for our financial projections.
Second, it means that Ferris' technology, recurring revenue, and valuable business relationships, are ours to exploit. As I mentioned in the shareholder conference call, we have several major initiatives currently under negotiation, any of which could immediately transform our company and our financial situation.
Our goal is to quickly broaden the awareness of our immersive virtual reality and public-gaming kiosk technology in more markets. We know what we can do in the entertainment/amusement industry, where we have a proven track record of success, and where we can make accurate revenue projections based on foot traffic. Look for expansion in the theme parks during 2002, as well as some very high-profile custom applications.
However, a far more lucrative target is the $93 billion promotional/advertising market, where we're making continued headway. Last year's Buick LeSabre project continues to pay dividends, as evidenced by the Chevrolet and Red Baron Pizza projects. We can only surmise that Chevrolet and the Salt Lake Organizing Committee were pleased with our recently-delivered virtual reality ski jump experience, based on our recent announcement that we are sending our new Universe VR 720 entertainment systems to the Olympic Village. We are of the strong opinion that our penetration of this market will progress exponentially with exposure.
We now have a toehold into the educational market, as indicated by last week's announcement that we will be placing virtual reality entertainment systems at the Science Center of Virginia. Again, exposure is calculated for greater market penetration.
Perhaps most significantly, the sad and tragic events of September 11th have catapulted us into the training/simulation market. We had already conducted preliminary discussions with law enforcement authorities regarding our capabilities in judgmental use of force training, and we had expected to begin to enter this market during 2003. However, post-September 11th the interest in our products has been almost overwhelming. We continue in very high-level discussions regarding our technology, and how it is uniquely qualified for the most realistic training available in the detection and mitigation of risk regarding homeland security.
The anticipated Olympic Holdings funding will give us the opportunity to both address some debt issues and to pursue these initiatives.
Yes, Ferris brings us a challenging debtload. However, as we analyzed Ferris' financials and evaluated the accompanying debt, the core question we kept coming back to was: "Could we achieve Ferris' dominant technology with $5 million of R&D?" The answer, over and over, was: "No, not even close." Thus, we continue to view the newly-acquired debt in an "R&D" vein, in that we assumed $5 million in debt to acquire the world's dominant and most-exciting technology in an industry that PC Magazine only two months ago predicted "will profoundly impact our lives over the next 20 years."
Would we do it again? In a heartbeat.
Make no mistake, we still have work to do, and there is no shortage of dangerous challenges. However, we've never been so confident, as we've never had this many tools in our toolbox.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Wednesday November 14, 10:12 pm Eastern Time
Press Release
SOURCE: GameCom Inc.
GameCom Announces Third-Quarter Results
ARLINGTON, Texas--(BUSINESS WIRE)--Nov. 14, 2001--GameCom Inc. (OTCBB:GAMZ - news) today announced the unaudited results for the third quarter of its fiscal year 2001 ended Sept. 30, 2001.
In September 2001, GameCom completed the acquisition of Ferris Productions Inc., a leading developer and operator of virtual reality systems. The acquisition was accounted for as a pooling of interests.
Due to the nature of a pooling of interests transaction, GameCom is required to report the combined net revenues and net loss of Ferris Productions Inc. for the year 2000, and through the third quarter of 2001, on a pro forma historical basis, as if the companies had already been combined. With the acquisition of Ferris, GameCom is now referred to as GameCom/Ferris.
Net revenues for the third quarter of fiscal year 2001 were $941,672, compared to $1,088,519 in the third quarter of fiscal year 2000. The net loss for the quarter was $649,384, or a loss of $0.02 per share, compared to a net loss of $270,721, or a loss of $0.01 per share, in the third quarter of fiscal year 2000. The weighted average number of common shares outstanding for the three months ended Sept. 30, 2001, was 31,791,572, compared to 29,972,161 for the same period in 2000.
Net revenues for the nine months ended Sept. 30, 2001, were $2,313,790, compared to $2,485,173 for the nine months ended Sept. 30, 2000. The net loss for the current nine months was $2,011,698, or a loss of $0.06 per share, compared to a net loss of $807,122, or a loss of $0.03 per share, during the same period a year ago. The weighted average number of common shares outstanding for the nine months ended Sept. 30, 2001, was 31,414,243, compared to 29,922,358 for the same period in 2000.
Commenting on the quarter's results, L. Kelly Jones, GameCom/Ferris' chief executive officer, stated: ``With the acquisition of Ferris Productions in September 2001, we transitioned from a development stage company to an operating company. We now possess an exciting product line, leading-edge technologies, an established, high-profile customer base, and with the acquisition have positioned GameCom/Ferris as the recognized leader in immersive virtual reality.
``PC Magazine only two months ago proclaimed virtual reality as one of the 10 technologies most likely to `profoundly affect our lives over the next 20 years,' and our company is now the leader in this exciting and innovative technology.
``In looking at Ferris' historical operating results, we knew its revenue growth had plateaued as it faced the challenges of matching capital with expanding market opportunities. Now that we have assumed financial control, and through public markets have access to growth capital, we believe we can achieve sustained quarter-to-quarter revenue growth, and, in the near term, profitability. In fact, based upon initiatives currently under negotiations, we are confident of our future.''
Jones continued: ``With the distraction and expense of the acquisition behind both companies, and with funds now available from our favorable financing, GameCom/Ferris' focus is solely on exploiting those present market opportunities which are most advantageous for the company.
``Those initiatives include 1) an expedited entry into the training and simulation market, with a particular focus on Homeland Security and governmental operatives, 2) pursuit of our new initiative into the educational market, as evidenced by our recently announced agreement with the Science Center of Virginia, and 3) continued advancement into the $93 billion promotional/advertising market, as evidenced by our recent agreement to feature our recently completed Chevrolet virtual reality ski jump experience at the Olympic Ski Village.
``We have very high expectations for GameCom/Ferris in 2002. We have been positioning the company for this opportunity, and we're very pleased that so many of our stockholders have seen our potential, and are ready to participate in our future success.''
Third-Quarter Summary
In August 2001, GameCom announced that Konrad Kuhn, of Kon-Lin Research and Analysis Corp. named GameCom as Kon-Lin's acclaimed ``Featured Stock of the Month.'' Also in August, GameCom announced that Ferris would produce and manufacture Chevrolet's Olympic Torch City Celebration Tour, scheduled to take place in November 2001, in Park City, Utah.
On Sept. 21, 2001, GameCom placed $1 million in convertible debentures with Olympic Holdings L.L.C. in order to secure the funding needed for future expansion. On Sept. 24, 2001, GameCom's shareholders approved the merger with Ferris Productions Inc.
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick and Red Baron Pizza.
Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and online gambling.
For more information on GameCom/Ferris, visit www.GameComFerris.com and www.FerrisVR.com. Additional information on the company's stock can be obtained at www.magnumfinancial.com.
This news release contains certain forward-looking statements. Forward-looking statements are generally preceded by the words such as ``plans,'' ``expects,'' ``believes,'' ``anticipates,'' or ``intends.'' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom/Ferris urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
GAMECOM INC.
CONSOLIDATED STATEMENT OF OPERATIONS
(Unaudited)
Three months ended Nine months ended
September 30, September 30,
2001 2000 2001 2000
Revenue
Theme parks
and arcades $ 889,622 $ 901,904 $ 1,442,679 $ 1,595,712
Custom applications
and other 52,050 186,615 871,111 889,461
Total revenue 941,672 1,088,519 2,313,790 2,485,173
Cost of sales
and services 226,732 204,113 892,175 891,313
Gross Profit 714,940 884,406 1,421,615 1,593,860
Operating expenses
Selling, general &
administrative 855,774 774,605 2,096,240 1,676,456
Depreciation &
amortization 151,345 146,391 454,036 421,291
Loss from operations (292,179) (36,590) (1,128,661) (503,887)
Other income (expense) (357,205) (285,679) (883,037) (758,384)
Loss before
extraordinary item (649,384) (322,269) (2,011,698) (1,262,271)
Extraordinary item:
Gain from
extinguishment of debt -- 51,548 -- 455,149
Net Loss $ (649,384) $ (270,721) $(2,011,698) $ (807,122)
Basic and diluted net
loss per share before
extraordinary item $ (0.02) $ (0.01) $ (0.06) $ (0.04)
Extraordinary item -- 0.00 -- 0.01
Basic and diluted net
loss per share after
extraordinary item $ (0.02) $ (0.01) $ (0.06) $ (0.03)
Weighted average
number of common
shares outstanding 37,791,572 29,972,161 31,414,243 29,922,358
GAMECOM INC.
CONSOLIDATED BALANCE SHEET
(Unaudited)
Sept. 30, Dec. 31,
2001 2000
ASSETS
Cash and equivalents $ -- $ 6,135
Accounts receivable 129,707 159,922
Other current assets -- 72,358
Total current assets 129,707 238,415
Property & equipment, net 900,116 1,316,325
Other assets 203,405 185,400
Total assets $ 1,233,228 $ 1,740,140
LIABILITIES & STOCKHOLDERS' EQUITY
Accounts payable $ 915,979 $ 737,057
Notes payable, current 1,107,059 604,133
Current portion of long-term debt 3,607,780 1,043,789
Other current liabilities 839,759 716,545
Total current liabilities 6,470,577 3,101,524
Notes payable -- 538,667
Long-term debt 516,663 2,330,667
Total liabilities 6,987,240 5,970,858
Redeemable common stock 3,891 3,891
Stockholders' deficit (5,757,903) (4,234,609)
Total liabilities and
stockholders' deficit $ 1,233,228 $ 1,740,140
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group LLC, Los Angeles
Michael S. Manahan, 213/488-0443
mike@magnumfinancial.com
[/PRE]
GameCom Announces Third-Quarter Results
Friends and shareholders:
Attached please find this evening's press release addressing GameCom/Ferris' third quarter 10-Q, filed earlier today.
From my perspective, this filing marks a threshold point in our company's evolution.
This represents our first post-merger filing, and reflects where your "new" combined company was financially as of the close of the third quarter. The 10-Q obviously shows that we have brought in the former Ferris revenue, and accompanying that revenue and opportunity, is the former Ferris debt.
You can analyze the accounting numbers any way you choose, and we most definitely believe you should analyze the objective quarterly report in your continuing investment decisions regarding GameCom/Ferris.
However, what the raw numbers don't show, and what is not reflected in the objective "Management's Discussion and Analysis" portion of the quarterly report, is our subjective evaluation of the prospects for the future of the company. As indicated by my comments in the press release, I am more excited about our current opportunities than ever before.
It's a very opportune time to take a look at where we are.
First, it means that the merger is done. We still have a few "clean-up" matters to attend to, but we're representing to both the SEC and to you that the merger is completed. This means that the transition of GameCom from a conceptual company with exciting R&D to an operating company with recurring revenue is complete. Now, we can begin the process of being judged in the eyes of the investment community on business fundamentals. Although we are most definitely still an emerging company, we've started the transition to being held accountable for our financial projections.
Second, it means that Ferris' technology, recurring revenue, and valuable business relationships, are ours to exploit. As I mentioned in the shareholder conference call, we have several major initiatives currently under negotiation, any of which could immediately transform our company and our financial situation.
Our goal is to quickly broaden the awareness of our immersive virtual reality and public-gaming kiosk technology in more markets. We know what we can do in the entertainment/amusement industry, where we have a proven track record of success, and where we can make accurate revenue projections based on foot traffic. Look for expansion in the theme parks during 2002, as well as some very high-profile custom applications.
However, a far more lucrative target is the $93 billion promotional/advertising market, where we're making continued headway. Last year's Buick LeSabre project continues to pay dividends, as evidenced by the Chevrolet and Red Baron Pizza projects. We can only surmise that Chevrolet and the Salt Lake Organizing Committee were pleased with our recently-delivered virtual reality ski jump experience, based on our recent announcement that we are sending our new Universe VR 720 entertainment systems to the Olympic Village. We are of the strong opinion that our penetration of this market will progress exponentially with exposure.
We now have a toehold into the educational market, as indicated by last week's announcement that we will be placing virtual reality entertainment systems at the Science Center of Virginia. Again, exposure is calculated for greater market penetration.
Perhaps most significantly, the sad and tragic events of September 11th have catapulted us into the training/simulation market. We had already conducted preliminary discussions with law enforcement authorities regarding our capabilities in judgmental use of force training, and we had expected to begin to enter this market during 2003. However, post-September 11th the interest in our products has been almost overwhelming. We continue in very high-level discussions regarding our technology, and how it is uniquely qualified for the most realistic training available in the detection and mitigation of risk regarding homeland security.
The anticipated Olympic Holdings funding will give us the opportunity to both address some debt issues and to pursue these initiatives.
Yes, Ferris brings us a challenging debtload. However, as we analyzed Ferris' financials and evaluated the accompanying debt, the core question we kept coming back to was: "Could we achieve Ferris' dominant technology with $5 million of R&D?" The answer, over and over, was: "No, not even close." Thus, we continue to view the newly-acquired debt in an "R&D" vein, in that we assumed $5 million in debt to acquire the world's dominant and most-exciting technology in an industry that PC Magazine only two months ago predicted "will profoundly impact our lives over the next 20 years."
Would we do it again? In a heartbeat.
Make no mistake, we still have work to do, and there is no shortage of dangerous challenges. However, we've never been so confident, as we've never had this many tools in our toolbox.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Wednesday November 14, 10:12 pm Eastern Time
Press Release
SOURCE: GameCom Inc.
GameCom Announces Third-Quarter Results
ARLINGTON, Texas--(BUSINESS WIRE)--Nov. 14, 2001--GameCom Inc. (OTCBB:GAMZ - news) today announced the unaudited results for the third quarter of its fiscal year 2001 ended Sept. 30, 2001.
In September 2001, GameCom completed the acquisition of Ferris Productions Inc., a leading developer and operator of virtual reality systems. The acquisition was accounted for as a pooling of interests.
Due to the nature of a pooling of interests transaction, GameCom is required to report the combined net revenues and net loss of Ferris Productions Inc. for the year 2000, and through the third quarter of 2001, on a pro forma historical basis, as if the companies had already been combined. With the acquisition of Ferris, GameCom is now referred to as GameCom/Ferris.
Net revenues for the third quarter of fiscal year 2001 were $941,672, compared to $1,088,519 in the third quarter of fiscal year 2000. The net loss for the quarter was $649,384, or a loss of $0.02 per share, compared to a net loss of $270,721, or a loss of $0.01 per share, in the third quarter of fiscal year 2000. The weighted average number of common shares outstanding for the three months ended Sept. 30, 2001, was 31,791,572, compared to 29,972,161 for the same period in 2000.
Net revenues for the nine months ended Sept. 30, 2001, were $2,313,790, compared to $2,485,173 for the nine months ended Sept. 30, 2000. The net loss for the current nine months was $2,011,698, or a loss of $0.06 per share, compared to a net loss of $807,122, or a loss of $0.03 per share, during the same period a year ago. The weighted average number of common shares outstanding for the nine months ended Sept. 30, 2001, was 31,414,243, compared to 29,922,358 for the same period in 2000.
Commenting on the quarter's results, L. Kelly Jones, GameCom/Ferris' chief executive officer, stated: ``With the acquisition of Ferris Productions in September 2001, we transitioned from a development stage company to an operating company. We now possess an exciting product line, leading-edge technologies, an established, high-profile customer base, and with the acquisition have positioned GameCom/Ferris as the recognized leader in immersive virtual reality.
``PC Magazine only two months ago proclaimed virtual reality as one of the 10 technologies most likely to `profoundly affect our lives over the next 20 years,' and our company is now the leader in this exciting and innovative technology.
``In looking at Ferris' historical operating results, we knew its revenue growth had plateaued as it faced the challenges of matching capital with expanding market opportunities. Now that we have assumed financial control, and through public markets have access to growth capital, we believe we can achieve sustained quarter-to-quarter revenue growth, and, in the near term, profitability. In fact, based upon initiatives currently under negotiations, we are confident of our future.''
Jones continued: ``With the distraction and expense of the acquisition behind both companies, and with funds now available from our favorable financing, GameCom/Ferris' focus is solely on exploiting those present market opportunities which are most advantageous for the company.
``Those initiatives include 1) an expedited entry into the training and simulation market, with a particular focus on Homeland Security and governmental operatives, 2) pursuit of our new initiative into the educational market, as evidenced by our recently announced agreement with the Science Center of Virginia, and 3) continued advancement into the $93 billion promotional/advertising market, as evidenced by our recent agreement to feature our recently completed Chevrolet virtual reality ski jump experience at the Olympic Ski Village.
``We have very high expectations for GameCom/Ferris in 2002. We have been positioning the company for this opportunity, and we're very pleased that so many of our stockholders have seen our potential, and are ready to participate in our future success.''
Third-Quarter Summary
In August 2001, GameCom announced that Konrad Kuhn, of Kon-Lin Research and Analysis Corp. named GameCom as Kon-Lin's acclaimed ``Featured Stock of the Month.'' Also in August, GameCom announced that Ferris would produce and manufacture Chevrolet's Olympic Torch City Celebration Tour, scheduled to take place in November 2001, in Park City, Utah.
On Sept. 21, 2001, GameCom placed $1 million in convertible debentures with Olympic Holdings L.L.C. in order to secure the funding needed for future expansion. On Sept. 24, 2001, GameCom's shareholders approved the merger with Ferris Productions Inc.
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick and Red Baron Pizza.
Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and online gambling.
For more information on GameCom/Ferris, visit www.GameComFerris.com and www.FerrisVR.com. Additional information on the company's stock can be obtained at www.magnumfinancial.com.
This news release contains certain forward-looking statements. Forward-looking statements are generally preceded by the words such as ``plans,'' ``expects,'' ``believes,'' ``anticipates,'' or ``intends.'' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom/Ferris urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
GAMECOM INC.
CONSOLIDATED STATEMENT OF OPERATIONS
(Unaudited)
Three months ended Nine months ended
September 30, September 30,
2001 2000 2001 2000
Revenue
Theme parks
and arcades $ 889,622 $ 901,904 $ 1,442,679 $ 1,595,712
Custom applications
and other 52,050 186,615 871,111 889,461
Total revenue 941,672 1,088,519 2,313,790 2,485,173
Cost of sales
and services 226,732 204,113 892,175 891,313
Gross Profit 714,940 884,406 1,421,615 1,593,860
Operating expenses
Selling, general &
administrative 855,774 774,605 2,096,240 1,676,456
Depreciation &
amortization 151,345 146,391 454,036 421,291
Loss from operations (292,179) (36,590) (1,128,661) (503,887)
Other income (expense) (357,205) (285,679) (883,037) (758,384)
Loss before
extraordinary item (649,384) (322,269) (2,011,698) (1,262,271)
Extraordinary item:
Gain from
extinguishment of debt -- 51,548 -- 455,149
Net Loss $ (649,384) $ (270,721) $(2,011,698) $ (807,122)
Basic and diluted net
loss per share before
extraordinary item $ (0.02) $ (0.01) $ (0.06) $ (0.04)
Extraordinary item -- 0.00 -- 0.01
Basic and diluted net
loss per share after
extraordinary item $ (0.02) $ (0.01) $ (0.06) $ (0.03)
Weighted average
number of common
shares outstanding 37,791,572 29,972,161 31,414,243 29,922,358
GAMECOM INC.
CONSOLIDATED BALANCE SHEET
(Unaudited)
Sept. 30, Dec. 31,
2001 2000
ASSETS
Cash and equivalents $ -- $ 6,135
Accounts receivable 129,707 159,922
Other current assets -- 72,358
Total current assets 129,707 238,415
Property & equipment, net 900,116 1,316,325
Other assets 203,405 185,400
Total assets $ 1,233,228 $ 1,740,140
LIABILITIES & STOCKHOLDERS' EQUITY
Accounts payable $ 915,979 $ 737,057
Notes payable, current 1,107,059 604,133
Current portion of long-term debt 3,607,780 1,043,789
Other current liabilities 839,759 716,545
Total current liabilities 6,470,577 3,101,524
Notes payable -- 538,667
Long-term debt 516,663 2,330,667
Total liabilities 6,987,240 5,970,858
Redeemable common stock 3,891 3,891
Stockholders' deficit (5,757,903) (4,234,609)
Total liabilities and
stockholders' deficit $ 1,233,228 $ 1,740,140
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group LLC, Los Angeles
Michael S. Manahan, 213/488-0443
mike@magnumfinancial.com
[/PRE]
Hi Muel,
I am hoping that GAMZ will get noticed after they file their 10Q this week. I am expecting decent revenue numbers.
Take care,
Greg
Muel - Great article! thanks for posting it. "As the rookie in the $20 billion-a year gaming arena, Microsoft has earmarked $500 million to generate buzz for the Xbox, unleashing teaser television ads and serving up promotions in some 7,000 Taco Bell restaurants."
Maybe Gamecom/Ferris could do a VR experience for the XBOX and have Taco Bell logos in it. Gotta Love it!
Take Care,
Greg
GameCom/Ferris provides museum exhibits
GameCom/Ferris today announced that it has signed a contract with the Science Museum of Virginia to furnish educational virtual reality systems for the museum's exhibitions.
The exhibit will consist of two stand-up Universe VR 360s and two three-seat VR Sensory Theaters. The Universe 360, a customizable, 360-degree, immersive virtual reality system, will feature the Ancient Egypt Experience -- a realistic re-creation of ancient Egypt.
The VR Sensory Theaters will display SeaLife Adventure, an underwater tour of ocean life which will be integrated with a variety of sensations to immerse the participant into an underwater environment.
"From an operational standpoint, this contract reflects our efforts to deploy our `VR Zone' equipment on a year-round basis, minimizing the seasonality of the `VR Zone' revenue," said Steven Haag, GameCom/Ferris' vice-president of business development. "We are continuing our efforts to utilize all our VR equipment on a year-round basis."
Arlington, Texas-based GameCom/Ferris is the entity formed by the merger this year of GameCom Inc. and Ferris Productions of Phoenix. The company maintains an operations facility in the Valley.
http://phoenix.bcentral.com/phoenix/stories/2001/11/05/daily58.html
Arch - It appears that GAMZ has lots of news to release there are lots of museums out there:) Check out this article.
Museums next for GameCom
• 08 November 2001
ARLINGTON, Texas - GameCom/Ferris, a manufacturer of virtual reality systems, said it is entering the educational and museum market with the installation of two products at the Science Museum of Virginia in Richmond, Va.
L. Kelly Jones, president of the Texas firm, said in a company news release that the company has initiated an effort to market its products to museums and science centers, because the industry "…has a great demand for high-tech attractions, and we expect similar contracts in the near future."
The Virginia installation includes two of the company’s stand-up Universal VR 360s and two three-seat VR Sensory Theaters, which will provide a re-creation of ancient Egypt and an underwater tour of ocean life.
Earlier this week, GameCom/Ferris announced it will install a VR system in Salt Lake City for the 2002 Winter Olympics.
http://www.kioskmarketplace.com/news_story.htm?i=11055
Museums next for GameCom
• 08 November 2001
ARLINGTON, Texas - GameCom/Ferris, a manufacturer of virtual reality systems, said it is entering the educational and museum market with the installation of two products at the Science Museum of Virginia in Richmond, Va.
L. Kelly Jones, president of the Texas firm, said in a company news release that the company has initiated an effort to market its products to museums and science centers, because the industry "…has a great demand for high-tech attractions, and we expect similar contracts in the near future."
The Virginia installation includes two of the company’s stand-up Universal VR 360s and two three-seat VR Sensory Theaters, which will provide a re-creation of ancient Egypt and an underwater tour of ocean life.
Earlier this week, GameCom/Ferris announced it will install a VR system in Salt Lake City for the 2002 Winter Olympics.
http://www.kioskmarketplace.com/news_story.htm?i=11055
Check out Gamecom/Ferris Ticker: GAMZ new website...
http://www.ferrisvr.com/index.html
Greg
Check out Gamecom/Ferris new website...
http://www.ferrisvr.com/index.html
Greg
GAMZ CEO e-mail concerning today's news...
Friends and shareholders:
I am pleased to forward this morning's press release, announcing that GameCom/Ferris has contracted to place virtual reality systems at the Science Center of Virginia.
Our multi-pronged business plan contemplates entry during late 2001, with significant expansion during 2002, into the educational market, with particular targeting of museums and science centers. This initiative was the focal point of the company's recent sponsorship at the Association of Science and Technology Centers' annual conference in early October.
We believe the company's immersive virtual reality is ideally suited for educational purposes, and this announcement marks our entry into this market.
It's been a good week, even with what's been publicly announced. We've expanded our presence and exposure in the $93 billion advertising/promotion market, and we've entered the huge educational market.
Our business plan also contemplates entry into the $453 million training/simulation market, and we're hard at work on a major initiative in this area.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Thursday November 8, 8:31 am Eastern Time
Press Release
SOURCE: GameCom, Inc.
GameCom/Ferris to Furnish VR Theater Systems to Science Museum of Virginia
ARLINGTON, Texas--(BUSINESS WIRE)--Nov. 8, 2001--GameCom, Inc. (OTCBB:GAMZ - news) today announced that it has signed a contract with the Science Museum of Virginia to furnish educational virtual reality systems for the museum's exhibitions.
The exhibit will consist of two stand-up Universe® VR 360s and two 3-seat VR Sensory Theaters. The Universe® 360, a customizable, 360-degree, immersive virtual reality system, will feature the Ancient Egypt Experience -- a realistic re-creation of ancient Egypt. The VR Sensory Theaters will display SeaLife Adventure, an underwater tour of ocean life which will be integrated with a variety of sensations to immerse the participant into an underwater environment.
``We're excited about having the virtual reality systems here. They will provide new experiences for our visitors and will add a new educational dimension to our program,'' stated Nancy Tait, public relations manager for the Science Museum of Virginia.
``From an operational standpoint, this contract reflects our efforts to deploy our `VR Zone' equipment on a year-round basis, minimizing the seasonality of the `VR Zone' revenue,'' commented Steven Haag, GameCom/Ferris' vice-president of business development. ``We are continuing our efforts to utilize all our VR equipment on a year-round basis.''
``This is an important announcement for GameCom/Ferris, as it marks our entry into the educational marketplace. This agreement is indicative of the early success of our new initiative, commenced only last month at the Association of Science and Technology Centers conference in Phoenix, to enter the educational market by providing VR attractions to museums and science centers,'' commented L. Kelly Jones, chief executive officer of GameCom/Ferris. ``The museum and science center industry has a great demand for high-tech attractions, and we expect similar contracts in the near future,'' Jones added.
The VR exhibition is expected to be delivered today to the Science Museum of Virginia, located in Richmond, Va., at 2500 West Broad Street, in the historic Broad Street Station. For more information, contact Nancy Tait, public relations manager at 800/659-1721, ext. 1407.
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals, and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick, and Red Baron Pizza. Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and on-line gambling. For more information on GameCom/Ferris, please visit www.GameComInc.com and www.FerrisVR.com. Additional information on the company's stock can be obtained at www.magnumfinancial.com.
This news release contains certain forward-looking statements. Forward-looking statements are generally preceded by words such as ``plans,'' ``expects,'' ``believes,'' ``anticipates,'' or ``intends.'' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group, LLC, Los Angeles
Michael Manahan, 213/488-0443
mike@magnumfinancial.com
GAMZ CEO e-mail about todays news....
Friends and shareholders:
I am pleased to forward this morning's press release, announcing that GameCom/Ferris has contracted to place virtual reality systems at the Science Center of Virginia.
Our multi-pronged business plan contemplates entry during late 2001, with significant expansion during 2002, into the educational market, with particular targeting of museums and science centers. This initiative was the focal point of the company's recent sponsorship at the Association of Science and Technology Centers' annual conference in early October.
We believe the company's immersive virtual reality is ideally suited for educational purposes, and this announcement marks our entry into this market.
It's been a good week, even with what's been publicly announced. We've expanded our presence and exposure in the $93 billion advertising/promotion market, and we've entered the huge educational market.
Our business plan also contemplates entry into the $453 million training/simulation market, and we're hard at work on a major initiative in this area.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Thursday November 8, 8:31 am Eastern Time
Press Release
SOURCE: GameCom, Inc.
GameCom/Ferris to Furnish VR Theater Systems to Science Museum of Virginia
ARLINGTON, Texas--(BUSINESS WIRE)--Nov. 8, 2001--GameCom, Inc. (OTCBB:GAMZ - news) today announced that it has signed a contract with the Science Museum of Virginia to furnish educational virtual reality systems for the museum's exhibitions.
The exhibit will consist of two stand-up Universe® VR 360s and two 3-seat VR Sensory Theaters. The Universe® 360, a customizable, 360-degree, immersive virtual reality system, will feature the Ancient Egypt Experience -- a realistic re-creation of ancient Egypt. The VR Sensory Theaters will display SeaLife Adventure, an underwater tour of ocean life which will be integrated with a variety of sensations to immerse the participant into an underwater environment.
``We're excited about having the virtual reality systems here. They will provide new experiences for our visitors and will add a new educational dimension to our program,'' stated Nancy Tait, public relations manager for the Science Museum of Virginia.
``From an operational standpoint, this contract reflects our efforts to deploy our `VR Zone' equipment on a year-round basis, minimizing the seasonality of the `VR Zone' revenue,'' commented Steven Haag, GameCom/Ferris' vice-president of business development. ``We are continuing our efforts to utilize all our VR equipment on a year-round basis.''
``This is an important announcement for GameCom/Ferris, as it marks our entry into the educational marketplace. This agreement is indicative of the early success of our new initiative, commenced only last month at the Association of Science and Technology Centers conference in Phoenix, to enter the educational market by providing VR attractions to museums and science centers,'' commented L. Kelly Jones, chief executive officer of GameCom/Ferris. ``The museum and science center industry has a great demand for high-tech attractions, and we expect similar contracts in the near future,'' Jones added.
The VR exhibition is expected to be delivered today to the Science Museum of Virginia, located in Richmond, Va., at 2500 West Broad Street, in the historic Broad Street Station. For more information, contact Nancy Tait, public relations manager at 800/659-1721, ext. 1407.
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals, and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick, and Red Baron Pizza. Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and on-line gambling. For more information on GameCom/Ferris, please visit www.GameComInc.com and www.FerrisVR.com. Additional information on the company's stock can be obtained at www.magnumfinancial.com.
This news release contains certain forward-looking statements. Forward-looking statements are generally preceded by words such as ``plans,'' ``expects,'' ``believes,'' ``anticipates,'' or ``intends.'' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group, LLC, Los Angeles
Michael Manahan, 213/488-0443
mike@magnumfinancial.com
Playmeter picked up GAMZ news...
GameCom/Ferris installs Universe VR 720 at Olympic Village ski lodge
GameCom/Ferris installs Universe VR 720 virtual reality entertainment system at the Olympic Village ski lodge in Park City, Utah, during the Olympic Winter Games of 2002. The system was recently introduced at the annual conference of the Association of Science and Technology Centers in Phoenix, Ariz. It delivers a real-life 36-degree immersive virtual reality experience that incorporates sight, sound, smell, and tactile stimuli. The featured experience for the Park City venue entails putting the visitor into a virtual reality 120K Olympic ski jump. The system will be in the Park City, Utah, area from November 2001 until March 2002.
http://www.playmeter.com/pmnews.htm
Every little bit of exposure helps.
Greg
Olympic visitors to get a virtual jump
• 06 November 2001
ARLINGTON, Texas - GameCom/Ferris will place its Universe VR 720 virtual reality entertainment system at the Olympic Village ski lodge during the Winter Olympics in Salt Lake City, providing visitors with a virtual experience resembling a 120K ski jump.
The attraction is expected to generate $150,000 in revenue, according to L. Kelly Jones, GameCom/Ferris' chief executive officer. GameCom/Ferris signed a deal to incorporate the VR720 at the ski lodge during the 2002 Winter Games with the Salt Lake Organizing Committee.
The ski jump experience is a 4.5-minute, 360-degree immersive experience that includes sight, sound, smell and tactile stimuli.
In a company news release, the firm said it expects to deploy at least 15 of the VR 270s at theme parks in the U.S. in early 2002, with each one generating annual revenue of $75,000.
The merger of GameCom, an interactive game designer, and virtual reality entertainment company Ferris Productions Inc. was completed Sept. 21.
http://www.kioskmarketplace.com/news_story.htm?i=11040
Salt Lake Organizing Committee Selects GameCom/Ferris' Universe VR 720 to Entertain Winter Olympic Visitors
Friends and shareholders:
Attached is this morning's GameCom/Ferris press release announcing the implementation of one of our new Universe VR 720 units at the Olympic Village in Park City, Utah.
This news is significant in several respects.
First, it represents the first deployment of our newest production virtual reality entertainment system, our new Universe VR 720 unit, which was only unveiled less than a month ago. The Universe VR 720 is our most modern, and most versatile, of our production units, and is calculated to both penetrate the educational (i.e., museum and science center) market, but also to expand our successful "Virtual Reality Zone" concept in theme parks around the country.
We have several proposals pending regarding additional deployment of the Universe VR 720, and look forward to sharing those initiatives with you once they achieve fruition.
Second, at least by implication, it represents that Chevrolet and the Salt Lake City Organizing Committee are pleased with our production of the virtual reality ski jump in conjunction with Chevrolet's Olympic Torch Celebration Tour, as this will be additional exposure for this custom virtual reality experience.
Third, this is priceless exposure for our customized applications of immersive virtual reality. This is the second of our virtual reality experiences to reach the public -- after the threshold Buick LeSabre cross-country test drive -- with the Red Baron Pizza virtual reality bi-plane stunt experience soon to follow. We are confident that the increased exposure from these projects will expedite our growth within the $93 billion advertising/promotional market.
Finally, this release gives you some idea of the economic model we expect from the new Universe VR 720 units.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Tuesday November 6, 8:34 am Eastern Time
Press Release
SOURCE: GameCom, Inc.
Salt Lake Organizing Committee Selects GameCom/Ferris' Universe VR 720 to Entertain Winter Olympic Visitors
ARLINGTON, Texas--(BUSINESS WIRE)--Nov. 6, 2001--GameCom, Inc. (OTCBB:GAMZ - news), today announced that it has entered into an agreement with the Salt Lake Organizing Committee for the Olympic Winter Games of 2002 to place the Universe® VR 720, the company's new virtual reality entertainment system, at the Olympic Village ski lodge in Park City, Utah.
Under the agreement, GameCom/Ferris will operate its Universe® VR 720 under a revenue sharing arrangement. The system will be in the Park City, Utah, area from mid-November 2001 until March 2002.
The Universe® VR 720, recently introduced at the Association of Science and Technology Centers annual conference in Phoenix, Ariz., encompasses a 4.5 minute, real-life, 360(Degree) immersive virtual reality experience that incorporates sight, sound, smell, and tactile stimuli. The featured experience for the Park City venue entails putting the visitor into a virtual reality 120K Olympic ski jump. This unique experience was produced by placing GameCom/Ferris' proprietary 360(Degree) camera system on a world class ski jumper, and then digitizing the content. This process provides the user with the sensation of actually making the 120K jump.
``GameCom/Ferris is proud to display the company's leading-edge technology at such a prestigious international venue as the 2002 Winter Olympic Games,'' stated Lance Loesberg, the company's executive vice-president. ``We will receive world-wide exposure with this high-profile placement of our product. Additionally, in early 2002, we intend to place multiple Universe® VR 720 systems in each of the 15 Virtual Reality Zones that we operate in major North American entertainment venues, such as Busch Gardens and Six Flags. The company also plans to use the Universe® VR 720, which is entirely scalable, as a new attraction in our aggressive theme park and entertainment venue expansion program planned for the coming year.''
``Our projections suggest that the Universe® VR 720 at the Olympic Village ski lodge is expected to generate approximately $150,000 in gross revenues. Once deployed in our Virtual Reality Zones, we anticipate annual revenue from each Universe® VR 720 seat to be approximately $75,000,'' stated the company's chief executive officer, L. Kelly Jones. ``We consider this an excellent return on our investment.''
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals, and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick, and Red Baron Pizza. Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and on-line gambling. For more information on GameCom/Ferris, please visit www.GameComInc.com and www.FerrisVR.com. Additional information on the Company's stock can be obtained at www.magnumfinancial.com.
This press release contains certain forward-looking statements. Forward-looking statements are generally preceded by the words such as ``plans,'' ``expects,'' ``believes,'' ``anticipates,'' or ``intends.'' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom/Ferris urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group, LLC
Michael S. Manahan, 213/488-0443
mike@magnumfinancial.com
Salt Lake Organizing Committee Selects GameCom/Ferris' Universe VR 720 to Entertain Winter Olympic Visitors
Friends and shareholders:
Attached is this morning's GameCom/Ferris press release announcing the implementation of one of our new Universe VR 720 units at the Olympic Village in Park City, Utah.
This news is significant in several respects.
First, it represents the first deployment of our newest production virtual reality entertainment system, our new Universe VR 720 unit, which was only unveiled less than a month ago. The Universe VR 720 is our most modern, and most versatile, of our production units, and is calculated to both penetrate the educational (i.e., museum and science center) market, but also to expand our successful "Virtual Reality Zone" concept in theme parks around the country.
We have several proposals pending regarding additional deployment of the Universe VR 720, and look forward to sharing those initiatives with you once they achieve fruition.
Second, at least by implication, it represents that Chevrolet and the Salt Lake City Organizing Committee are pleased with our production of the virtual reality ski jump in conjunction with Chevrolet's Olympic Torch Celebration Tour, as this will be additional exposure for this custom virtual reality experience.
Third, this is priceless exposure for our customized applications of immersive virtual reality. This is the second of our virtual reality experiences to reach the public -- after the threshold Buick LeSabre cross-country test drive -- with the Red Baron Pizza virtual reality bi-plane stunt experience soon to follow. We are confident that the increased exposure from these projects will expedite our growth within the $93 billion advertising/promotional market.
Finally, this release gives you some idea of the economic model we expect from the new Universe VR 720 units.
These are simply my personal comments, and should not be relied upon in your investment decisions. I strongly urge you to conduct your own due diligence with regard to an investment in GameCom/Ferris. I respectfully refer you to GameCom/Ferris' filings with the Securities and Exchange Commission.
L. Kelly Jones, GameCom/Ferris CEO
Tuesday November 6, 8:34 am Eastern Time
Press Release
SOURCE: GameCom, Inc.
Salt Lake Organizing Committee Selects GameCom/Ferris' Universe VR 720 to Entertain Winter Olympic Visitors
ARLINGTON, Texas--(BUSINESS WIRE)--Nov. 6, 2001--GameCom, Inc. (OTCBB:GAMZ - news), today announced that it has entered into an agreement with the Salt Lake Organizing Committee for the Olympic Winter Games of 2002 to place the Universe® VR 720, the company's new virtual reality entertainment system, at the Olympic Village ski lodge in Park City, Utah.
Under the agreement, GameCom/Ferris will operate its Universe® VR 720 under a revenue sharing arrangement. The system will be in the Park City, Utah, area from mid-November 2001 until March 2002.
The Universe® VR 720, recently introduced at the Association of Science and Technology Centers annual conference in Phoenix, Ariz., encompasses a 4.5 minute, real-life, 360(Degree) immersive virtual reality experience that incorporates sight, sound, smell, and tactile stimuli. The featured experience for the Park City venue entails putting the visitor into a virtual reality 120K Olympic ski jump. This unique experience was produced by placing GameCom/Ferris' proprietary 360(Degree) camera system on a world class ski jumper, and then digitizing the content. This process provides the user with the sensation of actually making the 120K jump.
``GameCom/Ferris is proud to display the company's leading-edge technology at such a prestigious international venue as the 2002 Winter Olympic Games,'' stated Lance Loesberg, the company's executive vice-president. ``We will receive world-wide exposure with this high-profile placement of our product. Additionally, in early 2002, we intend to place multiple Universe® VR 720 systems in each of the 15 Virtual Reality Zones that we operate in major North American entertainment venues, such as Busch Gardens and Six Flags. The company also plans to use the Universe® VR 720, which is entirely scalable, as a new attraction in our aggressive theme park and entertainment venue expansion program planned for the coming year.''
``Our projections suggest that the Universe® VR 720 at the Olympic Village ski lodge is expected to generate approximately $150,000 in gross revenues. Once deployed in our Virtual Reality Zones, we anticipate annual revenue from each Universe® VR 720 seat to be approximately $75,000,'' stated the company's chief executive officer, L. Kelly Jones. ``We consider this an excellent return on our investment.''
About GameCom/Ferris
GameCom/Ferris designs, manufactures, and in some instances, operates, virtual reality entertainment products for use in entertainment facilities and at special events, including carnivals, festivals, and trade shows. Customers include Six Flags, Busch Gardens, Paramount, Circus Circus, Carnival Cruise Lines, Chevrolet, Pepsi, Buick, and Red Baron Pizza. Virtual reality is the next generation of the $2 billion video game business, and is also finding strong demand in the $90 billion product advertising/promotional market. In addition, GameCom/Ferris has developed and is marketing an interactive kiosk gaming platform with potential applications in multi-user game play and on-line gambling. For more information on GameCom/Ferris, please visit www.GameComInc.com and www.FerrisVR.com. Additional information on the Company's stock can be obtained at www.magnumfinancial.com.
This press release contains certain forward-looking statements. Forward-looking statements are generally preceded by the words such as ``plans,'' ``expects,'' ``believes,'' ``anticipates,'' or ``intends.'' Investors are cautioned that all forward-looking statements involve risks and uncertainties that could cause actual results to differ materially from current expectations. GameCom/Ferris urges investors to review in detail the risks and uncertainties contained within its filings with the Securities and Exchange Commission.
--------------------------------------------------------------------------------
Contact:
Magnum Financial Group, LLC
Michael S. Manahan, 213/488-0443
mike@magnumfinancial.com
Quick Facts About Video Game Consoles and Software
http://www.idsa.com/consolefacts.html
For more information contact:
Monica Wroblewski
Weber Shandwick
(202) 739-0264
mwroblewski@webershandwick.com
Quick Facts About Video Game Consoles and Software
At the end of last year, about 46% of all U.S. households owned at least one video game console.* And it is estimated that by 2005 game consoles will be in nearly 70 million American homes.**
Females influence about 25 percent of console purchases.
About one-quarter of those with the most influence over console purchases are female; while 41% of all influencers are age 18 - 35, 27% are over 36, and 32% are under 18.***
Over 70 percent of most frequent players said the following factors are extremely or very important when deciding which console to buy:***
Quality of system
Number, variety, and price of games available
Price of the system
Graphic quality of the system
Easy use of the console
Video game consoles can be found almost anywhere in the house.***
38 percent are located in living rooms
33 percent are found in children’s bedrooms
21 percent are in living rooms
13 percent in the adult’s room
The vast majority of people who play interactive games do so with friends and family, not alone.***
60 percent of frequent players play with friends
33 percent play with siblings
25 percent play with their spouse and/or parent
Americans say games are the most fun entertainment activity. Over one third (35.5%) of all Americans rank playing video and computer games as the most fun entertainment activity – more fun than watching television, surfing the Internet, or seeing movies.***
The top reasons that game players say they enjoy playing games include that: they are challenging (79%); they relieve stress (55%); they provide a lot of entertainment value for the money (49%); and they are a social activity that can be enjoyed with friends (38%).***
In 2000, computer and video game sales in the U.S. reached $6.0 billion.*****
Moreover, it is estimated that computer and video game sales will reach an astonishing $16.9 billion by 2003, not including an estimated $1.1 billion from on line game revenue.*
Sixty percent of Americans play games. Sixty percent of all Americans, or about 145 million people, play console and computer games on a regular basis, and the majority of console game players are 18 years and older.****
Sources:
* IDC
** Forrester Research
*** IDSA 2001Consumer Survey
**** 2000 Survey by Peter Hart Research for the IDSA and the IDSA 2001 Consumer Survey
***** The NPD Group
Hi SF,
I didn't know you had an ID on SI.
Welcome to the Hub.
Greg