(The following "Industry Buzz" short is excerpted from the upcoming June 1995 issue of "Virtual Reality Monthly.") *Copyright 1995 Virtual Reality Monthly* E3 - Electronic Entertainment Expo - Show Wrap-Up Scores of VR companies are maneuvering for a foothold in the interactive electronic entertainment market, which is projected to burgeon into a $23.5 billion industry by 1999, according to figures released at E3 last week. Generating $8 billion in revenues last year, the industry is expected to grow to $10.3 billion by the close of this year. Organizers of the show - held at the Los Angeles Convention Center May 11-13 and mostly sporting the wares of PC and video game companies - say their industry has already eclipsed Tinseltown, generating $1 billion more in revenues last year than was spent on movies in '94. Indeed, within the decade, some analysts are predicting that a rapidly growing sector of interactive entertainment - online gaming and similar electronic networking products - will become a mass market product. Nevertheless, the exponentially growing industry is still missing out on a major market demographic: women. Eighty five percent of all interactive game players are male, and 85% of all online service users are male, according to E3 figures. Contact: Dana Trujillo, Spokeswoman, E3 Voice: (415) 328-5555 (For a full wrap-up on VR-related developments at E3, as well as wrap-up analyses on all the major conferences, conventions and trade shows impacting VR, subscribe to "Virtual Reality Monthly." Simply send your email address to dysart@delphi.com for a free, sample issue. Your business phone, fax, and address would be appreciated, but is not required.) Contact: Joe Dysart, Editor and Publisher, Virtual Reality Monthly Voice: (805) 498-2013 Email: dysart@delphi.com Fax: (805) 499-7014 Web Site: http://www.mecklerweb.com More About Virtual Reality Monthly Designed for the busy professional, VR Monthly features insightful, crisply worded articles offering readers the inside track on the most important developments in every major facet of the VR industry. Each month, the newsletter offers feature-length, 750-word pieces on these key industry markets: VR in Entertainment Centers VR in Home Multimedia VR In Medicine VR In The Military VR In Advertising VR In Design VR In Education VR In Telepresence A Guest Economic Analysis of the VR Industry In addition, the newsletter also offers feature-length pieces as warranted on VR in training, psychology, computer networks, 3D sound, technology transfer, space, architecture, museums, theater, garages, disabilities and every other facet of work and play that will ultimately migrate in some way to the VR paradigm. Moreover, readers can look forward to more than 20, short "Industry Buzz" nuggets each month, which encapsulate the latest in products, services and strategies of VR's movers and shakers. Plus, there is a VR Calendar page chronicling VR's crucially important conferences, trade shows, and meetings. For a free sample of the newsletter, simply send your email address to dysart@delphi.com. Your phone, fax and business address would also be appreciated - but are not required. Virtual Reality Monthly realizes there are a number of publications from all sorts of interest areas competing for your attention, and that you probably require a bullet-proof reason for subscribing to ours. We gladly offer ten. Ten Reasons You Should Be Receiving VR Monthly *Edited by a seasoned, VR journalist: A high technology journalist for the past 15 years, Joe Dysart has been published in more than 40 publications, including "The New York Times." Like most with more than a casual appreciation of VR, the editor believes VR will revolutionize computing, and add an entire new dimension to the human experience in the process. Given the editor's unflagging enthusiasm for the medium, it should come as no surprise that he also serves as Business/Entertainment Editor for "VR World" magazine, as well as Site Coordinator for "VR Metropolis," a cybersite on the MecklerWeb (URL: http://www.mecklerweb.com). The editor is also an animated international speaker on VR at various conferences, conventions and trade shows. *An intellectual incubator for the industry: A champion of cross-fertilization, VR Monthly's primary mission is to report on VR's most creative and innovative applications, and distill new ideas and inspiration from those stories for the benefit of the entire community. With so many pioneers on so many fronts, it's nice to know there is a monthly journal you can turn to that voyages far and wide - but at the same time, never loses track of the industry's pulse. *Offering VR news in perspective: Going beyond the headlines, VR Monthly unpacks the significance of every major story. You won't simply know what happened. You'll know why it happened, what it means to the industry, and how it will impact the markets VR is pursuing. *Featuring breaking news from every major VR conference, convention and trade show: Even the most diligent executive does not have the time to fully mine every major trade show and convention for latest the industry has to offer. Fortunately, you can rely on VR Monthly to sift through the hype. Count on the journal to bring you news of import from every major industry gathering. *Offering a guest economic analysis of the industry in every issue: Granted, every heads-up VR company has made an economic analysis of the industry and its prospects. But no matter how comfortable you've become with your grasp of VR, it's always nice to read and evaluate a second opinion. Even nicer: you'll find a new perspective on the VR market from a recognized authority in every issue of VR Monthly. *Serving up no-nonsense, crisply worded features and shorts: We won't bore you with yet another diatribe about information overload in the Modern Age. We know you're looking for easily digestible, insightful articles specifically focused on brightening your bottom line. End of story. *Hype-free, balanced reporting: Given the fact that VR is poised to revolutionize computing in particular and society in general, VR Monthly believes it would be a disservice to the industry to be anything less than upbeat. But at the same time, the journal takes its responsibility to distinguish between what is - and what will be - very seriously. Go to the movies for flights of fancy. Turn to VR Monthly for the bottom line. *A positive force for the industry: Even the most casual glance through VR Monthly reveals the work of an editor that has great expectations for VR. In essence, the editor believes that VR will come to be regarded in the same light as the discovery of electricity, the Age of Television, and the Dawn of the Personal Computer. Of course, VR Monthly has no plans to offer saccharin coverage of the industry. But at the same time, at every turn, the underlying mission will be one of good will. *Special bonus bulletins, at no extra charge: Even with a monthly publication, there are times when last minute, time-critical news flashes simply cannot wait. You can count on VR Monthly to bring you that under-the-wire news with free, special bulletins. It's just another way we like to say thank you for being a subscriber. *Unconditionally guaranteed: If for any reason you should decide to go without VR Monthly, simply notify us in writing, and we will refund you for all, unmailed issues. No fine print here. We're simply convinced that once you subscribe to the journal, it will grow to become a trusted friend. -30- (Copyright 1995 Virtual Reality Monthly)