Cutting The Cost Of Fun

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STRETCHINGeas! Cutting The Cost Of Fun (NAPSA)—There are a number _ of ways to squeeze plenty of fun 8 eS ——— into a tightening budget. That may be particularly good newsfor the 72 percent of Americans that the marketing research croup NPD saysplay some type of video game. For many consumers, a $60 game played on a console has become a luxury they are learning to do without. But now online gaming may help change that. An increasing numberof games are available over the Internet for play on PCs, and they could offer a number of money-saving bene- fits. For instance, in addition to there being no CDs or gamecartridges to lose or scratch, Web- game users don't have to commit to buying a game until they’ve played it and know they’re inter- ested. There are also no late fees from rented games, and if the player loses interest in a game or completes it altogether, there are a seemingly infinite number of new games from which to choose without having to spend $60. Additionally, many online gam- The Web could save video game fans some serious cash. Ad-sponsored gameplay is also emerging as a popular option, giv- ing gamers almost endless free play in exchange for watching a short 15-second video ad while their game loads. WildTangent, one of the largest online game companies, uses its WildCoins vir- ing companiesoffer options such as tual currency to offer subscribers allows consumers to pay for game money spent on their game sessions toward the purchase of the try before you buy, monthly gaming subscriptions or even virtual currency called WildCoins, which play-to-own privileges on any game. Gamers can apply the play on a per-session basis. These full game. a single boxed console game. a smaller price tag on fun. For more information, visit www. wildtangent.com. options mean consumers can often spend the same amount or even less playing multiple titles than they would have typically paid for For players, it can all add up to less money spent on games—and