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October 16, 2009
                                                                                                      Industry Report



Think Entertainment: Gaming                                                        Reason for Report:
Social Gaming: Revising Our Market Size Estimate                                   Industry Update
                                                                                   Atul Bagga
To Reflect Rapid Growth
                                                                                   415-249-6362, abagga@thinkequity.com
THINK SUMMARY:
Over the last six months, growth in social gaming has exceeded our
expectations (DAU for the top five developers up 5x during this period), which
has rendered our original market size estimates conservative. We estimate the
current market size for social gaming at about $60 million per month and
expect it to grow at approximately 45% CAGR over the next three years to
reach $2 billion by 2012, driven by a combination of strong growth in usage
and improving monetization.
KEY POINTS:
• Usage of social games has taken off much stronger than we expected
  (please see our report, "The Emergence Of Games As A Service" published
  on May 4, 2009). Daily Active Users (DAU) for the top 10 social gaming
  companies has increased more than 5x over the last six months, driven by
  the viral nature of these games, aggressive marketing campaigns by a few
  gaming companies, and emergence of a few new genres of games, most
  notably Farm and Aquarium games.
• The popularity of gaming on social networks is evident from the fact that 20
  of the top 25 applications on Facebook are games (as measured by Monthly
  Active Users or MAU; source: Developer Analytics), compared with 16 of the
  top 50 applications six months ago (as measured by MAU; source:
  Facebook). We believe that the usage (as measured by MAU) is even more
  skewed toward games now compared with six months ago.
• Our conversations with a number of social gaming companies suggest that
  the monetization curve is concentrated to the large players—with only about
  3-5% of the active users directly paying for the games. The ARPU curve for
  the direct paying users seems to resemble any other free-to-play online
  game, i.e., heavily concentrated on the top users. Looking ahead, we believe
  that there may be some room for improvement in the conversion rate (from
  active users to active paying users) driven by availability/increasing
  popularity of newer payment methods (e.g., Facebook credits, more prepaid
  cards, and mobile payments).
• We are seeing a pick up in indirect pay, i.e., users paying for the virtual
  currency by opting for advertisers' offers (lead generation for marketers such
  as Netflix, Blockbuster, etc.) or taking online surveys. We estimate that the
  conversion rate could be slightly better for indirect paying users—at about
  4-5% (versus 3-5% for direct paying users) albeit with relatively lower ARPU.
• All in all, we estimate the current social gaming market size to be
  approximately $60 million per month (run market of $720 million per year)
  and expect the market to grow at about 45% CAGR to reach $2 billion within
  the next three years.




Please see analyst certification (Reg. AC) and other important disclosures on page 5 of this report.
October 16, 2009
                                                                                                Industry Report


Over the last six months, growth in social gaming has exceeded our expectations, which could render our
original market size estimates conservative. We estimate the current market size for social gaming at about $60
million per month and expect it to grow at approximately 45% CAGR over the next three years to reach $2 billion
by 2012, driven by a combination of strong growth in usage as well as improving monetization.

Social Gaming Growth Has Far Exceeded Our Expectations: Usage of the social games has taken off much stronger
than we expected. Daily Active Users for the top 10 social gaming companies has gone up more than 5x over the last six
months, driven by the viral nature of these games, aggressive marketing campaigns by a few gaming companies, and
emergence of a few new genres of games, most notably Farm and Aquarium games.

Exhibit 1: Daily Active Users (Million)
                                                                  Oct-09      May-09
Zynga                                                              47.1         6.7
Playfish                                                           12.1         4.7
Slashkey                                                            5.8         1.8
Crowdstar                                                           4.0         0.2
PopoCap Games                                                       2.8         0.6
TwoFishes Interactive                                               2.1         0.2
TallTree Games                                                      2.1         -
Playdom                                                             1.9         0.4
Rawr! Games                                                         1.8         -
Serious Business                                                    1.2         0.4
Five Minutes                                                        1.0         -
 Total                                                             81.9        15.0
Source: Developer Analytics

Exhibit 2: Monthly Active Users (Million)
                                                                  Oct-09      Jan-09
Zynga                                                             148.6         21.5
Playfish                                                           56.9         19.2
Playdom                                                            12.7          1.0
 Total                                                            218.2         41.7
Source: AppData.com/InsideSocialGames.com




                                                                                                             Page 2
October 16, 2009
                                                                                                  Industry Report


Games Are Now By Far The Biggest Category Of Applications On Facebook: The popularity of gaming on social
network is evident from the fact that 20 of the top 25 applications on Facebook are games (as measured by Monthly
Active Users or MAU; source: Developer Analytics), compared with 16 of the top 50 applications six months ago (as
measured by MAU; source: Facebook). We believe that the usage (as measured by MAU) is now even more skewed
toward games compared with six months ago.

Exhibit 3: Top Games On Facebook – Now And Six Months Ago
Game                               Developer                   MAU                Rank
                                                           Oct-09  Apr-09     Oct-09   Apr-09
 FarmVille                         Zynga                    59.0     NM           1      NM
 Mafia Wars                        Zynga                    25.9     9.5          3        9
 Pet Society                       Playfish                 19.9    10.6          5        8
 YoVille                           Zynga                    19.5     5.3          6       18
 Farm Town                         Slashkey                 18.7     NM           7      NM
 Texas HoldEm Poker                Zynga                    18.2    12.3          8        7
 Restaurant City                   Playfish                 16.6     NM           9      NM
 Café World                        Zynga                    15.9     NM          10      NM
 MindJolt Games                    MindJolt                 14.9     3.2         11       31
 Happy Aquarium                    CrowdStar                12.4     NM          12      NM
 Roller Coaster Kingdom            Zynga                     8.9     NM          15      NM
 Fish World                        TallTree Games            8.4     NM          16      NM
 Bejeweled Blitz                   PopCap Games              8.3     NM          17      NM
 Country Story                     Playfish                  7.8     NM          18      NM
 FARKLE                            Viral                     7.6     NM          19      NM
 Barn Buddy                        TheBroth                  6.6     NM          20      NM
 My Fishbowl                       TwoFishes Interactive     5.2     NM          21      NM
 (Lil) Farm Life                   Greenpatch Inc            5.2     NM          22      NM
 Happy Farm                        Elex                      4.0     NM          23      NM
 Animal Paradise                   Rekoo                     3.5     NM          24      NM
 Geo Challenge                     Playfish                  1.4     4.0        221       25
 Word Challenge                    Playfish                  3.6     3.5        113       29
 Who Has The Biggest Brain         Playfish                  2.7     3.5        191       29
 Bowling Buddies                   Zynga                     1.8     3.7        167       33
 Street Racing                     Zynga                     2.0     2.7         91       36
 Vampire Wars                      Zynga                     3.8     2.6         50       39
 Kidnap                            Context Optional          1.0     2.5        192       42
 Friends For Sale                  Serious Business          6.6     2.2         37       44
 Mob Wars                          Mob Wars                  1.7     2.1         90       45
 Poker Palace                      Trevor Smith              1.6     1.9        144       46
 Minigolf Play                     Playfish                  0.9     1.9        313       48
Source: Developer Analytics (as on 10/15/09) and Facebook (as on 04/21/09)

Not Surprisingly, Conversion Rate (From Active Playing To Active Paying Users) Remains Pretty Small; We
Expect Some Improvement With Availability/Increasing Popularity Of Newer Payment Methods: Our conversations
with a number of social gaming companies suggest that the monetization curve is concentrated to the large players—with
only about 3-5% of the active users directly paying for the games. The ARPU curve for the direct paying users seems to
resemble any other free-to-play online game, i.e., heavily concentrated on the top users. Looking ahead, we believe that
there may be some room for improvement in the conversion rate (from active users to active paying users) driven by
availability/increasing popularity of newer payment methods (e.g., Facebook credits, more prepaid cards, mobile
payments).




                                                                                                               Page 3
October 16, 2009
                                                                                                         Industry Report



Indirect Pay Contributing Almost 30-50% Of The Social Gaming Revenue: We are seeing a nice pick up in indirect
pay, i.e., users paying for the virtual currency by opting for advertisers offers (lead generation for marketers such as
Netflix, Blockbuster, etc.) or taking online surveys. We estimate that the conversion rate could be slightly better for indirect
paying users—at about 4-5% (versus 3-5% for direct paying users) albeit with relatively lower ARPU.

We Expect A 45% CAGR For Social Gaming Market Over The Next Three Years: All in all, we estimate the current
social gaming market size to be about $60 million per month (run market of $720 million per year) and expect the market
to grow at about 45% CAGR to reach $2 billion within the next three years.

Exhibit 4: Market Size Estimate For Social Gaming
                                                                            Current               2012E
                                                                                Annual
                                                                      Monthly Run Rate
Population (million)                                                     341       341              368
Internet Penetration (%)                                                 74%      74%               77%
Internet Users (million)                                                 252      252               284
Social Network Penetration (%)                                           63%      63%               70%
Social Network Users (million)                                           158      158               198
Gamers on Social Network (%)                                             30%      30%               40%
Gamers on Social Network (million)                                        47        47               79
Direct Paying Users (%)                                                 3.0%      3.0%             5.0%
Direct Paying Users (million)                                               1         1                4
ARPU - Direct Paying Users ($/month)                                      $20       $20              $25
Market Opportunity - Direct Paying Users ($ million)                      $28     $340            $1,191
Lead Generation (Offers/Surveys) Penetration (%)                        4.5%      4.5%             6.0%
Lead Generation Users (million)                                           2.1       2.1              4.8
Avg Number of Lead Gen/User/Month                                         3.4       3.4              3.4
ARPU/Lead Gen ($/month)                                                   3.7       3.7              4.4
Market Opportunity - Indirect Paying Users ($ million)                    $27     $324             $868
Ad Supported Users (million)                                              47         47               79
Hours Game Play/Week                                                        5         5                5
Ads Served/Hour Game Play                                                 20         20               20
Total Ads Served (billion)                                                21       248              413
CPM                                                                     $0.25    $0.25             $0.30
Market Opportunity - Ad Revenue ($ million)                                $5       $62            $124
Social Gaming Market Size ($ million)                                     $60     $726            $2,183
Source: ThinkEquity estimates




                                                                                                                      Page 4
October 16, 2009
                                                                                                                      Industry Report




Important Research Disclosures
Analyst Certification
I, Atul Bagga, hereby certify that all of the views expressed in this research report accurately reflect my personal views about the subject
securities and issuers. I also certify that no part of my compensation was, is, or will be directly or indirectly related to the specific
recommendations or views expressed in this research report.

The analyst(s) responsible for preparing this report has/have received compensation based on various factors, including the firm's total
revenues, a portion of which is generated by investment banking activities.



Rating Definitions
Effective October 7, 2009, ThinkEquity LLC moved from a four-tier Buy/Accumulate/Source of Funds/Sell rating system to a three-tier
Buy/Hold/Sell system. The new ratings appear in our Distribution of Ratings, Firmwide chart. To request historical information, including
previously published reports or statistical information, please call: 866-288-8206, or write to: Director of Research, ThinkEquity LLC, 600
Montgomery Street, San Francisco, California, 94111.

Buy: ThinkEquity expects the stock to generate positive risk-adjusted returns of more than 10% over the next 12 months. ThinkEquity
recommends initiating or increasing exposure to the stock.

Hold: ThinkEquity expects the stock to generate risk-adjusted returns of +/-10% over the next 12 months. ThinkEquity believes the stock
is fairly valued.

Sell: ThinkEquity expects the stock to generate negative risk-adjusted returns of more than 10% during the next 12 months. ThinkEquity
recommends decreasing exposure to the stock.

                                                  Distribution of Ratings, Firmwide

                                                           ThinkEquity LLC

                                                                                                                 IB Serv./Past 12 Mos.
Rating                                                              Count                Percent                 Count          Percent
BUY [B]                                                                120                  67.40                    14            11.67
HOLD [H]                                                                51                  28.70                     2             3.92
SELL [S]                                                                 7                   3.90                     0             0.00




This report does not purport to be a complete statement of all material facts related to any company, industry, or security mentioned. The
information provided, while not guaranteed as to accuracy or completeness, has been obtained from sources believed to be reliable. The
opinions expressed reflect our judgment at this time and are subject to change without notice and may or may not be updated. Past
performance should not be taken as an indication or guarantee of future performance, and no representation or warranty, express or
implied, is made regarding future performance. This notice shall not constitute an offer to sell or the solicitation of an offer to buy, nor shall
there be any sale of these securities in any state in which said offer, solicitation, or sale would be unlawful prior to registration or
qualification under the securities laws of any such state. This research report was originally prepared and distributed to institutional clients
of ThinkEquity LLC. Recipients who are not market professionals or institutional clients of ThinkEquity LLC should seek the advice of their
personal financial advisors before making any investment decisions based on this report. Additional information on the securities
referenced is available upon request. In the event that this is a compendium report (covers more than six ThinkEquity LLC-covered
subject companies), ThinkEquity LLC may choose to provide specific disclosures for the subject companies by reference. To request
more information regarding these disclosures, please call: 866-288-8206, or write to: Director of Research, ThinkEquity LLC, 600
Montgomery Street, San Francisco, California, 94111. Stocks mentioned in this report are not covered by ThinkEquity LLC unless
otherwise mentioned. Member of FINRA and SIPC. Copyright 2009 ThinkEquity LLC, A Panmure Gordon Company




                                                                                                                                       Page 5

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20091016 social gaming market size

  • 1. October 16, 2009 Industry Report Think Entertainment: Gaming Reason for Report: Social Gaming: Revising Our Market Size Estimate Industry Update Atul Bagga To Reflect Rapid Growth 415-249-6362, abagga@thinkequity.com THINK SUMMARY: Over the last six months, growth in social gaming has exceeded our expectations (DAU for the top five developers up 5x during this period), which has rendered our original market size estimates conservative. We estimate the current market size for social gaming at about $60 million per month and expect it to grow at approximately 45% CAGR over the next three years to reach $2 billion by 2012, driven by a combination of strong growth in usage and improving monetization. KEY POINTS: • Usage of social games has taken off much stronger than we expected (please see our report, "The Emergence Of Games As A Service" published on May 4, 2009). Daily Active Users (DAU) for the top 10 social gaming companies has increased more than 5x over the last six months, driven by the viral nature of these games, aggressive marketing campaigns by a few gaming companies, and emergence of a few new genres of games, most notably Farm and Aquarium games. • The popularity of gaming on social networks is evident from the fact that 20 of the top 25 applications on Facebook are games (as measured by Monthly Active Users or MAU; source: Developer Analytics), compared with 16 of the top 50 applications six months ago (as measured by MAU; source: Facebook). We believe that the usage (as measured by MAU) is even more skewed toward games now compared with six months ago. • Our conversations with a number of social gaming companies suggest that the monetization curve is concentrated to the large players—with only about 3-5% of the active users directly paying for the games. The ARPU curve for the direct paying users seems to resemble any other free-to-play online game, i.e., heavily concentrated on the top users. Looking ahead, we believe that there may be some room for improvement in the conversion rate (from active users to active paying users) driven by availability/increasing popularity of newer payment methods (e.g., Facebook credits, more prepaid cards, and mobile payments). • We are seeing a pick up in indirect pay, i.e., users paying for the virtual currency by opting for advertisers' offers (lead generation for marketers such as Netflix, Blockbuster, etc.) or taking online surveys. We estimate that the conversion rate could be slightly better for indirect paying users—at about 4-5% (versus 3-5% for direct paying users) albeit with relatively lower ARPU. • All in all, we estimate the current social gaming market size to be approximately $60 million per month (run market of $720 million per year) and expect the market to grow at about 45% CAGR to reach $2 billion within the next three years. Please see analyst certification (Reg. AC) and other important disclosures on page 5 of this report.
  • 2. October 16, 2009 Industry Report Over the last six months, growth in social gaming has exceeded our expectations, which could render our original market size estimates conservative. We estimate the current market size for social gaming at about $60 million per month and expect it to grow at approximately 45% CAGR over the next three years to reach $2 billion by 2012, driven by a combination of strong growth in usage as well as improving monetization. Social Gaming Growth Has Far Exceeded Our Expectations: Usage of the social games has taken off much stronger than we expected. Daily Active Users for the top 10 social gaming companies has gone up more than 5x over the last six months, driven by the viral nature of these games, aggressive marketing campaigns by a few gaming companies, and emergence of a few new genres of games, most notably Farm and Aquarium games. Exhibit 1: Daily Active Users (Million) Oct-09 May-09 Zynga 47.1 6.7 Playfish 12.1 4.7 Slashkey 5.8 1.8 Crowdstar 4.0 0.2 PopoCap Games 2.8 0.6 TwoFishes Interactive 2.1 0.2 TallTree Games 2.1 - Playdom 1.9 0.4 Rawr! Games 1.8 - Serious Business 1.2 0.4 Five Minutes 1.0 - Total 81.9 15.0 Source: Developer Analytics Exhibit 2: Monthly Active Users (Million) Oct-09 Jan-09 Zynga 148.6 21.5 Playfish 56.9 19.2 Playdom 12.7 1.0 Total 218.2 41.7 Source: AppData.com/InsideSocialGames.com Page 2
  • 3. October 16, 2009 Industry Report Games Are Now By Far The Biggest Category Of Applications On Facebook: The popularity of gaming on social network is evident from the fact that 20 of the top 25 applications on Facebook are games (as measured by Monthly Active Users or MAU; source: Developer Analytics), compared with 16 of the top 50 applications six months ago (as measured by MAU; source: Facebook). We believe that the usage (as measured by MAU) is now even more skewed toward games compared with six months ago. Exhibit 3: Top Games On Facebook – Now And Six Months Ago Game Developer MAU Rank Oct-09 Apr-09 Oct-09 Apr-09 FarmVille Zynga 59.0 NM 1 NM Mafia Wars Zynga 25.9 9.5 3 9 Pet Society Playfish 19.9 10.6 5 8 YoVille Zynga 19.5 5.3 6 18 Farm Town Slashkey 18.7 NM 7 NM Texas HoldEm Poker Zynga 18.2 12.3 8 7 Restaurant City Playfish 16.6 NM 9 NM Café World Zynga 15.9 NM 10 NM MindJolt Games MindJolt 14.9 3.2 11 31 Happy Aquarium CrowdStar 12.4 NM 12 NM Roller Coaster Kingdom Zynga 8.9 NM 15 NM Fish World TallTree Games 8.4 NM 16 NM Bejeweled Blitz PopCap Games 8.3 NM 17 NM Country Story Playfish 7.8 NM 18 NM FARKLE Viral 7.6 NM 19 NM Barn Buddy TheBroth 6.6 NM 20 NM My Fishbowl TwoFishes Interactive 5.2 NM 21 NM (Lil) Farm Life Greenpatch Inc 5.2 NM 22 NM Happy Farm Elex 4.0 NM 23 NM Animal Paradise Rekoo 3.5 NM 24 NM Geo Challenge Playfish 1.4 4.0 221 25 Word Challenge Playfish 3.6 3.5 113 29 Who Has The Biggest Brain Playfish 2.7 3.5 191 29 Bowling Buddies Zynga 1.8 3.7 167 33 Street Racing Zynga 2.0 2.7 91 36 Vampire Wars Zynga 3.8 2.6 50 39 Kidnap Context Optional 1.0 2.5 192 42 Friends For Sale Serious Business 6.6 2.2 37 44 Mob Wars Mob Wars 1.7 2.1 90 45 Poker Palace Trevor Smith 1.6 1.9 144 46 Minigolf Play Playfish 0.9 1.9 313 48 Source: Developer Analytics (as on 10/15/09) and Facebook (as on 04/21/09) Not Surprisingly, Conversion Rate (From Active Playing To Active Paying Users) Remains Pretty Small; We Expect Some Improvement With Availability/Increasing Popularity Of Newer Payment Methods: Our conversations with a number of social gaming companies suggest that the monetization curve is concentrated to the large players—with only about 3-5% of the active users directly paying for the games. The ARPU curve for the direct paying users seems to resemble any other free-to-play online game, i.e., heavily concentrated on the top users. Looking ahead, we believe that there may be some room for improvement in the conversion rate (from active users to active paying users) driven by availability/increasing popularity of newer payment methods (e.g., Facebook credits, more prepaid cards, mobile payments). Page 3
  • 4. October 16, 2009 Industry Report Indirect Pay Contributing Almost 30-50% Of The Social Gaming Revenue: We are seeing a nice pick up in indirect pay, i.e., users paying for the virtual currency by opting for advertisers offers (lead generation for marketers such as Netflix, Blockbuster, etc.) or taking online surveys. We estimate that the conversion rate could be slightly better for indirect paying users—at about 4-5% (versus 3-5% for direct paying users) albeit with relatively lower ARPU. We Expect A 45% CAGR For Social Gaming Market Over The Next Three Years: All in all, we estimate the current social gaming market size to be about $60 million per month (run market of $720 million per year) and expect the market to grow at about 45% CAGR to reach $2 billion within the next three years. Exhibit 4: Market Size Estimate For Social Gaming Current 2012E Annual Monthly Run Rate Population (million) 341 341 368 Internet Penetration (%) 74% 74% 77% Internet Users (million) 252 252 284 Social Network Penetration (%) 63% 63% 70% Social Network Users (million) 158 158 198 Gamers on Social Network (%) 30% 30% 40% Gamers on Social Network (million) 47 47 79 Direct Paying Users (%) 3.0% 3.0% 5.0% Direct Paying Users (million) 1 1 4 ARPU - Direct Paying Users ($/month) $20 $20 $25 Market Opportunity - Direct Paying Users ($ million) $28 $340 $1,191 Lead Generation (Offers/Surveys) Penetration (%) 4.5% 4.5% 6.0% Lead Generation Users (million) 2.1 2.1 4.8 Avg Number of Lead Gen/User/Month 3.4 3.4 3.4 ARPU/Lead Gen ($/month) 3.7 3.7 4.4 Market Opportunity - Indirect Paying Users ($ million) $27 $324 $868 Ad Supported Users (million) 47 47 79 Hours Game Play/Week 5 5 5 Ads Served/Hour Game Play 20 20 20 Total Ads Served (billion) 21 248 413 CPM $0.25 $0.25 $0.30 Market Opportunity - Ad Revenue ($ million) $5 $62 $124 Social Gaming Market Size ($ million) $60 $726 $2,183 Source: ThinkEquity estimates Page 4
  • 5. October 16, 2009 Industry Report Important Research Disclosures Analyst Certification I, Atul Bagga, hereby certify that all of the views expressed in this research report accurately reflect my personal views about the subject securities and issuers. I also certify that no part of my compensation was, is, or will be directly or indirectly related to the specific recommendations or views expressed in this research report. The analyst(s) responsible for preparing this report has/have received compensation based on various factors, including the firm's total revenues, a portion of which is generated by investment banking activities. Rating Definitions Effective October 7, 2009, ThinkEquity LLC moved from a four-tier Buy/Accumulate/Source of Funds/Sell rating system to a three-tier Buy/Hold/Sell system. The new ratings appear in our Distribution of Ratings, Firmwide chart. To request historical information, including previously published reports or statistical information, please call: 866-288-8206, or write to: Director of Research, ThinkEquity LLC, 600 Montgomery Street, San Francisco, California, 94111. Buy: ThinkEquity expects the stock to generate positive risk-adjusted returns of more than 10% over the next 12 months. ThinkEquity recommends initiating or increasing exposure to the stock. Hold: ThinkEquity expects the stock to generate risk-adjusted returns of +/-10% over the next 12 months. ThinkEquity believes the stock is fairly valued. Sell: ThinkEquity expects the stock to generate negative risk-adjusted returns of more than 10% during the next 12 months. ThinkEquity recommends decreasing exposure to the stock. Distribution of Ratings, Firmwide ThinkEquity LLC IB Serv./Past 12 Mos. Rating Count Percent Count Percent BUY [B] 120 67.40 14 11.67 HOLD [H] 51 28.70 2 3.92 SELL [S] 7 3.90 0 0.00 This report does not purport to be a complete statement of all material facts related to any company, industry, or security mentioned. The information provided, while not guaranteed as to accuracy or completeness, has been obtained from sources believed to be reliable. The opinions expressed reflect our judgment at this time and are subject to change without notice and may or may not be updated. Past performance should not be taken as an indication or guarantee of future performance, and no representation or warranty, express or implied, is made regarding future performance. This notice shall not constitute an offer to sell or the solicitation of an offer to buy, nor shall there be any sale of these securities in any state in which said offer, solicitation, or sale would be unlawful prior to registration or qualification under the securities laws of any such state. This research report was originally prepared and distributed to institutional clients of ThinkEquity LLC. Recipients who are not market professionals or institutional clients of ThinkEquity LLC should seek the advice of their personal financial advisors before making any investment decisions based on this report. Additional information on the securities referenced is available upon request. In the event that this is a compendium report (covers more than six ThinkEquity LLC-covered subject companies), ThinkEquity LLC may choose to provide specific disclosures for the subject companies by reference. To request more information regarding these disclosures, please call: 866-288-8206, or write to: Director of Research, ThinkEquity LLC, 600 Montgomery Street, San Francisco, California, 94111. Stocks mentioned in this report are not covered by ThinkEquity LLC unless otherwise mentioned. Member of FINRA and SIPC. Copyright 2009 ThinkEquity LLC, A Panmure Gordon Company Page 5