The nascent casual games industry, estimated to reach $2 billion by 2008, is booming. Casual games are available in consumer portals on the Internet and off of desktop computers. These are places where the general population (not just 18-24 year old males that like to play videogames) consumes, and pays for, information. The panel of industry experts introduce the business of casual games, and the new business models as well as opening markets for game developers and game studio owners. The panel discusses new transactional models, the role of publishers and developers, distributors, and content aggregators. Additionally, they investigate the proliferation of casual games into European and Asian markets.