13:00~15:00 |
A. Game Trends Session
‹No Interpretation available›
Creation of New Interactive Entertainment
-- Game Play Live-Streaming --
Location: Conference Room 201, International Conference Hall 2F
Game play live-streaming is rapidly garnering attention as a new form of marketing, which appeals to users by giving them a sense of participation as well as creates booms through word of mouth. The panelists are as follows. From Sony Computer Entertainment is Bloodborne producer Masaaki Yamagiwa, who, as a platformer, undertakes titles that leverage PlayStation 4’s social networking features. From Capcom is Koichi Sugiyama, producer of Street Fighter, the highly popular fighting game series. From Square Enix is producer Takamasa Shiba, who has worked on multiple hit titles on a wide range of platforms, including Dragon Quest Monsters Super Light for smartphones. They will reveal their respective thoughts on the utilization of game play live streaming and discuss the possibility it poses.
- ■Talk Relay and Panel Discussion
- Masaaki Yamagiwa
Producer of Bloodborne, Sony Computer Entertainment Japan Studio
- Koichi Sugiyama
Producer, Osaka Project Promotion Department 2, Development Division , Capcom
- Takamasa Shiba
Division Executive and Producer, Business Division 7, Square Enix
- Moderator: Tetsuro Ito , Staff Writer, Nikkei Entertainment, Nikkei Business Publications
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‹No Interpretation available› |
13:00~15:00 |
B. Smartphone Gaming Session
At the Frontline of 2015 Smartphone Game Hits
-- How to Survive the Increasing Red Ocean Strategies of the Smartphone Gaming Industry --
Location: Conference Room 301, International Conference Hall 3F
With the rapid growth of smartphone gaming, the market is now inundated with smartphone game content as a result of an increase in the number of game content suppliers, and the over-saturation of the market is forcing companies to take red ocean strategies. However, there are new games that have survived this battle for existence and bloomed as hits. What were the processes involved in nurturing these games into best sellers? We go behind the scenes for the answer.
- ■Talk Relay and Panel Discussion
- Kento Suga
Head of APAC Marketing, Niantic
- Ming-Yang Yu
CEO, Rayark
- Moderator: Akihide Segawa, Deputy Editor, Nikkei Business, Nikkei Business Publications
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‹Interpretation available› |
15:15~17:15 |
C. Game Marketing Session
‹No Interpretation available›
The Latest in Game Marketing Methods
-- The Rise of a New Marketing Platform --
Location: Conference Room 201, International Conference Hall 2F
What makes a hit game? It takes, in addition to interesting content, effective marketing activities that communicate to a wide audience how entertaining the game is. In addition to advertising that utilizes conventional media, gaming companies are now eagerly awaiting the development of a new medium and methods of utilization. This is an especially pressing challenge in the field of smartphone games, where the race for survival is especially dire. This session will introduce the platforms undertaking new gaming marketing methods.
- ■Talk Relay
- Minoru Iwaki
COO, SEGA Networks Company, Sega Games
- Shingo Otomo
Director, OPENREC, Cyber Z
- Moderator: Junpei Furuhata, Deputy Editor, Nikkei Digital Marketing, Nikkei Business Publications
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‹No Interpretation available› |
15:15~17:15 |
D. Game Technology Session
‹No Interpretation available›
On the Verge of Release—Virtual Reality Games
-- Hardware and Software Beginning to Line up --
Location: Conference Room 301, International Conference Hall 3F
The commercialization of virtual reality technology utilizing immersive head-mounted displays (HMD) – as represented by Oculus Rift of Oculus(U.S.) and Sony Computer Entertainment’s Project Morpheus – is near. Up to now, development of VR hardware technology had been progressing ahead of software content, However, the collection of titles that can fully leverage VR technology is gradually becoming richer. A key person in this industry will explain how both hardware and software are beginning to line up.
- ■Talk Relay and Panel Discussion
- Yoshihito Kondo
Partner Engineering Specialist
Oculus
- Chris Pruett
Partner Engineering Manager
Oculus
- Kenjo Akiyama
Software Business Dept. SCEAJ Development Support Director
Sony Computer Entertainment Japan Asia
- Katsuhiro Harada
Bandai Namco Entertainment
- Jun Tamaoki
Bandai Namco Entertainment
- Atsunori Maeshima
Business Development and Public Relations Group/Planning Room, Production I.G
- Moderator: Tadashi Nezu, Staff Writer, Nikkei Electronics, Nikkei Business Publications
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‹No Interpretation available› |