TOKYO GAME SHOW 2015
Business Day 2015.9.17[Thu]-18[Fri] Public Day 2015.9.19[Sat]-20[Sun] @ Makuhari Messe

TOKYO GAME SHOW 2015

Business Day 2015.9.17[Thu]-18[Fri] Public Day 2015.9.19[Sat]-20[Sun] @ Makuhari Messe

TGS Forum 2015

  • ※When a number of applications come to the limit, application will be closed before September 16th
  • ※There will be no on-site application in case that advance application reaches the limit.

September 18th (Fri) Expert Session
‹No Interpretation available except session"B"›

Fee(includes tax): ¥8,000 for one session (advance sale),
¥10,000 (on-site)
includes Business Day Registration Ticket

Application Benefits
Individuals who have applied for the expert session will receive a "Business Day Registration Ticket" free of charge which allows access to the exhibition hall on Business Day.

  • ※Individuals under the age of 18, students, and with no business interest and relation are not allowed entry during Business Day (September 17–18). Also, please note that refunds will not be made even in cases entry is denied.
  • ※Schedule, topics, participating companies and speakers are subject to change without prior notice.
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

Apply
‹No Interpretation available›

13:00~15:00
B. Smartphone Gaming Session Interpretation Available

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

Apply
‹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

Apply
‹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

Apply
‹No Interpretation available›

  • ※Admission on Business Days is restricted to individual working in or for the game industry.
  • ※Only those who have registered in advance and have completed full screening and payments, as well as individuals who have a Business Day Registration Ticket will be admitted to the venue on Business Days.
  • ※Students,individuals not working in or for the game industry, and persons under the age of 18 will be denied entry.
  • ※Schedule, content, speakers are subject to change without prior notice.
  • ※Please note that TGS Forum vouchers, Business Day Registration Tickets can not be reissued.
  • ※Cancellations are not accepted for all sessions.
  • ※Identification and business card screening will take place at the reception of Expert Sessions.

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