Business Seminar

TGS Forum

On Business Days (September 21st and 22nd), the B to B seminar "TGS Forum" will be held at Makuhari Messe International Conference Hall for Business Day visitors.

*Mainly seminars in Japanese

If you would like to attend a seminar, please apply in advance for the seminar you wish to attend on the registration system when registering for Business Day visitor registration (paid or free). After pre-registration, you can add or change the number of seminars you attend using "My Ticket" on the registration site.

On the day of the seminar, please come to the venue after completing the business day visitor reception.

In addition to attending the seminars at the venue, you can also watch the TGS Forum online. If you have a Business Day Registration Ticket (invitation ticket) and are unable to come to the event on Business Day, you can use the Business Day Registration Ticket to pre-register and watch online.

Please log in to the Business Day visitor registration system (EventRegist) and go to the online viewing screen from "Click here to view" in "My Ticket" when the exhibition begins. The deadline for archive distribution is Friday, October 6th.

There are two types of TGS Forum: "Sponsorship Sessions (the name of the sponsoring company is listed in the seminar title)" provided by exhibitors, and "Organizer Seminars" provided by the organizer. If you wish to attend the "Sponsorship Session", please be sure to read the "Information on attending the TGS Forum Sponsorship Session" below.

Information on attending the TGS Forum Sponsorship Session

The personal information that you have entered will be collected by EventRegist Co., Ltd.. It will then be managed in full compliance with Privacy Statement of EventRegist(https://info.eventregist.com/en-us/privacypolicy). Also, the same information will be provided to respective third parties, CESA (Computer Entertainment Supplier’s Association), Nikkei Business Publications Inc. and DENTSU, the organizers of TOKYO GAME SHOW 2023 for the purpose of the sending information (e-mail, direct mail and research questionnaire etc.). After Providing Personal Information to CESA, Nikkei Business Publications Inc. and DENTSU each will then manage your information on its own responsibility.

In addition, the TOKYO GAME SHOW use a QR code system for visitor's badges in order to eliminate the need for visitors to provide business cards and enter addresses and names at each exhibition booth and seminar room.
When the QR code on badge presented by a visitor is scanned at an exhibition booth or seminar room, or when you have viewed the seminar on the online viewing page, the information you registered for attending the exhibition will be provided by co-organizer Nikkei Business Publications Inc. to the relevant exhibiting company and company supporting the seminar (speaking/presenting company). The personal information provided to each exhibiting company and each company supporting seminars will be managed at the responsibility of each company, and they may use it for introducing various items such as products, services, seminars, and surveys.

*

Please refer to the following URL for the handling of personal information of overseas exhibitors/sponsorship session sponsors located in foreign countries (outside of Japan) who exhibit at the Business Day.
https://expo.nikkeibp.co.jp/2023/en/business/thirdparty/

Be sure that you agree to the above before presenting your visitor's badge.

CESA's Privacy Policy
https://www.cesa.or.jp/index_e.html
Nikkei BP's Personal Information Protection Policy
https://www.nikkeibp.co.jp/english/privacy/index.html
DENTSU's Explanation of the personal information acquisition
https://dentsu-rm.co.jp/en/privacypolicy/

Organizer Sessions

ProgramKR-01

How will generative AI change game development?

Date and Time
From 10:30 a.m. to noon, September 21 (Thu.)
Venue
International Conference Hall 301

In 2023, generative AI received a lot of attention. In particular, ChatGPT released by OpenAI has already been introduced to various companies and is beginning to change the human work environment. Compared to the products by previous AI, the texts and pictures by generative AI have much higher quality. Many people see great potential in it. Naturally, game developers are also wondering, "Is it possible to use it for something?" So, in this session, we would like to explore what kind of impact generative AI will have on game development through dialogues with experts.

SQUARE ENIX
General Manager of AI Division
Youichiro Miyake

Game AI researcher and developer. Ph.D. (Engineering, University of Tokyo). He founded (and chaired) the IGDA Japan Specialist Group on Game AI, is a board member of DiGRA JAPAN, and is vice-chair of the Editorial Board of the Japanese Society for Artificial Intelligence. He received the 2020 Japanese Society for Artificial Intelligence (JSAI) Best Paper Award for "Game AI General Theory and its Implementation in AAA Digital Game -A Case Study of AI System in FINAL FANTASY XV- ".

Bandai Namco Studios
AI Tech Unit Technical Director
Yohei Hase

He joined Namco Bandai Games in 2009. After being involved in the development of the "Ace Combat" series and the "Tekken" series, he led the AI team for "BLUE PROTOCOL" and supported the creation of innovative experiences from a technical perspective. Currently, in order to create new game experiences using AI technology, he is active in a variety of fields, including researching the latest AI technology and technical direction in product development.

GAME FREAK
Research and Development Division AI Section Director
Jun Ito

Joined GAMEFREAK in November 2020 and served as the lead programmer for field Pokémon AI in "Pokémon Scarlet and Violet". Established and is currently directing the AI section in the research and development department, with a focus on game AI and ML. Also currently excelling in the role of program section director for character, battle, and field development for new titles.

Cygames
Technical Advisor / Director of Cygames Research
Shuichi Kurabayashi

Ph.D. in Media and Governance, Keio University, 2007. A full-time lecturer in Keio's Faculty of Environment and Information Studies in 2010, and a project associate professor in 2016. Since 2016 served as Technical Advisor and Director of Cygames Research. Specializes in database systems.

Moderator Nikkei Business Publications​
Nikkei xTech​​
Staff Writer
Ko Nonomura

ProgramKS-01

Building an Engaged Community for your game

Date and Time
From 10:30 a.m. to noon, September 21 (Thu.)
Venue
International Conference Hall 302

Online games have changed the way we play games. In the past, we bought a gaming software and conpleated it. But now, online games connect players from all over the world, and captivate them for several years. As a result, managing user communities has become really important for game developers. Game developers need to do more than just create fun games and interesting stories. They also need to keep users' attention and spread their excitement.
In this seminar, we will talk about the theme - how to build an engaged user community for the game, through events, e-sports or social media.

Riot Games
Brand Manager, Action
Shota Sato

Joined Sanko Partners (now SANKO) in 2010, worked in Sales/Account Executive until 2016. Joined Riot Games in 2017 as an Esports event planner. From 2020, current position.

Bandai Namco Entertainment
Cross Media Team New Business Production Department IP Business Division 3 Manager
Takaoki Yoshimoto

Switched from a video game developing company to Bandai Namco Entertainment in 2020. Producer of the "ASOBI STAGE" platform, in charge of the in-house XR studio "MIRAIKEN studio", and is responsible for the digital marketing strategy of "DEN-ON-BU." Also attempting to create a new fan community for the new service "ASOBI CHANNEL."

fanbase company
Founder
Naoyuki Sato

Born in 1961, joined Dentsu in 1985. After working on numerous communication development projects as a communication director/creative director, became independent in 2011. Author of "Fanbase," "Tomorrow's Advertising," "Tomorrow's Planning," and other books. Visiting professor at Osaka University of Arts, founded Fanbase Company in May 2019.

ModeratorNikkei Business Publications
Nikkei BP Trend Media, Senior staff editor of Unit
Taku Agatsuma

ProgramKE-01

Announcement of holding Japan eSports Awards

Date and Time
From 10:30 a.m. to noon, September 22 (Fri.)
Venue
International Conference Hall 302

[Contents]

  • Announcement of Japan eSports Awards purpose and overview
    • Announcement of award title categories
    • Screening method
    • Introduction of the screening committee
    • How to vote by fans
    • Future prospects
  • Japan eSports Awards commemorative panel discussion
Japan esports Union (JeSU)
Chairman
Hideki Hayakawa

President, Corporate Officer (Konami Digital Entertainment, Director (Computer Entertainment Supplier's Association)

espots CasterOooDa

A leading caster in the Japanese esports world.
He first took charge of live coverage of a tournament at the CSOJC 2011 gaming event in 2011.
Since then, he has been active as a tournament play-by-play commentator/MC, and as of 2023, he is still a play-by-play commentator/MC for various official tournaments, appearing in 200 programmes and tournaments a year.

CyberZ
Executive Officer, eSports "RAGE" General Producer
Shingo Otomo

Joined CyberAgent in 2007. After working as a sales manager, he founded CyberZ in 2009 and became a board member. he launched the OPENREC and eSports businesses and became the general producer of the eSports event RAGE in 2015. from 2022, he will also be in charge of ABEMA's events.

Game CasterTaiga Kishi

Active as a game caster since 2014.
With his background as a former top player, he is now an MC and commentator for many professional leagues, etc., and appears regularly on NTV's esports programme 'eGG'.
He continues to take on challenges that transcend the boundaries of the internet and television, esports competitions and variety shows.

Wellplayed Rizest
Representative Director
Yuya Tanida

After working as a producer of IP digital content, in November 2015 he established Wellplayed Raizest as Japan's first company specialising in e-sports, and in November 2022 became the first e-sports business in Japan to be listed on the stock exchange. With the vision of 'We are the GAMING LIFESTYLE Company.', the company provides solutions, services and products that make people and society HAPPY through games.

TOPANGA
Representative Director
Fusuke Toyota

Managing events centred on fighting games, such as the TOPANGA Championship and the TOPANGA Charity Cup.

esports Casterhameko

Live commentator belonging to Yoshimoto Creative Agency.
He is also a famous player who has been active since the Tekken 3 era.As a freelance writer, he produces articles mainly on games for strategy books, magazines and 4Gamer, and also performs music in the band 'Saifuku Fujinken', which he formed with his gaming friends, demonstrating his versatility outside his day job.At EVOJapan 2018, he served as chairperson of the steering committee, overseeing the multiple Japanese fighting game communities and leading them to success.

ODYSSEY
Representative Director, esports Caster
Kosuke Hiraiwa

Born in Tokyo in 1987, she joined Asahi Broadcasting Corporation as an announcer after graduating from a university in Washington State, US, with a degree in business administration in 2009. He has worked as a play-by-play announcer for professional baseball, high school baseball, J-League, Hakone Ekiden, etc. In 2017, he won the ANN Announcer Award for Excellence for his play-by-play work on high school baseball.After leaving the company in 2018, he established Japan's first company, Odyssey. He has been a play-by-play announcer at Japan's largest e-sports event RAGE and CR Cup. He is the author of the book 'How to live without being trapped in the official route of life' (KADOKAWA).

JCG
Representative Director CEO, International Chairperson (Japan eSports Union)
Junichi Matsumoto

Graduated from a US university in 2000. After 12 years of experience as an engineer, he started his e-sports business, JCG, which became an e-sports specialist in 2017. To date, it has raised a total of JPY 1.06 billion in funding.

Sponsorship Sessions

Third party provision of personal information to overseas exhibitors

TGS Forum offers Sponsorship Sessions organized by exhibitors sponsoring TGS2023 in addition to Organizer Sessions. The company name of each sponsor is shown on the sponsorship session program title. If you pre-register or register at the door to participate in a sponsorship session, the TGS2023 Secretariat of Nikkei BP will collect your data (personal information entered for pre-registration or the information on your name card) and provide them to a sponsor of the session (third party provision.)

ProgramSR-02

The Future of Gaming on X

<Sponsor> Twitter Japan

Date and Time
From 12:30 p.m. to 1:30 p.m. September 21 (Thu.)
Venue
International Conference Hall 301

Game producers and those involved in promotion will be introduced to the use of X for content growth. (including the latest insights on X) As the title suggests, X will support you in attracting potential fans and acquiring new fans by providing a space for public conversation.

Twitter Japan
Client Solutions, Gaming Team / Manager
Yu Nakamura

Nakamura joined Twitter Japan in 2015 as a Client Partner in charge of the retail industry, and from 2021, he is leading the gaming team as manager, overseeing the sales organization for major gaming advertisers. Prior to joining Twitter Japan, He worked in advertising sales and management at a web advertising agency after graduating from university.

RudelTatsuya Yoshinaga

Experienced in supporting utilization in all data science areas, including data infrastructure construction, data analysis, natural language processing, and image analysis. In the management area, his strength lies in establishing data science frameworks in organizations and achieving results, including organization formation and human resource development. Currently, he is in charge of promoting data-driven game management in Rudel's social game business.

ProgramSR-03

Make your game a cultural phenomenon

<Sponsor> TikTok for Business

Date and Time
From 2:00 p.m. to 3:00 p.m. September 21 (Thu.)
Venue
International Conference Hall 301

Under the ever-changing environment, it is becoming increasingly difficult to launch games using traditional digital marketing strategies. Over the years, gamers have developed new appetites and behaviors towards gaming, and the gaming community on TikTok has grown larger than ever before. In this 60-minute speaking session, TikTok and guest speakers will discuss how the industry and gamers are evolving and showcase how publishers can leverage TikTok, one of the top destinations for gaming culture and impact, to drive game discovery, build strong relationships with gamers and expand the game lifecycle.

The 60-min session will be broken down into two 30-min panel discussions:
- Panel 1: The Evolving Industry and Gamers
- Panel 2: Driving Impact through Culture

[Panel 1: The Evolving Industry and Gamers]

TikTok
TikTok for Business, Head of Global Gaming Business Marketing
Rema Vasan

As Head of Global Gaming Business Marketing at TikTok, Rema Vasan is responsible for building innovative marketing solutions that enable the gaming industry to become TikTok fluent and wield the power of the platform to deliver against business goals. She is focused on helping brands develop strategies to engage with communities through culturally-relevant creative storytelling and understanding TikTok's full-funnel impact.

Newzoo
Director of Consulting
Ben Porter

Ben Porter is a seasoned professional with a multifaceted background that blends gaming expertise, business acumen, and a passion for tackling complex challenges at the intersection of technology and entertainment. As the Director of Consulting at Newzoo, a globally recognized authority in games, gamers, and games market data, Ben brings his skill set to empower world-leading organizations to seize opportunities in the dynamic gaming ecosystem.

[Panel 2: Driving Impact through Culture]

TikTok
TikTok Global Content / Global Gaming, Business Development Manager
Tomo Hisanaga

For over 20 years, Tomo has been involved in game publishing and business development at major game publishing companies, and since 2019 he has been working on business development at TikTok Japan. Tomo's main focus is on supporting and partnering with domestic and international game companies on utilizing TikTok, as well as expanding game content on TikTok.

TikTok
TikTok for Business, Head of APAC Gaming
Maayan Kotler

Maayan Kotler is an accomplished marketing professional and the Head of APAC Gaming at TikTok for Business. With a passion for branding and design, she has played instrumental roles in various companies, driving growth and success through her strategic marketing expertise.

SEGA
Co-COO
Shuji Utsumi

At Sony, he helped establish the PlayStation business in Japan and the United States. After Executive position at SEGA, Disney, Warner Music and so on, joined back with SEGA as CSO in 2020. Since in April 2023, he leads a global consumer business as Co-COO, President of Consumer Game and Transmedia. Representative works he directly was involved includes various popular titles like Crash Bandicoot, Kingdom Hearts, Lumines and more.
He has a unique background of having both management and content development experience from a global perspective.

ProgramSS-03

Funding Your Game Idea Amid Economic Challenges

<Sponsor> Madness Ventures, by Product Madness

Date and Time
From 1:30 p.m. to 2:00 p.m. September 21 (Thu.)
Venue
International Conference Hall 302

In the midst of economic challenges, securing funding for your game can be tough. Join our session to discover valuable insights and practical steps for navigating the funding process. Gain actionable insights to secure funds for your game, team, and unique situation, regardless of your experience level. Don't miss out on this opportunity to equip yourself with the knowledge you need to succeed!

*Lectures are scheduled to be given in English (simultaneous interpretation in Japanese)

Madness Ventures, by Product MadnessZvika Pakula

Zvika Pakula is a highly accomplished professional with over two decades of experience leading business development and strategy in the technology and telecoms sectors. At Product Madness, he leverages his practical and theoretical expertise in analytics and modelling to identify and develop new business opportunities while enhancing the company's competitive strategy.
Zvika is also leading Madness Ventures, a one-of-a-kind incubator program powered by Product Madness, with the aspiration to support the next generation of game development.

ProgramSS-04

HOW TO MAKE YOUR GAME A SUCCESSFUL GLOBAL BUSINESS

<Sponsor> Xsolla

Date and Time
From 2:30 p.m. to 3:00 p.m. September 21 (Thu.)
Venue
International Conference Hall 302

[Contents]
- Get to know Xsolla
- Solution for monetization
- Solution for localization
- Solution for tax and legal issues
- Success case
- Opportunities: Web Shop
- Q&A

Xsolla
Country Manager, Japan
Jin Jeong

She has over 13 years of experience in the online and mobile gaming industry in Japan and Korea, She has been responsible for the publishing, directing, and operation of various games.
With the wealth of experience she has gained in the online and mobile gaming industry, she is currently working to develop the Japanese gaming industry at Xsolla.

ProgramSS-05

History and Vision of XREAL

<Sponsor> Xreal Japan

Date and Time
From 3:30 p.m. to 4:00 p.m. September 21 (Thu.)
Venue
International Conference Hall 302

[Contents]
Since its establishment, XREAL has been thinking about what the next-generation terminal platform will be after smartphones. I will talk about the future vision, etc.

Xreal Japan
CEO
Chi Xu

After graduating from Zhejiang University, he moved to the United States to pursue a PhD at the University of Minnesota. After returning to China in 2017, he founded Nreal and served as its CEO.

ProgramES-02

The Nippon Foundation & JeSU Presents "New Possibilities Brought by e-Sports"

<Sponsor> Japan esports Union (JeSU)

Date and Time
From 1:00 p.m. to 2:00 p.m. September 22 (Fri.)
Venue
International Conference Hall 302
[Contents]
There are examples of people with disabilities expanding their possibilities through e-sports, such as by playing e-sports, increasing their ability to use digital technology and participating in society. What is necessary for esports to become something that anyone can participate in and enjoy for a lifetime? We will exchange a wide range of opinions on the diversity and social effects of esports.
Universal e-Sports Network
Representative Director of Universal e-Sports Network / National Hospital Organization Hokkaido Medical Center Occupational Therapist
Eiichi Tanaka

National Hospital Organization Hokkaido Medical Center, Occupational Therapist, Representative Director of I provide specialized support to help children with limb disabilities start playing esports. Specifically, by customizing operating methods and tools, we will create an environment that can be enjoyed even by people with limited physical abilities.
Through our activities at Universal Esports Network, a general incorporated association, we aim to create a world where everyone can equally experience the joy of esports.

Riot Games
Publishing Division Brand Manager
Ryo Morishita

Joined the company in August 2022, and since then has concurrently served as a brand manager for Esports in general and League of Legends.
He is also learning about accessibility every day, from the perspective of how to make it enjoyable for all players.

Game education journalist
Lecturer at International Professional University of Technology in Tokyo
Kenji Ono

Graduated from the Faculty of Sociology, Kansai University. He has worked as a freelance game journalist since 2000 after working as editor-in-chief of the magazine "Game Hihyo". He has long been involved in the activities of IGDA Japan (formerly IGDA Tokyo). Engaged in game developer education since 2017. Since 2020, he is also active as a lecturer at Tokyo International College of Technology.

Universal e-Sports NetworkKentaro Yoshinari

Although he has a progressive disease called spinal muscular atrophy, he is a disabled person who loves gaming.
"With E-sports games, people can share the same space regardless of whether they have a disability." I aim to convey this appeal to as many people as possible.

ProgramES-03

Nippon Television views the front lines and future vision of the esports business as follows.

<Sponsor> Japan esports Union (JeSU)

Date and Time
From 3:00 p.m. to 4:00 p.m. September 22 (Fri.)
Venue
International Conference Hall 302
[Contents]
Since 2018, Nippon TV has been developing its business in a variety of ways, including broadcasting the program "eGG," managing the team "AXIZ," and hosting national high school competitions. In September of this year, we added "JCG", a long-established e-sports tournament operator, to the group.
We will introduce the forefront of the esports content business with a wealth of case studies, and introduce strategies for the future that Nippon TV envisions.
Nippon Television Network
Deputy Director of New Business Development, CEO Office, Nippon TV
Daisuke Kobayashi

After working at Recruit, McKinsey, and Gree, he was in charge of strategic investments and new businesses at Nippon TV, and oversaw the launch of the e-sports business. He is the representative of AX Entertainment, which operates AXIZ, the director of VTuber production ClaN Entertainment, and the chairman of JCG, which became a subsidiary in September 2023.

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