September 26, 2003
Computer Entertainment
Supplier's Association
Nikkei Business Publications, Inc.
Press Release
This
Year's Theme: “A Playful Spirit
Can Change the World”
111 Exhibitors - the Highest Number Ever!
Focus on Online Games & Mobile Phone
Games
A lot of New Packaged Games from Japanese
Game Companies
TOKYO GAME SHOW 2003 will be held under
the theme “A Playful Sprit Can Change
the World,” from September 26 (Fri.)
through 28 (Sun.) at the Nippon Convention
Center (Makuhari Messe). TOKYO GAME SHOW
2003 is organized by Computer Entertainment
Supplier’s Association <CESA>,
co-organized by Nikkei Business Publications
Inc. and supported by the Ministry of
Economy, Trade and Industry under the
special sponsorship of NTT DoCoMo. The
entire exhibition area covers approximately
47,000m2, including Exhibition Hall 1
through 7.
A total 111 exhibitors includes game
software companies, game software development
tool companies, and game colleges from
Korea, Taiwan, U.S. and Japan. This is
the highest number of exhibitors ever
since the first Tokyo Game Show was held
in 1996. (The highest record in the past
was 104 exhibitors of Tokyo Game Show
’97 Autumn) The total number of
booths is 1,426. The number of game software
titles on exhibit already announced by
the exhibitors is 508.
A revolution in information technology
including spread of broadband communications
and the enhanced functionality of mobile
phones has diversified the video game
world. At this year’s show, new
contents of online games and mobile phone
games are showing more conspicuous increase
than ever before. Online, numbering numbered
only a few titles at last year’s
show exceed 50 titles - mainly from Korea
and Taiwan. Mobile phone games, which
numbered 36 titles covering only about
9% of all game titles on exhibit at last
year’s show, show almost doubled
to 73 titles. This new game style “ubiquitous
entertainment” is being clearer.
The number of conventional packaged games
on exhibit also exceeds last year's show,
despite reports of a smaller market for
packaged titles. It goes without saying
that game software companies are as motivated
as ever to attract gamers' attentions
with new game software.
With this in mind, under this year’s
theme “A Playful Spirit Can Change
the World,” Tokyo Game Show 2003
propose a new world of entertainment to
capture everyone’s playful spirit
to the world without borders. We would
also like to remind that a playful spirit
can drive changes in the entertainment
world for the enjoyment of all.
This year, for the first time ever, we
have also established a new exhibition
area for development tools and middleware
vendors. Furthermore, we will focus on
the latest game industry trends at the
“TGS Forum 2003” through conference
sessions featuring next generation mobile
phone games, methods of character creation
--a must for game software development,
disclosing know-how in entry into online
game business, and introducing game development
techniques for survival in the global
market.
*Special features
of TOKYO GAME SHOW 2003
1. Enriched event plans for mobilizing
wider-range of visitors such as family
users, new users and online game users.
a. |
It's not just video games! –
Expanded “Kids’ Area”
In addition to usual “Touch
& Try Booth” where the latest
kids' video games can be enjoyed,
the game-related goods sale booth
and Event stage where enjoyable events
are held, we created “Kids Play
Area” where kids can play analog
games and “ NIKKEI Characters!
Zone” where animations and toys
for families are on exhibit. Families
can have fun the whole day through.
*The Kids Area will be open only on
General Admission Days, September
27 & 28. |
b. |
Debut of “PC Online Game Stadium”
A large number of online games are
on exhibit this year. In cooperation
with Intel K.K., visitors can enjoy
the latest PC online games using the
newest Intel microprocessor equipped
desktop or notebook computer. |
c. |
Game fans won't want to miss.! You
can also enjoy table games.
At the well-received “Table
Game Stadium,” a TGS fixture
since last year, we've added a corner
for digital board games. Visitors
can enjoy long standing popular table
games in both analog and digital style.
It’s not only for table game
fans--all visitors are welcome! |
2. Reinforced
Business Day to Promote Globalization
To reinforce our position as the most important
event for world’s game suppliers,
developers, distributors, and users, Tokyo
Game Show 2003 will provide a wide variety
of information from Japan to the world.
a. |
a. Expanded Overseas Exhibitors
with advanced game related technologies
from Korea, Taiwan, U.S., U.K., and
China. There are thirteen overseas
exhibitors. (Excluding foreign-affiliated
companies in Japan)
Korea: 3 exhibitors
|
Korea Game Development &
Promotion Institute
(Including18 companies in this
booth)
eclickentertainment Co., Ltd.
World Cyber Games |
Taiwan: 6 exhibitors |
M-etel Co.,Ltd.
GameDragon Technology Co.,Ltd.
Soft-World International Corporation
Taiwan Trade Center
NETWORK MULTIMEDIA INDUSTRY
PROMOTION PROJECT
Lager Interactive Inc.
|
U.S.: 2 exhibitors |
P2P DISTRIBUTION SERVICES
PYRAMAT LLC
|
U.K.: 1 exhibitor |
SN Systems
|
China: 1 exhibitor |
Beijing Globallink Computer
Technology Co.,Ltd. |
|
b. |
b. Debut of “Development Tool
& Middleware Area,” where
middleware and development tolls crating
optimum an environment for game development
are introduced. |
c. |
c. The latest information and know-how
in game development will be disclosed
at TGS Forum 2003
In addition to the keynote speech
by Mr. Satoru Iwata, President of
Nintendo, key persons from various
fields will introduce the latest trends
in the game industry.
The TGS Forum 2003 also include a
developers session called CEDEC Premium
to be held in conjunction with CEDEC,
the Japanese game industry’s
largest developers conference, organized
by CESA. In addition to lectures by
well-known game creators form overseas
offered in cooperation with International
Game Developers Association <IGDA>,
lectures by persons in charge of game
development of Nokia and N-GageTM.
*See the attached appendix 5 for details. |
*Trends at TOKYO GAME SHOW 2003
1. Focus on Japanese packaged games
for family enjoyment.
The generation that were high school
or university students, or new graduates
from 1978, when “Space Invaders”
dominated Japan, to 1983 when the Famicom
debuted are now in their 40’s--
parents of school children.
According to a survey by Nikkei BP, 27
% of 40’s have their own video game
platforms. The survey also indicates changes
in how they enjoy video games: from “for
personal enjoyment” to “with
family or children.” The number
who “play video games with own children”
account for 17.6 % of respondents in their
30’s, but they account for 37.4%
of those in their 40’s. We ca imagine
that parents and children are enjoying
video games together.
Reflecting this trend, family game software
attracts attention at this year’s
show, for example, game software featuring
boy’s comics or toy characters that
have been popular for the last two decades,
or video game versions of amusement arcade
games that those now in their 40’s
enjoyed at game arcades in their youth.
Many games that aim at being fun for both
parents and children are on exhibit.
Game software that encourages communication
not only with family but also with friends
is also expected to remain popular. This
genre includes video game versions of
board games, and sports game software
that allows you to create a professional
football or baseball team to play--popular
since the 2002 FIFA World Cup in Korea
and Japan.
This kind of family game software is
expected to broaden game users and prevent
dropping off of demand.
2. A large number of online games
of Korea and Taiwan are on exhibit. Japanese
mobile phone games are sharply increasing.
As previously noted, the number of exhibited
online games is over 50 titles more than
last year. After test runs in Japan running
until last year, full operation of online
games will be launched this year. The
number of broadband communication users
is rapidly increasing in Japan. The cost
of broadband access drops even lower.
Under these circumstances, Korean and
Taiwanese game companies with experience
in online game business seem poised to
push online games in Japan.
Mobile phone games, which numbered 36
titles and covering only about 9% of all
game titles on exhibit at last year's
show almost doubled to 73 titles. With
the enhanced functionality of mobile phones
and improved game development techniques,
ever-present game style we may call “ubiquitous
entertainment” is being clearer.
Appendix
1)
Exhibition Outline
2)
Exhibitor List
3)
Topics
4)
Kids Area Outline
5)
TGS Forum 2003 Outline
6
) Comparison & Analysis of TOKYO GAME
SHOW
7
) Exhibited Game Title List
|