HOME
開催概要
出展者一覧
会場マップ
TGSフォーラム
会場アクセス
入場券
リリース
プレスルーム
過去のゲームショウ
出展のご案内
ENGLISH
 
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

Press Inquiries about TOKYO GAME SHOW 2003
TGS Information tgs-info@publicity-bur.co.jp




Organizer: Computer Entertainment Supplier's Association (CESA) Co-organizer: Nikkei Business Publications, Inc.
Inquiries: TGS Information tgs-info@publicity-bur.co.jp
Copyright c 2003 CESA and Nikkei Business Publications, Inc. All rights reserved.