Game Developers Conference The Japanese Game Industry - Past, Present, and Future By Kenzo Tsujimoto President, Computer Entertainment Supplier's Association President and CEO, Capcom 1. Japan's Game Industry that Led the World. A unique "Business Model" originating from [Nintendo Entertainment System (NES)] was instrumental in the high growth. (Learning a lesson from the "Atari Shock" of the early 1980s which occurred before NES was introduced.) (1) Set up a business model based on collecting licensing fees to prevent sacrificing quality to quantity. (2) To conduct thorough quality control under the premise not to offend public order and morals. Reviewing History Together With the Main Hardware [Family Computer (NES)] 1983~ [Game Boy] 1989~ [Super Family Computer (SNES)] 1990~ [Play Station] 1994~ [Play Station 2] 2000~ Accumulated number of hardware shipments *Hardware by Japanese companies boasts close to a 90% share of global markets. - Japanese corporations continue to maintain global supremacy in [Video Game Hardware]. - This is believed to be the result of synergistic effect of [Video Game Software] and [Video Game Hardware] 2. CAPCOM which developed together with the history of the game industry. Company Profile ◆Company Name: CAPCOM CO., LTD. ◆ Date of Initiation: June 11, 1983 ◆ Business Segment: (1)Planning, development and sale of software (2)Management of amusement arcades ◆ Paid-in Capital: \ 27,581 million ◆ Consolidated Net Sales:\52,668 million (in FY2003) ◆ Number of Employee: 1,206 (including consolidated subsidiaries) ◆ Stock Exchange Listings:Tokyo, Osaka Blockbuster Franchises [Title] [Total Units Sales] ◆“Street Fighter” Series 24 Million Units ◆“Resident Evil” Series 26 Million Units ◆“Megaman” Series 22 Million Units ◆“Onimusha” Series 6.8 Million Units ◆“Devil May Cry” Series 4.6 Million Units Hollywood Movie [Title] [Release] ◆“Street Fighter ” December, 1994 ◆“Resident Evil” March, 2002 ◆“Resident Evil Apocalypse” September, 2004 ◆“Onimusha” Summer, 2006 (Plan) ◆“Devil May Cry” 2007 (Plan) 3. This is the sole exportoriented industry in the "contents industries". Overseas balance of payments for the Japanese contents industry. Source: Ministry of Economy, Trade and Industry. Exports 253.2 billion yen Imports 910 558 176 30 Game software Publishing 251 248 108 Movie 53 Broadcasting program 29 Music software [Past] The industry grew on its own without any aid from other sources such as the government. The industry was able to grow freely without any regulation or restrictions [Present, Future] The industry has grown considerably, but it is believed that some appropriate amount of industrial development policy would be needed for the industry to grow further. 4. Outline of Computer Entertainment Supplier's Association (CESA) Outline of CESA Computer Entertainment Supplier’s Association (CESA) An organization under the jurisdiction of the Ministry of Economy, Trade and Industry which promotes the industry by conducting surveys, research, proliferation and promoting enlightenment activities concerning the game industry. ◆Established: August 1996 ◆Chairman: First chairman of the association Kagemasa Kozuki (Konami) Second generation chairman (Present): Kenzo Tsujimoto (Capcom) Vice Chairmen: Four (Konami, Sega, Namco, Hudson) Senior Director: One person (full time) Executive Directors: Five (Koei, Square-Enix, Taito, Microsoft, EA) ◆Membership: About 170 companies (Including Nintendo, SCE, Tecmo and Bandai.) Outline of CESA ◆Main Activities Committee activities Tokyo Game Show CESA GAME AWARDS CESA Developers Conference(CEDEC) CESA Game White Paper, survey reports ◆Related Organizations Computer Entertainment Rating Organization (CERO) Activities of CESA committees ・Events: Tokyo Game Show, CESA GAME AWARDS ・Technical: CESA Developers Conference ・Human Resource: CESA Students Game Awards ・Research and Relations: CESA Game White Paper, public relations activities ・Intellectual Property: Protection of copyright, measures against pirated editions. ・Distribution: Approving secondary usage to complex cafes, etc. ・Ethics: Improving and checking the rating system. ・On-line community: Promoting on-line game, community business. Organization Structure Introduction of Main Events, Activities Tokyo Game Show Click!! Past Record of Tokyo Game Show September 24 (Friday), 2004 Business Day, 25 (Saturday)/ 26 (Sunday) Opened to general public - Record high 117 companies exhibited their products. - Thirty overseas companies exhibited their products to register record high participation. - The number of visitors totaled 160,096 people. - Annual increase in the number of overseas press attending. The number of media and press attendance: 1,198 firms/3,448 people Gateway to Asian and Western Markets ■A Show for Leading Global Markets ・Strengthen response to overseas visitors. ・In 2004 visitors came from 22 countries/ regions from around the world ◆Overseas Visitors by Countries/ Regions Other 1.3% North Europe6.0% America 13.2% Asia 79.5% Worlds Largest Game Festival Target Visitors: General game users ◆You are able to directly advertise your products to the consumers. ◆Establish brand image Capture new users / A place to conduct market survey CESA GAME AWARDS A system to select and honor outstanding game software by respective categories. Announced Every October (1) [Game Awards of the Year] To select and honor outstanding game software among those announced over the past year. The award recipients are decided after the candidates go through a preliminary selection stage through ballots cast by general consumers and through secondary screening by a screening committee. (2) [Game Awards Future] To determine the award recipients through balloting by general consumers from among unreleased titles announced at the Tokyo Game Show. (3) [Game Awards Indies] To determine award recipients through public solicitation and screening of original games not commercially released. CESA GAME AWARDS Award Recipients for Fiscal 2004 【Grand Award】 MONSTER HUNTER (CAPCOM) 【Award for Excellence】 DRAGON QUEST V TENKUUNO HANAYOME (SQUARE ENIX) KatamariDamacy (NAMCO) Pokémon Fire Red / Leaf Green (The Pokémon Company) WORLD SOCCER Winning Eleven 7 (KONAMI) Six other titles 【Global Award】 Need for Speed Underground (Electronic Arts) SMACK DOWN HERE COMES THE PAIN (YUKE'S) CESA Game Awards (Award Announcing Ceremony) CESA Game Awards (Award Announcing Ceremony) CESA Game Awards (Notification Poster) CEDEC (CESA Developers Conference) • The so-called Japanese version of GDC. • The largest conference for game developers where more than 1,300 developers from Japan assemble. • Held every year in early September. Seven conferences will have been held from 1999 to 2005. CEDEC(CESA Developers Conference) Sessions implemented in 2004 ・Development techniques for fun games based on ‘amusement science’ Toru Iwatani NAMCO ・How do we cope with issues on the negative impact of video games? Akira Sakamoto Ochanomizu University ・Realtime physics simulation techniques and game Shoichi Hasegawa Tokyo Institute of Technology ・Penguin‘s recommendation Masaya Matsuura NanaOn-Sha CEDEC(CESA Developers Conference) ・Movies and Games`similarities and differences` Sento Takenori Rumble Fish、Kozy Watanabe GTV ・Producing original work. Atsushi Inaba Clover Studio ・Microsoft Meltdown ・NVIDIA Iron Developer ・IGDA Academic ・Implement more than 90 programs during the three-day conference, including lectures, roundtable discussions and work shops. ・In the future we hope to promote exchange of information at an international level, including forming ties with GDC. Rating System - The system was started in October, 2003. CERO is in charge of screening. - Some 1,700 titles have already been rated. - Types of categorization by age (four types) - Contents icon (nine types) - The main objective is to provide information to the consumers and not to apply restrictions. - There is a need to strengthen cooperative relations and exchanging information with rating organizations like ESRB. Rating System Age category mark Suitable for all age groups Suitable for those 12 years and older Suitable for those 15 years and older Suitable for those 18 years and older Contents Icon Love Fear Crime Sexual Drinking alcohol/ smoking Drugs Violence Gamble Language/ others 5. Game Market in Japan Domestic gaming market Home games: 446.2 billion yen (Source: CESA data) Arcade Video Game Sales Amount: 164 billion yen (Source: JAMMA Data from April 2003~ March 2004) Mobile Game Contents: 34.4 billion yen (Source: DCAj Data) Amount of Shipment of Japanese Game Companies Amount of gaming shipments for both domestic and overseas markets(2003) Breakdown of exported destinations Hardware Software Market Receptivity of Overseas Products in Japan Success Examples: --Success of America's Electronic Arts Co. in Japan --Sales performance of "Grand Theft Auto III", etc. While it is sufficiently possible to cultivate the market, it must be noted that about 1,000 new titles are released in Japan, including those that are sold at extremely low prices. Compared with other countries, the market in Japan is intensely competitive. Market Receptivity of Overseas Products in Japan --Secrets to be learned from these success examples--[The need to accurately grasp the taste of Japanese consumers] - Marketing strategy is important. - Learn about the Japanese market individually - Team up with a Japanese company who knows the situation in Japan. 6. Future Problems and Proposal Future Problems and Proposal 1. Strengthen ties between GDC and CEDEC. 2. To obtain data on a global scale by exchanging market statistics data. 3. Mutual cooperation in major events (adjust even periods, mutual exhibits, etc.) 4. Joint measures against copying and pirated editions. 5. Cooperate in the investigation and research on the influence games have on people. 6. Cooperation and exchanging of information on rating. Promote an interchange in business and aim to expand increasingly active market on a global scale. Thank you http://www.cesa.or.jp
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