post event report - UBM Game Network

Transcription

post event report - UBM Game Network
POST EVENT REPORT
Special Partner
Diamond Sponsor (Exclusive)
@ G DCChina
CONTENTS
CONFERENCE SUMMARY
2
ADVISORY BOARD
11
ATTENDEE INFORMATION
27
EXPO VISITORS INFORMATION
32
SPEAKER INFORMATION
33
MEDIA INFORMATION
34
THANK YOU SPONSORS
35
EXHIBITORS
36
GDC CHINA 2015 SPONSORSHIP OPPORTUNITIES
37
VISIT www.GDCCHINA.com FOR MORE INFORMATION
1
CONFERENCE SUMMARY
ENDORSING UNITS:
Shanghai Municipal Administration of Culture, Radio, Film & TV
Shanghai Municipal Economic and Informatization Commission
ORGANIZING/CO-ORGANIZING UNITS:
United Business Media (UBM)
Shanghai Municipal Information Service Industry Association
CO-SPONSORING BODIES:
Hong Kong Productivity Council (HKPC)
Hong Kong Cyberport
Taipei Computer Association (TCA)
Singapore Games Exchange Alliance (GXA)
Shanghai Pudong Association for Science and Technology
2
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CONFERENCE SUMMARY
Conference Attendees:
1. GDC China 2014 attendees totaled 1275: 1213 conference attendees; 62 speakers; 52.3% increase from last year.
2. Domestic Chinese attendees (including Hong Kong and Taiwan) accounted for 75% of overall attendees.
Domestic attendees originated mainly from Shanghai, Beijing, Guangdong Province, Taiwan, Zhejiang Province,
Jiangsu Province, Hong Kong, Sichuan Province, Fujian Province, Macro, etc. Overseas attendees accounted for
25% of overall attendees. Oversea attendees originated mainly from the United States, Singapore, Japan,
Korea, Malaysia, Russia, Australia, Poland, Canada, United Kingdom, Brazil, etc.
3. Attendees between 25 and 34 years old accounted for 67%; attendees between 35 to 44 years old accounted
for 18%; while attendees between 18 to 24 years old accounted for 8%.
4. The top primary lines of business for GDC China attendees included: “Smartphone game market” at 25%,
“Tablet game market” at 13%, and “Handheld console market” at 8%.
5. The majority of GDC China attendees worked in companies employing “Over 500 persons” at 21%, “21-50
persons” and “1-5 persons” respectively at 14%.
6. The top job function of GDC China attendees included: “BUSINESS / MANAGEMENT - Business Development” are 12.5%. “BUSINESS / MANAGEMENT - Marketing/PR” are 11.4%, the third is “BUSINESS / MANAGEMENT - CEO/President/C-Level” at 9.2%.
7. Top platforms GDC China attendees were developing for included “Smartphone” at 32%, “Tablet” respectively at 20% and “Console” at 13%.
8. 52% of GDC China attendees decided to attend/companies decided to send their staffs to GDC China 2014 for
“Conference Content”, 46% for “Industry Networking”, 39% and 37% respectively for “IGF China” and “Personal hobbies”, 34% and 32% respectively for “Company recommend” and “To Pursue Business Deals”, 25%
for “GDC China Expo”.
9. 17% respectively of GDC China attendees voted “Design” and “Independent Games Summit”, the most
interesting part of the conference content, 13% respectively voted “Independent Games Summit”, “IGF China”
and “Production”.
10. After attending GDC China 2014, the top three follow-up action taken by the attendees were “Requested
more information” (48%), “Visited exhibitor’s website” (47%) and “Viewed a GDC Session from GDC Vault”
(43%).
11. Overall, participants were most interested in receiving information about GDC(San Francisco).
12. 41% of GDC China attendees spent “More than 8 hours” on the Expo Floor, 25% spent “5-8 hours”, and 20%
even spent “3-5 hours”.
13. Overall, 82% of participants were satisfied with GDC China 2014.
14. Overall, 96% of participants may recommend GDC China to their colleagues and peers to in the future.
VISIT www.GDCCHINA.com FOR MORE INFORMATION
3
会议小结
IGF CHINA ENTRIES
ATTENDEES
1275
人
52.3%
373
件
49%
GLOBAL TOP
SPEAKERS
62
人
MEDIA PARTNERS
62
家
63 %
4
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CONFERENCE SUMMARY
Expo Visitors:
1. GDC China 2014 had 19 sponsored exhibitors and 14 booths for IGF China.
2. GDC China 2014 hosted 3,827 expo visitors. 85% of expo visitors were domestic residing mainly from Shanghai, Beijing, Guangdong Province, Zhejiang Province, Fujian Province, Jiangsu Province, Hubei Province, Sichuan
Province, etc. Overseas expo visitors accounted for 15% and resided mainly from the United States, Japan,
Korea, Russia, Singapore, the United Kingdom, the Philippines, Germany and other countries.
3. 62% of expo visitors were between “25 and 34 years old”. Between 18 and 24 years old accounted for 23%,
35 to 44 years old accounted for 12%.
4. The top primary lines of business for GDC China expo visitors included: “Smartphone game market” at 27%;
“Handheld console market” and “Tablet game market” at 9% respectively, while “PC/Mac downloadable
market” and “Console game market” at 6% respectively.
5. 26% of GDC China expo visitors worked in companies with “Over 500 persons”, 14% in companies with “20 to
50 persons”, and 12% in companies of “51 to 100 persons”.
6. The job functions of GDC China expo visitors were “BUSINESS / MANAGEMENT - Marketing/PR” at 16.5%,
14% were “BUSINESS / MANAGEMENT - Business Development”, 8.8% were “BUSINESS / MANAGEMENT CEO/President/C-Level” and 6.7% were “BUSINESS / MANAGEMENT - Sales”.
7. Top platforms GDC China expo visitors were developing for included “Smartphone” at 38%, “Tablets” at 16%
and “Handheld Console” at 9%.
Conference Sessions:
GDC China hosted 57 conference sessions, including 47 invited sessions, 3 round-tables and 7 sponsored
sessions.
GDC China had 62 speakers in total, among them 35 invited domestic speakers (including Hong Kong and
Taiwan) accounted for 56% and from Shanghai, Beijing, Shenzhen, Chengdu, Hangzhou, Hong Kong, etc. 27 of
speakers were overseas, others accounting for 44% originating from the United States, the United Kingdom,
Korea, Finland, Australia, Canada, the Philippines and other countries.
Media Outlets:
GDC China cooperated with 62 media partners in total. 49 of which domestic media partners accounted for
79% and from Shanghai, Beijing, Zhejiang, Sichuan, etc. and 13 media partners were from overseas, accounting
for 21% originating from the United States, Japan, Australia, the Philippines, Korea and other countries.
GDC China hosted 45 media outlets (79 persons) in total. 39 of these media outlets (73 persons) comprised of
domestic media with 92% representing Shanghai, Beijing, Shenzhen, Chengdu, Chongqing, Hangzhou, Taiwan,
etc. 5 of these media outlets (5 persons) comprised of overseas media with 8% representing the United States,
Japan, Korea and other countries. The job title of those media representatives mainly comprised of reporters
(30%), chief editors / senior editors (23%), editors (23%), producers and hosts.
VISIT www.GDCCHINA.com FOR MORE INFORMATION
5
CONFERENCE SUMMARY
PASSES:
1. Among conference attendees, “All Access Pass” was of the highest purchase ratio at 68%, “Summits & Tutorials Pass” was at 20%; “Indie Games Summit Pass” was at 12%.
2. “Summits & Tutorials Pass” was of the highest ratio at 24% among overseas attendees.
3. Among “All Access Pass”, “Summits & Tutorials Pass” and “Indie Games Summit Pass” holders, the top primary
lines of business focused on “Smartphone game market” (25%, 29% and 23% respectively), the second lines of
business among “All Access Pass” and “Indie Games Summit Pass” holders focused on “Tablet game market”
(15% and 13% respectively), while “Summits & Tutorials Pass” holders was “Handheld console market”(11%).
4. The highest ratio of the job functions for “All Access Pass” holders were “BUSINESS / MANAGEMENT CEO/President/C-Level” and “BUSINESS / MANAGEMENT - Business Development”(11.5% respectively),
while “Summits & Tutorials Pass” holders and “Indie Games Summit Pass” holders were “BUSINESS / MANAGEMENT - Business Development”(13.8%) and “PROGRAMMING / ENGINEERING – Programmer” (16.1%).
5. For “All Access Pass” “Summits & Tutorials Pass” and “Indie Games Summit Pass” holders, the top platform
they were developing for was “Smartphone” (32%, 35% and 37% respectively). Overall, “Smartphone” enjoyed
a higher ratio among all conference pass holders, followed by “Tablet”, 22%, 14% and 20% respectively to “All
Access”, “Summits & Tutorials Pass” and “Indie Games Summit Pass” pass holders.
The 6th Independent Games Festival China:
IGF China 2014 received a total of 373 entries, representing 49% of growth over the previous year, a new
record! The main and student competitions totaled 252 and 121 entries respectively; 57% and 32% increases
over the previous year.
Entries from China Mainland, Hong Kong and Taiwan, overseas accounted for 44%, 12%, 44% respectively.
Among the domestic (including Taiwan, Hong Kong) entries the top 3 were Taiwan, Shanghai and Beijing, while
the overseas entries the top 3 were Singapore, Australia and India.
Among 373 entries, the top 14 games including 8 main competition games and 6 student games were selected
by our jury chairmen. On 20th, October, 9 awards were presented.
Winner of the Main Competition
Best Game: King’s League: Odyssey (Australia); Best Mobile Game: Zombie Commando (China); Excellence in
Audio: Nom Nom Galaxy (Japan); Excellence in Technology: Lurking (Singapore); Excellence in Arts: Ghost
Blade (China); Excellence in Design: Duet (Australia).
Winner of the Student Competition
Best Student Game: Lurking (Singapore); Excellent Student Game: BOSS (China); Excellent Student Game: Iris
(Singapore).
6
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CONFERENCE SUMMARY
Attendees queueing in front
of the registration center
Ken Wong,
Leader Designer of ustwo, revealing the new
levels of Monument Valley
IGF China Pavilion crowded
by attendees
VISIT www.GDCCHINA.com FOR MORE INFORMATION
All seats of full-day tutorials
occupied by attendees
Jeff Lyndon, Co-founder &
President of iDreamsky presenting
the keynote speech
Mobile Fish exhibiting the
most advanced technologies onsite
7
CONFERENCE SUMMARY
Discussing Joy, Beauty an Ideas at
Monument Valley round-table
Attendees asking the speakers
questions during Q&A
All IGF China finalists being recognized
for their achievements
8
Expo Zone crowded
by attendees and visitors
IGF China Special Partner Netease and
Diamond Sponsor(exclusive) E-game
“West Meets East” Welcome Banquet
VISIT www.GDCCHINA.com FOR MORE INFORMATION
CONFERENCE SUMMARY
Feedback from Attendees
“At GDC China, it was like I experienced one HIGH SCHOLL REUNION——old friends and news friends gather
here; creativity, technology and passion collide here, trends of the future surge here. I look forward to seeing
more and more gamers in China to create a bigger success here.”
—— Jeff Lyndon | Co-founder & President, iDreamSky
“Great, I am so happy to be here! You know, I used to work and make games in China, I don’t live here anymore,
I live in London, but it was so wonderful to come here and talk about mobile game because I feel really passionate about China. I have so many friends here, I think China has a great future in making games.”
—— Ken Wong | Lead Designer, ustwo
“Thank you very much for organizing such a beautiful conference; it was so informative and I was able to meet
so many people in the industry. As a result I enjoyed it immensely.
The GDC app was very handy and I was able to make the maximum use of it by organizing my agenda and
switching between interesting sessions.
Tomorrow I will be going back to my country taking all the memories of GDC.”
——Hasala Perera | Freelancer
“The content of level design is really great and helps domestic game developers a lot. It opened a door we must
enter for the innovation of game design. I look forward to more and much more professional sharing and communication in the future!”
——Yajun Liu | User Experience Director of Research Department, Tencent
“This is my first year at GDC China as a developer. I was wide-eyed and craved knowledge, while communicating closely with lots of players, developers, stars and media in the game industry. “Information overload, Social
overtime, Way-too excited”, is my state-of-self these three days. I expect to bring my own games to IGF China
to share with others.”
—— Tiexin Liang | Founder, wanGa.me
“This was my first time at GDC China. The three day’ conference is really well organized. The professional
knowledge, design methods and experiences shared from some sessions covered everything, you could always
find what you wanted most. Excellent! I hope next year be as interesting!”
——Marco Shan | Marketing Manager, Dison Animation Technology CO.,LTD.
VISIT www.GDCCHINA.com FOR MORE INFORMATION
9
CONFERENCE SUMMARY
Some Attendees are:
Apple
Technical Evangelism Manager
Google
Software Engineer
Amazon.com
Games Business Development
Ubisoft
Producer
Nexon
Investment Director
Intel
Greater China Marketing Manager
Netease
VP
Tencent
User Experience Director
Wargaming PCL
VP Representative
Soft bank
Senior Associate
Openbucks
CEO
SNDA
Senior Director of Game Operations
GREE
Business Development
TabTale
CEO
Williams Interactive
Senior Director Business Development &
Strategy Social Gaming
10
Boomzap
Creative Director
Disney India
Executive Director - Distribution
Blizzard Entertainment
Lead Software Engineer
Huawei Mobile
Senior Technology Planner
IGS
Graphics Technical Director
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ADVISORY BOARD
Eric Chang
CTO & Co-Founder
XPEC Entertainment Inc.
Eric Chang graduated from National Tsing Hua University with a
master’s degree in Electrical Engineering in 1990 in Taiwan.
Currently working at XPEC as CTO, he is in charge of the
planning and development of central technology for XPEC
group. He has been working in the game industry for over 20
years. Since 1993, he has taken the role of lead programmer,
programming manager, technical director, producer, production director and general manager during various phases in his
career. Also Eric has had many co-development experiences
with North America and Japanese game developers such as
Activision, NBGI, SCE Asia and Metro3D. He has participated in
over 15 titles production across different video game platforms
(PC, Saturn, Dreamcast, Xbox, Xbox 360, PS2, PSP, PS3, GBA,
GameCube, NDS, and Wii) throughout the years.
Eric is the co-founder of XPEC. During his tenure at XPEC, he led
the development of 3D and networking engines for multiple
platforms. Furthermore, he was also involved in the production
of notable titles like Bounty Hounds for PSP ,Kung Fu Panda for
Wii & PS2 and Dongfang Queshen for PSP published worldwide.
Recently, he was involved in the development of a new
cross-platform 3D game engine & tools for both web browsers
and mobile devices platforms. It can support native code
C/C++, Flash 3D and HTML5 game development. Several 3D
titles for web browsers or for mobile devices, including Maze
Myth , Dao Tian Lu andXian Ling Jian , were developed by using
this new engine.
William Chen
Founder & CEO
Haymaker Game
William Chen, Founder & CEO of Haymaker Game, left Shanda
on Feb 2013. On May, 2013, started the new game company
called Haymaker Game, which focuses on developing and
publishing mobile games.
Ding YingFeng
Vice President
NetEase
Mr. Yingfeng Ding, Vice President of NetEase, started his
journey in the game industry in 1998 and has engaged in game
development and design work that led to the completion of The
QunXiaChuan cologne; He joined NetEase in 2002 starting from
the numerical design team of Westward Journey and then was
placed in charge of the development and operation work of
Fantasy West ward Journey Online II which led repeated remarkable success because of his abundant experience with game
production and management. Since September, 2011, he
served as Vice President of Netease to guide the work of Online
Game Business Division.
As a well-known game production expert, as well as an excellent
enterprise manager in the game industry, Mr. Yingfeng Ding
strives for excellence in development concept and management
style and makes extraordinary contribution to NetEase.
Billy Hsu
CEO
DJL Worldwide
Billy Hsu is a computer game and software executive with extensive experience in development and operations in both US and
China. Billy is currently the CEO for DJL Worldwide, where he
consults for international investors and game companies in
evaluating investment opportunities. Previously, Billy held
various managerial positions at game and technology companies, including Electronic Arts (EA), Portola Dimensional
Systems, and Autodesk. While working at EA, Billy built the Sims
console franchise in the US and then EA China Studio in Shanghai. Billy is a recognized expert in building and managing game
studios for PC, Console to Online platform. He led AAA titles
such as SimCity , The Sims , and Pogo China . Billy sits on the
board of GDC China and speaks frequently at SIGGRAPH and
other game and animation related events.
William served as Chief Technology Officer of Shanda Games
since September 2011. William joined Shanda Games in December 2010 and served as the Vice President of product development. Prior to joining Shanda Games, William served as Technical Director at leading international publishers including
Electronic Arts Inc., Disney Interactive Studios,Inc., and Activision Blizzard,Inc., and worked on leading titles including Call of
Duty 3, Final Fantasy VII and Star Wars: Episode III: Revenge of
the Sith. William holds a bachelor's degree in computer science
from California State University.
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11
ADVISORY BOARD
Jeff Lyndon
Co-Founder
iDreamSky
Jeff Lyndon is the co-founder of iDreamSky, the largest mobile
game publishing platform in China. He has over 14 years of
experience in game development and publishing industries. His
first game was Shadowbane , one of the first few 3D MMORPG
in the world in 2001.
Since the joining of Jeff, iDreamSky has successfully transformed
from being a smartphone application outsourcing studio to
becoming one of the best mobile game publishers in China.
Through Jeff's leadership, iDreamSky has successfully secured
partnership with the world's top game developers including
Halfbrick, Imangi, Kiloo, Devsisters, Smilegate, Namco Bandai,
Joycity, Gameloft, Ubisoft, Disney Interactive, Miniclip and many
more.
Jeff is also the first Asian who has won the 30 under 30 Developer award by DEVELOP magazine at 2009. He is also one of the
the charter member and co-president, International relationship
of GMGDC (Global Mobile Game Developer Confederation).
Li Shen
Tencent
Li Shen is Vice General Manager of the R&D Department,
Interactive Entertainment Group, Tencent. He is in charge of
Tencent's Game Engine Technology Center and Publishing
Support Center.
Before joining Tencent, he was CTO of Epic Games China, heading game engine development; engineering studio manager of
Ubisoft Shanghai, leading the development of AAA games,
including several key titles of the Tom Clancy's Splinter Cell
franchise, such as Tom Clancy's Splinter Cell I on PS2, Tom
Clancy's Splinter Cell II and Tom Clancy's Splinter Cell IV .
12
Jian Shu
Vice President
Shanda Games
Mr. Shu has served as the vice president of Shanda Games since
January 2013. Since his joining in the company in 2003, Mr. Shu
has served in numerous positions, including assistant general
manager, general manager, deputy director, director and
producer, etc. Under his leadership, the Research and Development team of Legend Studio was established. At the same time,
Mr. Shu served as technical director at the Technical Center of
Shanda Games, involving in game development.
Prior to joining Shanda, Mr. Shu worked for Shengli Oil Field and
China Petroleum and Natural Gas Corporation from 1994 to
2002. Mr. Shu holds a bachelor’s degree in petroleum engineering from Southwest Petroleum University.
Richard Tsao
Riot Games
Rich is currently finding and nurturing great talent to deliver the
best gaming experience for Riot Games' Chinese players. Prior
to being a Rioter, he gathered over 15+ years of experience in
the gaming industry as an executive for Ubisoft and as a senior
manager at Crytek and Microsoft.
Haining Wang
CEO
Happy Elements
Before Happy Elements, Haining served at Renren Inc
(NYSE:RENN) as senior director. During that time, he was in
charge of open platform, value added services operations for
web-games and the development of social game for
RENREN.COM. From 2001 to 2007, Haining worked in IBM,
ORACLE, SAP in the areas of marketing, sales and consulting. At
the beginning of 2000, Haining joined CHINAREN.COM as an
early-stage employee and worked in its marketing department
as well as the marketing department of SOHU.COM. Happy
Elements has more than 600 employees with offices in Japan,
Shanghai and Taiwan. Its games are on App Store, Google Play,
Tencent, Facebook, Android as well as other famous platforms
around the world. Happy Elements is also one of the leading
mobile and social game developers in Asian areas.
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ATTENDEE INFO
1) Pass Purchase Ratio:
20% 12%
All Access Pass
Summits & Tutorials Pass
Indie Games Summit Pass
68%
2) Gender Ratio:
Divided by Pass Type:
17%
83%
Male
Male
Female
All Access Pass
85%
15%
Summits & Tutorials Pass
78%
22%
Indie Games Summit Pass
83%
17%
Female
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13
CONFERENCE SUMMARY
3) Age Distribution:
Attendees between 25 and 34 years old accounted for 67%; attendees between 35 to 44 years old accounted
for 18%; while attendees between 18 to 24 years old accounted for 9%.
67%
25 to 34
35 to 44
18 to 24
18%
9%
5%
45 to 54
1%
Over65
Divided by Pass Type:
18 to 24
25 to 34
35 to 44
45 to 54
55 to 64
Over 65
All Access Pass
5%
72%
19%
4%
0%
0%
Summits & Tutorials Pass
38%
50%
7%
5%
0%
0%
Indie Games Summit Pass
5%
63%
21%
8%
0%
3%
4) Domestic and Overseas
Attendee Ratio:
25%
75%
Divided by Pass Type:
Domestic Attendees
(Inc.Taiwan and
Hong Kong)
Overseas
Attendees
All Access Pass
76%
24%
Summits & Tutorials Pass
65%
35%
Indie Games Summit Pass
94%
6%
Domestic Attendees(Inc.Taiwan and Hong Kong)
Overseas Attendees
14
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CONFERENCE SUMMARY
5) Location Distribution of Domestic Attendees:
36% of domestic attendees were from Shanghai, 18% were from Beijing, 15% were from Guangdong, 12% were
from Taiwan and Hong Kong, the 3% others were from Heilongjiang, Shandong, Shenyang, Tianjin, etc.
36%
ShangHai
Beijing
Guangdong
Taiwan
Zhejiang
18%
Jiangsu
15%
Hongkong
Sichuan
7%
6%
5%
Macao
5%
2%
3%
1%
1%
Fujian
Others
All Access pass:
34% of domestic All Access Pass holders were from Shanghai, 18% were from Guangdong, and 17% were from
Beijing Province. 12% were from Taiwan and Hong Kong, and 2% others were from Heilongjiang, Shanxi, Fujian,
etc.
Shanghai
34%
Guangdong
Beijing
Taiwan
18%
Zhejiang
17%
Jiangsu
Hongkong
9%
6%
6%
Sichuan
3%
3%
1%
1%
2%
Macao
Henan
Others
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15
CONFERENCE SUMMARY
Summits & Tutorials Pass:
32% were from Shanghai, 23% were from Beijing, and 15% were from Hong Kong. 17% resided in other Chinese
provinces such as Jiangsu, Zhejiang, Sichuan, Taiwan and Guangxi.
32%
Shanghai
Beijing
23%
Hongkong
Guangdong
Jiangsu
15%
13%
Sichuan
Zhejiang
6%
4%
4%
Guangxi
2%
Taiwan
2%
Indie Games Summit Pass:
53% were from Shanghai, 17% were from Beijing, and 11% were from Fujian. 6% were from Taiwan. 15% resided
in other Chinese provinces such as Zhejiang, Tianjin, Shandong, Guangdong, Macao.
53%
Shanghai
Beijing
Fujian
Taiwan
Guangdong
17%
Shandong
11%
6%
Tianjin
3%
3%
3%
3%
3%
Zhejiang
Macao
16
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CONFERENCE SUMMARY
6) Country Distribution of Overseas Attendees by Pass Type:
25% of overseas attendees were from the United States, 14% were from Singapore, 9% were from Japan, and 8%
were from South Korea.
25%
14%
9%
8%
8%
4% 4%
3% 3% 3% 3% 3% 3% 3% 3%
2% 2% 2% 2%
United States
Canada
Singapore
Germany
Japan
Poland
South Korea
Thailand
Cyprus
Philippines
Malaysia
Spain
Australia
Sweden
Israel
United Kingdom
Russia
Others
India
All Access Pass:
18% of overseas attendees were from the United States, 15% were from Singapore, 9% were from Japan, and 6%
respectively were from South Korea, Malaysia and Cyprus.
18%
15%
10%
9%
6% 6% 6%
5%
4% 4% 4%
2% 2% 2% 2% 2% 2%
Canada
Germany
United States
Poland
Singapore
India
Japan
Israel
Cyprus
Spain
Malaysia
Sweden
South Korea
United Kingdom
Russia
Others
Australia
Main Conference Pass:
The overseas attendees were mainly from the United States (38%), South Korea (14%), Japan and Thailand (10%
respectively), others were from Singapore, Israel, the Philippines, India, Canda and Australia, etc.
Tutorial & Summits Pass:
The overseas attendees were mainly from the United States (50%) , Singapore (33%) and the Philippines (17%).
VISIT www.GDCCHINA.com FOR MORE INFORMATION
17
CONFERENCE SUMMARY
7) Company’s Primary Line of Business:
The top primary lines of business for GDC China attendees included: “Smartphone game market” at 25%; “Tablet game
market” at 13% and “Handheld console market” at 8%. Following were “PC/Mac downloadable market”, “Web browser
game market”, “Social network game market” and “Console game market” at 6% respectively.
25%
Smartphone game market
Tablet game market
Handheld console market
Web browser game market
PC/Mac downloadable market
13%
Console game market
8%
Social network game market
Game outsourcing
Game marketing/PR
6% 6% 6% 6%
5%
5%
Downloadable game market (XBLA, PSN, WiiWare)
Web-based MMO market
Game funding/VC
3% 3% 3% 3%
Game tools/middleware market
2% 2% 2% 2%
Game academia
Game recruitment
Game media
Other Industry
All Access Pass:
The top primary lines of business for GDC China attendees included: “Smartphone game market” at 25%, “Tablet game
market” at 15%, “Handheld game market” at 7%; Following were “Web browser game market”, “Social network game
market”, “Console game market”at 6% respectively.
25%
Smartphone game market
Tablet game market
Handheld console market
Console game market
Social network game market
15%
Web browser game market
PC/Mac downloadable market
7%
Game outsourcing
Game marketing/PR
6% 6% 6%
5% 5%
5%
Downloadable game market (XBLA, PSN, WiiWare)
Game tools/middleware market
Game funding/VC
3% 3% 3% 3%
Web-based MMO market
2% 2% 2% 2%
Game recruitment
Game academia
Game media
Other Industry
18
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ATTENDEE INFO
Summits & Tutorials Pass:
The top primary lines of business for GDC China attendees included: “Smartphone game market” at 29%, “Handheld
console market” at 11%, “Tablet game market” at 9%.
Smartphone game market
29%
Handheld console market
Tablet game market
Social network game market
Web browser game market
11%
PC/Mac downloadable market
9%
Game marketing/PR
Console game market
6%
6%
5% 5% 5%
Game academia
Game funding/VC
Downloadable game market (XBLA, PSN, WiiWare)
Game tools/middleware market
4% 4% 4%
3% 3%
Web-based MMO market
2%
Game outsourcing
1% 1% 1%
Game tools/middleware market
Game legal
Other Industry
Indie Games Summit Pass:
The top primary lines of business for GDC China attendees included: “Smartphone game market” at 23%, “Tablet
game market” at 13% “PC/Mac downloadable market” at 10% respectively.
Smartphone game market
23%
Tablet game market
PC/Mac downloadable market
Console game market
Handheld console market
13%
Game outsourcing
Web browser game market
10%
Social network game market
8% 8% 8%
Downloadable game market (XBLA, PSN, WiiWare)
6%
Web-based MMO market
5%
5%
4%
4%
Game recruitment
Game tools/middleware market
3%
1%
1% 1%
Game academia
Game marketing/PR
Other Industry
VISIT www.GDCCHINA.com FOR MORE INFORMATION
19
ATTENDEE INFO
8) Company’s Number of Employees (All Divisions):
The majority of GDC China attendees worked in companies employing “Over 500 persons” at 21%, “21-50 persons” and
“1-5 persons” respectively at 14%, “6-10 persons”and “101-250 persons” respectively at 11%.
21%
Over 500
14%
14%
1 to 5
11%
11%
10%
21 to 50
9%
9%
101 to 250
6 to 10
251 to 500
11 to 20
21 to 100
Divided by Pass Type:
6 to 10
11 to 20
21 to 50
51 to 100
101 to 250
251 to 500
Over 500
All Access Pass
12%
9%
17%
10%
13%
13%
21%
Summits & Tutorials
Pass
8%
8%
12%
14%
10%
8%
24%
Indie Games Summit
Pass
11%
14%
19%
3%
8%
3%
16%
20
VISIT www.GDCCHINA.com FOR MORE INFORMATION
ATTENDEE INFO
9) Job Function:
The top job functions of GDC China attendees included: “BUSINESS / MANAGEMENT - Business Development” were
12.5%. “BUSINESS / MANAGEMENT - Marketing/PR” were 11.4%, the third were “BUSINESS / MANAGEMENT CEO/President/C-Level” at 9.2%.
12.5%
11.4%
9.2%
6.4%
6.3%
4.7%
4.0%
3.6%
3.3%
3.3%
2.1%
1.9%
1.7%
1.7%
1.7%
1.6%
1.4%
1.4%
1.3%
1.3%
1.1%
1.1%
1.0%
1.0%
BUSINESS / MANAGEMENT - Business Development
BUSINESS / MANAGEMENT - Marketing/PR
BUSINESS / MANAGEMENT - CEO/President/C-Level
PROGRAMMING / ENGINEERING - Programmer
GAME DESIGN - Game Designer
BUSINESS / MANAGEMENT - Sales
BUSINESS / MANAGEMENT - VP/General Manager
PRODUCTION - Producer/Project Lead
BUSINESS / MANAGEMENT - Investor/Venture Capitalist
GAME DESIGN - Creative Director
BUSINESS / MANAGEMENT - Other
PROGRAMMING / ENGINEERING - Director of Development
GAME DESIGN - Interface Designer
PRODUCTION - Executive Producer
PROGRAMMING / ENGINEERING - Technical Director
GAME DESIGN - Level Designer
BUSINESS / MANAGEMENT - HR/Training Manager/Recruiter
PROGRAMMING / ENGINEERING - Lead Programmer
PRODUCTION - Project Lead/Manager
VISUAL ARTS - Art Director
AUDIO - Composer/Musician
GAME DESIGN - Lead Designer
PRODUCTION - Localization
VISUAL ARTS - Lead Artist
OTHER - Other Job Title
14.9%
VISIT www.GDCCHINA.com FOR MORE INFORMATION
21
ATTENDEE INFO
All Access Pass:
The top job functions of All Access Pass holders were “BUSINESS / MANAGEMENT - CEO/President/C-Level” and
“BUSINESS / MANAGEMENT - Business Development” (11.5% respectively), 9.6% were “PROGRAMMING / ENGINEERING - Programmer”.
11.5%
11.5%
9.6%
BUSINESS / MANAGEMENT - Business Development
BUSINESS / MANAGEMENT - CEO/President/C-Level
5.8%
4.8%
4.8%
PROGRAMMING / ENGINEERING - Programmer
GAME DESIGN - Game Designer
PROGRAMMING / ENGINEERING - Director of Development
PRODUCTION - Producer/Project Lead
3.8%
3.4%
3.4%
2.9%
BUSINESS / MANAGEMENT - Marketing/PR
PROGRAMMING / ENGINEERING - Technical Director
BUSINESS / MANAGEMENT - VP/General Manager
GAME DESIGN - Creative Director
2.4%
2.4%
1.9%
1.9%
1.9%
1.9%
1.4%
1.4%
1.4%
1.4%
1.4%
1.4%
1.4%
1.4%
1.4%
1.4%
1.4%
PROGRAMMING / ENGINEERING - Lead Programmer
PRODUCTION - Project Lead/Manager
PROGRAMMING / ENGINEERING - Tools Programmer
BUSINESS / MANAGEMENT - Sales
GAME DESIGN - Writer
PRODUCTION - Executive Producer
PROGRAMMING / ENGINEERING - Other
PROGRAMMING / ENGINEERING - Al Programmer
PROGRAMMING / ENGINEERING - Engine Programmer
PROGRAMMING / ENGINEERING - Hardware Engineer
VISUAL ARTS - Lead Artist
BUSINESS / MANAGEMENT - Other
BUSINESS / MANAGEMENT - HR/Training Manager/Recruiter
GAME DESIGN - Level Designer
GAME DESIGN - Interface Designer
GAME DESIGN - Lead Designer
PRODUCTION - Localization
OTHER - Other Job Title
10.1%
22
VISIT www.GDCCHINA.com FOR MORE INFORMATION
ATTENDEE INFO
Summits & Tutorials Pass:
13.8% of Summits & Tutorials pass holders were “BUSINESS / MANAGEMENT - Business Development”, 8.8% were
“GAME DESIGN - Game Designer” and 7.5% were “BUSINESS / MANAGEMENT - CEO/President/C-Level”.
11.3%
8.8%
7.5%
6.3%
5.0%
5.0%
5.0%
3.8%
3.8%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
2.5%
BUSINESS / MANAGEMENT - Business Development
GAME DESIGN - Game Designer
BUSINESS / MANAGEMENT - CEO/President/C-Level
PRODUCTION - Producer/Project Lead
BUSINESS / MANAGEMENT - VP/General Manager
PRODUCTION - Executive Producer
PROGRAMMING / ENGINEERING - Programmer
BUSINESS / MANAGEMENT - Investor/Venture Capitalist
OTHER - Educator/Academic
BUSINESS / MANAGEMENT - HR/Training Manager/Recruiter
BUSINESS / MANAGEMENT - Marketing/PR
BUSINESS / MANAGEMENT - Sales
GAME DESIGN - Creative Director
PRODUCTION - Localization
PROGRAMMING / ENGINEERING - Engine Programmer
PROGRAMMING / ENGINEERING - Network Programmer
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
1.3%
OTHER - Student
AUDIO - Director, SFX/Music
GAME DESIGN - Interface Designer
GAME DESIGN - Lead Designer
GAME DESIGN - Level Designer
GAME DESIGN - Other
GAME DESIGN - Writer
PRODUCTION - Associate Producer
PRODUCTION - Community Manager
PROGRAMMING / ENGINEERING - Al Programmer
PROGRAMMING / ENGINEERING - Director of Development
PROGRAMMING / ENGINEERING - Technical Director
6.3%
VISIT www.GDCCHINA.com FOR MORE INFORMATION
VISUAL ARTS - Art Director
OTHER - Other Job Title
23
ATTENDEE INFO
Indie Games Summit Pass:
The top 3 job functions of Indie Games Summit Pass holders were “PROGRAMMING / ENGINEERING - Programmer”
(16.1%), GAME DESIGN - Creative Director (11.3%) and PROGRAMMING / ENGINEERING - Lead Programmer, “PRODUCTION - Producer/Project Lead” and “BUSINESS / MANAGEMENT - CEO/President/C-Level” (6.5% respectively).
16.1%
11.3%
6.5%
6.5%
6.5%
6.5%
4.8%
4.8%
3.2%
3.2%
3.2%
3.2%
3.2%
3.2%
1.6%
1.6%
1.6%
1.6%
1.6%
1.6%
1.6%
1.6%
1.6%
1.6%
1.6%
24
PROGRAMMING / ENGINEERING - Programmer
GAME DESIGN - Creative Director
BUSINESS / MANAGEMENT - CEO/President/C-Level
GAME DESIGN - Game Designer
PRODUCTION - Producer/Project Lead
PROGRAMMING / ENGINEERING - Lead Programmer
BUSINESS / MANAGEMENT - Marketing/PR
PROGRAMMING / ENGINEERING - Technical Director
BUSINESS / MANAGEMENT - VP/General Manager
GAME DESIGN - Lead Designer
PRODUCTION - Localization
PROGRAMMING / ENGINEERING - Director of Development
PROGRAMMING / ENGINEERING - Network Programmer
VISUAL ARTS - Lead Artist
BUSINESS / MANAGEMENT - Business Development
BUSINESS / MANAGEMENT - Investor/Venture Capitalist
GAME DESIGN - Interface Designer
GAME DESIGN - Level Designer
PRODUCTION - Executive Producer
PRODUCTION - Project Lead/Manager
PROGRAMMING / ENGINEERING - Tools Programmer
VISUAL ARTS - Art Director
VISUAL ARTS - Artist
OTHER - Press/Media Representative
OTHER - Other Job Title
VISIT www.GDCCHINA.com FOR MORE INFORMATION
ATTENDEE INFO
10) Platform of Current or Most Recently Developed Game
Top platforms GDC China attendees were developing for “Smartphone” at 32%: 8% increased from 2013, “Tablets” at
20%, and ”Console” at 13%.
Smartphone
32%
Tablets
20%
Console
13%
PC/Mac (retail/downloadable)
11%
Web Browser
10%
Handheld Console
N/A
8%
6%
Divided by Pass Type:
PC/Mac
(retail/
downloadable)
Console
Handheld
Console
Smartphone
Tablets
Web
Browser
All Access Pass
13%
7%
32%
22%
11%
11%
6%
Summits & Tutorials
Pass
14%
12%
35%
14%
7%
8%
9%
Indie Games Summit
Pass
15%
8%
27%
20%
11%
15%
2%
VISIT www.GDCCHINA.com FOR MORE INFORMATION
N/A
25
ATTENDEE INFO
11) The Most Important Reason(s) Why Attendees Decided to Attend/Attendees
Company Decided to Send Them to GDC China 2014:
52% of GDC China attendees decided to attend/companies decided to send their staffs to GDC China 2014 for “Conference
Content”, 46% for “Industry Networking”, 39% for “IGF China”, 37% for “Personal interest”, 34% for “Company recommend”, 32% for “To pursue Business Deals” and 25% for “GDC China Expo”.
52%
Conference Content
46%
Industry Networking
IGF China
39%
37%
Personal
34%
Company recommended
32%
To pursue Business Deals
25%
GDC China Expo
16%
Recommended by industry veterans
6%
6%
To participate as a Sponsor / Exhibitor
1%
Recruiting
School recommended
12) The Content of GDC China Attendees Found the Most Interesting:
17% respectively of GDC China attendees voted “Game Design” and “Independent Games Summit” the most
interesting part of the conference content, 13% respectively for “Smartphone &Tablet Games”, “Production” and “IGF
China”.
Independent
Games Summit
Design
17%
17%
IGF China
13%
Smartphone &
Tablet Games
Summit
13%
Production
13%
Tutorials
Business &
Marketing
10%
26
8%
Programming
8%
VISIT www.GDCCHINA.com FOR MORE INFORMATION
ATTENDEE INFO
13) The Actions Attendees Have Taken, or Plan to Take, Regarding GDC China
Exhibitors and Sponsors as a Result of Having Attended the Event:
After attending GDC China 2014, 48% of the attendees “Requested more information”, 47% “Visited exhibitor's website”,
and 43% “Viewed a GDC Session from GDC Vault”.
48%
Requested more information
47%
Visited exhibitor's website
Viewed a GDC Session from GDC Vault
43%
Purchased a product or service
34%
34%
Contacted exhibitor
Sent an email
21%
Set up a post GDC meeting
11%
None taken or planned
4%
4%
Submitted a resume
2%
Other
14) Attendees’ Interest in GDC Events besides GDC China:
41% of GDC China attendees were interested in “GDC (San Francisco, USA)”, 31% were interested in “GDC Next (Los
Angeles, USA)” and 28% were interested in “GDC Europe (Cologne, Germany)” as additional events to attend besides
GDC China.
41%
GDC
(San Francisco, USA)
31%
GDC Next
(Los Angeles, USA)
VISIT www.GDCCHINA.com FOR MORE INFORMATION
28%
GDC Europe
(Cologne, Germany)
27
ATTENDEE INFO
15) The Time in Total during the Week of GDC China 2014 Attendees Spent on the
GDC China Expo Floor:
41% of GDC China 2014 attendees spent “More than 8 hours” on the Expo Floor, 25% spent “5-8 hours”, and 20% even
spent “3-5 hours”.
41%
25%
20%
14%
More than
8 hours
5-8 Hours
3-5 Hours
1-3 Hours
16) Attendees’ Overall Satisfacition for GDC China 2014:
Overall, 82% of participants were satisfied with GDC China 2014.
38%
Excellent
44%
15%
Good
Fair
3%
Poor
17) Likelyhood of Attendees to Recommend Future Attendance at This Event
to Their Colleagues or Peers:
Overall, 96% of participants may recommend GDC China to their colleagues and peers in the future.
54%
31%
11%
28
Extremely Willing to
Willing to
Not Sure
VISIT www.GDCCHINA.com FOR MORE INFORMATION
EXPO VISITOR INFO
Besides 1275 conference attendees who visited the expo, other expo visitor
statistics are as follows:
1) Gender Ratio:
31%
Male
Female
69%
2) Age Distribution:
Expo visitors between “25 and 34 years old” accounted for 62%, between 18 and 24 years old accounted for 23%, 35 to
44 years old accounted for 12%.
62%
25 to 34
23%
18 to 24
12%
25 to 34
3%
1%
35 to 44
55 to 64
VISIT www.GDCCHINA.com FOR MORE INFORMATION
29
EXPO VISITOR INFO
3) Domestic and Overseas Expo Visitor Ratio:
15%
Domestic Attendees
(Inc.Taiwan and Hong Kong)
85%
Overseas Attendees
4) Location Distribution of Domestic Expo Visitors:
50% of domestic expo visitors were from Shanghai, 21% were from Beijing and 9% from Guangdong. 5% were from
Zhejiang and 3% were from Fujian.
Shanghai
50%
Beijing
Guangdong
21%
Zhejiang
9%
8%
Fujian
Jiangsu
5%
3%
2%
2%
Sichuan
Others
30
VISIT www.GDCCHINA.com FOR MORE INFORMATION
EXPO VISITOR INFO
5) Country Distribution of Overseas Expo Visitors:
24% of overseas expo visitors were from the United States, 11% were from Japan, and 8% respectively were from
South Korea and Russia.
24%
11%
8% 8%
9%
7%
5% 5%
4%
3% 3% 3% 3% 3% 3% 3%
United States
Mongolia
Japan
Canada
Russia
Finland
South Korea
India
Singapore
Israel
Philippines
Norway
United Kingdom
Syria
Germany
Others
6)Company’s Primary Line of Business:
27% of GDC China expo visitors listed “Smartphone game market“ as their company’s primary line of business, 9%
respectively listed “Handheld console market” and “Tablet game market”, and 6% respectively listed “PC/Mac
downloadable market” and “Console game market”.
Smartphone game market
Handheld console market
27%
Tablet game market
PC/Mac downloadable market
Console game market
Web browser game market
Social network game market
Game marketing/PR
9% 9%
9%
Game media
Game funding/VC
6% 6%
Game outsourcing
5%
Downloadable game market (XBLA, PSN, WiiWare)
4% 4% 4%
3% 3% 3%
Web-based MMO market
2% 2% 2% 2%
Game academia
Game tools/middleware market
Game recruitment
Other Industry
VISIT www.GDCCHINA.com FOR MORE INFORMATION
31
EXPO VISITOR INFO
7)Company’s Number of Employees (All Divisions):
26% of GDC China expo visitors worked in companies with “Over 500 persons”, 14% in companies with “21 to 50
persons”, and 12% in companies of “51 to 100 persons”.
26%
Over 500
21 to 50
51 to 100
14%
12%
11 to 20
11%
12%
9%
8%
101 to 250
7%
251 to 500
6 to 10
0 to 5
8)Job Function:
16.5% of GDC China expo visitors were “BUSINESS / MANAGEMENT - Marketing/PR”, 14% were “BUSINESS / MANAGEMENT Business Development”, 8.8% were “BUSINESS / MANAGEMENT - CEO/President/C-Level” and 6.7% were “BUSINESS / MANAGEMENT - Sales”.
14.8% of attendees were composed of “Other” job functions which includes “BUSINESS / MANAGEMENT - Legal”, “PRODUCTION - Community
Manager”, “PROGRAMMING / ENGINEERING - Hardware Engineer”, “PROGRAMMING / ENGINEERING - Other”, “PRODUCTION -Tester/QA”,
“PROGRAMMING / ENGINEERING - Director of Development”, “PROGRAMMING / ENGINEERING - Lead Programmer”, “PROGRAMMING /
ENGINEERING - Network Programmer”, “VISUAL ARTS - 3D Artist/Modeler”, “VISUAL ARTS – Animator”, “VISUAL ARTS - Lead Artist”, “Industry
Analyst”, “Microblogging Operation and Marketing”, “System Operation Engineer” and “Program Manager”, etc .
BUSINESS / MANAGEMENT - Marketing/PR
BUSINESS / MANAGEMENT - Business Development
16.5%
BUSINESS / MANAGEMENT - CEO/President/C-Level
BUSINESS / MANAGEMENT - Sales
GAME DESIGN - Game Designer
BUSINESS / MANAGEMENT - Investor/Venture Capitalist
14.8%
14%
BUSINESS / MANAGEMENT - VP/General Manager
PROGRAMMING / ENGINEERING - Programmer
BUSINESS / MANAGEMENT - Other
GAME DESIGN - Creative Director
PRODUCTION - Producer/Project Lead
8.8%
GAME DESIGN - Interface Designer
AUDIO - Composer/Musician
6.7% 6.1%
4.2%
4.4%
4.2%
GAME DESIGN - Level Designer
BUSINESS / MANAGEMENT - HR/Training Manager/Recruiter
VISUAL ARTS - Art Director
2.7%
2.9%
VISUAL ARTS - Artist
2.3%
1.7% 1.7%
1.9%
1.3%1.3%1.3%1.1% 1% 1%
PRODUCTION - Executive Producer
PRODUCTION - Project Lead/Manager
VISUAL ARTS - 3D Artist/Modeler
OTHER - Other Job Title
32
VISIT www.GDCCHINA.com FOR MORE INFORMATION
EXPO VISITOR INFO
9)Platform of Current or Most Recently Developed Game:
GDC China expo visitors reported developing on “Smartphone” at 38%, “Tablets” at 16%, and “Handheld Console” and
“Web Browser” respectively account for 9%.
Smartphone
38%
Tablets
16%
PC/Mac
(retail/down
loadable)
Handheld
Console
9%
Web
Browser
9%
8%
Console
14%
Console
6%
10)Expo Attendees’ Interest in GDC Events (not including GDC China):
37% of GDC China expo visitors were interested in “GDC (San Francisco, USA)”, 34% were interested in “GDC Next (Los
Angeles, USA)” and 29% were interested in “GDC Europe (Cologne, Germany)”as additional events to attend besides
GDC China.
29%
GDC (San Francisco, USA)
37%
34%
VISIT www.GDCCHINA.com FOR MORE INFORMATION
GDC Next (Los Angeles, USA)
GDC Europe (Cologne, Germany)
33
SPEAKER INFO
GDC China hosted 57 conference sessions, including 47 invited sessions, 3 round-tables and 7 sponsored sessions.
The conference invited 35 speakers of which domestic speakers (including Hong Kong and Taiwan) accounted for 56%
and from Shanghai, Beijing, Shenzhen, Chengdu, Hangzhou, Hong Kong, etc. 27 of speakers are overseas, accounting for
44% others originating from the United States, the United Kingdom, Korea, Finland, Australia, Canada, the Philippines
and other countries.
Date
Track Type
19th, October
Tutorials
20th, October
Keynote
20th, October
Programming
20th, October
Production
21st, October
Design
21st, October
Business & Marketing
19th-20th, October Smartphone & Tablet Games Summit
21st, October
Independent Games Summit
Invited Sessions
Round Tables
Sponsored Sessions
34
Sessions
3
1
6
5
7
6
12
7
47
3
7
Speakers
Domestic
Overseas
Total
2
1
2
2
3
4
8
10
18
4
7
3
0
4
5
4
2
6
3
38
1
0
5
1
6
7
7
6
14
13
59
5
7
VISIT www.GDCCHINA.com FOR MORE INFORMATION
MEDIA INFO
GDC China cooperated with 62 media partners in total. 49 of which domestic media partners accounted for 79% and from
Shanghai, Beijing, Zhejiang, Sichuan, etc. And other13 media partners are from overseas, accounting for 21% originating
from the United States, Japan, Australia, the Philippines, Korea and other countries.
GDC China hosted 45 media outlets (79 persons) in total. 39 of those media outlets (73 persons) comprised of domestic
media with 92% representing Shanghai, Beijing, Shenzhen, Chengdu, Chongqing, Hangzhou, Taiwan, etc. 5 of those media
outlets (5 persons) comprised of overseas media with 8% representing the United States, Japan, Korea and other countries.
The job title of those media representatives mainly comprised of reporters (30%), chief editors / senior editors (23%), editors
(23%), producers and hosts.
21%
79%
Domestic Media
(Inc. Taiwan and Hong Kong)
Overseas Media
23%
51%
26%
Editor
Reporter
Chief Editor/Senior Editor
PERMIER MEDIA PARTNERS
SPECIAL MEDIA PARTNERS
MEDIA PARTNERS
VISIT www.GDCCHINA.com FOR MORE INFORMATION
35
THANKS SPONSORS
IGF CHINA SPECIAL PARTNER
IGF CHINA DIAMOND SPONSOR (EXCLUSIVE)
Netease
http://nie.163.com/
Dazzle Interactive Network Technologies
http://www.play.cn/
NetEase (NASDAQ: NTES) is the leading internet
technology company in China and has been the frontrunner in the industry in developing internet applications, services and other technologies. NetEase has a
strong sense of responsibility towards the development
of the internet in China and there fore it strives to use the
most advanced internet technologies to strengthen the
interpersonal communication and sharing, realizing its
belief that “Internet enables people’s strength and
power”.
E-game is an industry’s leading “one-stop game operation and
service platform” which provides comprehensive game experience and has almost 200 million registered users.“E-game”
provides various mobile games and related services, TV games,
and mobile game news. Users could get easy access Love
E-game, join“E-game”!to E-game’s portal siteplay.cn via mobile
phones and TVs.
MOBILE APP SPONSOR BADGE SPONSOR
(EXCLUSIVE)
(EXCLUSIVE)
LANYARD SPONSOR
(EXCLUSIVE)
PLASMA SCREEN
SHOWCASE SPONSOR
BILLBOARD SPONSOR
LUNCH SESSION
SPONSOR
SESSION SPONSOR
BOOTH SPONSOR
SHOWCASE SPONSOR
36
VISIT www.GDCCHINA.com FOR MORE INFORMATION
EXHIBITOR
3-3
3-4
3-5
3-6
3-14 3-15
3-7
8
3--11
-177
3-1
-166
33-1
3-2
3-8
3-1
3-9 3-10
3-11 3-12 3-13
长
江
厅
Yangtze Hall
5-14 5-15
IGF 展示区
-11
2 5
-1
3 5
5-1
IGF展示区
EXHIBITOR LISTINGS
3-1/3-2/3-3
3-13
Beijing A-onesoft Sci& Tech Development Co., Ltd.
3-14/3-15
Zhidong Guohe Information Technologies (Beijing)
Shenzhen Idreamsky Technology Co., Ltd.
3-16
Dalian Betop Multimedia Technology Co., Ltd.
3-8
Youmi (Guangzhou) Mobile Co., Ltd.
3-17
Fuze Game Co., Ltd.
3-9
iFunFactory
3-18
Panda Graphics
3-10
GraphSQL, Inc.
5-14
Adobe
3-11
Beijing Fancyguo Technology Co., Ltd.
5-15
AdsMOGO Media Technology Inc.
3-12
Shanghai Ailiao InformationTechnology Co., Ltd.
Kiosk 5-1
3-4/3-5
MobileFish (Chengdu) Co., Ltd.
3-6
Mxgame (Shanghai) Mobile Co, Ltd.
3-7
VISIT www.GDCCHINA.com FOR MORE INFORMATION
Co., Ltd.
Kiosk 5-2 Netease
Kiosk 5-3 Dazzle Interactive Network Technologies
37
GDC CHINA 2015 SPONSORSHIP OPPORTUNITIES
Sponsoring GDC China 2015, best chance to enter the Chinese Game market!
Sign-up before March10th, 2015 to get early pricing!
General Sponsorship Opportunities
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Special Partner
Diamond Sponsor (2 Available)
Platinum Sponsor (3 Available)
Gold Sponsor (4 Available)
Welcome Banquet Sponsor (Exclusive)
Mobile App Sponsor (Exclusive)
Tote Bag Sponsor (Exclusive)
Lanyard Sponsor (Exclusive)
Badge Sponsor (Exclusive)
T-shirt Sponsor (Exclusive)
Plasma Screen Showcase Sponsor
Bottle Water Sponsor (Exclusive)
Paper Cup Sponsor (Exclusive)
Napkin Sponsor (Exclusive)
Souvenir Sponsor
E-Newsletter Sponsor
Conference Program Advertising
– ¥190, 800
– ¥137, 800
– ¥84, 800
– ¥148, 400
– ¥90, 100
– ¥84, 800
– ¥74, 200
– ¥43, 000
– ¥79, 500
– ¥37, 100
– ¥37, 100
– ¥33, 000
– ¥30, 000
– ¥30, 000
– ¥7, 950
– ¥8, 480~¥21, 200
Speaking and Exhibiting Sponsorship Opportunities
• Session Sponsor
•
•
•
•
•
•
•
– ¥42, 400
( Add Push Notification Message+¥3, 600 )
Lunch Session Sponsor
– ¥80, 000
( Add Push Notification Message+¥3, 600 )
Summit Sponsor
– ¥85, 000
Full/Half Day Tutorial/Developer Day Sponsor
– ¥95, 400~¥178, 080
GDC Booth
– ¥22, 000
Summit Tabletop
– ¥14, 000
GDC Kiosk
– ¥10, 500
GDC Kiosk Computer Set Sponsor (Exclusive)
– ¥53, 000
The 7th Annual Independent Games Festival China (IGF China)
Sponsorship Opportunities
•
•
•
•
Diamond Sponsor (Exclusive)
Platinum Sponsor
Gold Sponsor
Platform Sponsor (Exclusive)
– ¥265, 000
– ¥137, 800
– ¥79, 500
– ¥74, 200
* All prices are in RMB, with 6% VAT included.
38
VISIT www.GDCCHINA.com FOR MORE INFORMATION
GAME DEVELOPERS CONFERENCE
MOSCONE CENTER · SAN FRANCISCO, CA
MARCH 2–6, 2015 · EXPO: MARCH 4–6, 2015
G D C C O N F. C O M
®
OCTOBER 25-27, 2015
SHANGHAI Int’t CONVENTION CENTER
CALL FOR SESSION SUBMISSIONS OPEN BETWEEN MARTH 16TH- MAY 22ND, 2015