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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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. VISIT www.GDCCHINA.com FOR MORE INFORMATION 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. VISIT www.GDCCHINA.com FOR MORE INFORMATION 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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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 VISIT www.GDCCHINA.com FOR MORE INFORMATION 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