International participants showcase different industry cultures at 2008 Taipei Game Show
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- 30 January 2008: Microsoft Taiwan, IGS, GameFlier, and Softstar win the Popular Game Voting of 2008 Taipei Game Show
- 25 January 2008: International participants showcase different industry cultures at 2008 Taipei Game Show
- 25 January 2008: Sony Computer Entertainment announce talent project to help digital content industry in Taiwan
- 24 January 2008: Gaming executives gather for the 2008 Taipei Game Show
Friday, January 25, 2008
B2B Trade Area of Taipei Game Show, criticized by trade buyers last year, but accompanied with 2008 Taiwan Digital Content Forum, moved to the second floor at Taipei World Trade Center for world-wide participants with a better exchange atmosphere this year.
Not only local OBMs (Softstar Entertainment, Soft-World International Corp., International Games System Corp., ..., etc.) but also companies from New Zealand, Canada, Japan, Hong Kong, and South Korea showcased different specialists with multiple styles. Especially on South Korea, participated members from G★ Trade Show (Game Show & Trade, All-Round, aka Gstar) showcased gaming industry of South Korea and the G★ upcoming at this November with brochures.
In the 2-days Digital Content Forum, world-class experts not only shared industry experiences, members from Taiwan Gaming Industry Association also discussed and forecasted marketing models for gaming industry. With participations from governmental, industrial, and academical executives world-wide, this forum helps them gained precious experiences of digital content industry from several countries.
According to the Taipei Computer Association, the show and forum organizer, the digital content industry in Taiwan was apparently grown up recent years as Minister of Economic Affairs of the Republic of China Steve Ruey-long Chen said at Opening Ceremony yesterday. Without R&Ds from cyber-gaming, and basic conceptions from policies and copyright issues, this (digital content) industry will be fallen down in Taiwan. If this industry wanted to be grown up in sustainability, gaming OBMs in Taiwan should independently produce different and unique games and change market style to market brands and games to the world.
Sources
| This is a complete or partial translation of the article "2008台北國際電玩展 商機交換區與國際研討會 展現各國產業特色" from the Chinese language Wikinews. |
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