The game not only allows friends who don’t know each other to become friends, but also serves as a bridge for exchanges and mutual learning between the state and the country. On December 14, 2018, the Japanese Embassy in China and AppBi Aibi Data Technology Co., Ltd. Jointly held the AppBi data view Beijing Station’s “Japan-China Mobile Internet Culture” forum was held in the Japanese Embassy in Beijing, with many scholars, media people and developers who have made great achievements in the field of games in China and Japan. With the vision of the game’s sea-going people, it has opened up another ideological and in-depth interaction in the game culture exchange between China and Japan

For the majority of Chinese players and game practitioners, Japanese games are the leader and the teacher who teaches and teaches. In the past few decades, the ideas and content of Japanese games have been created. Affecting Chinese players from generation to generation. In the era of mobile Internet, the rapid growth of Chinese games, especially in the field of mobile games, has also brought new enlightenment to the development of the Japanese game market

As in the opening speech, the Counsellor of the Information and Culture Center of the Embassy of Japan in China said: “The exchanges between Japan and China in the fields of animation and game culture are entering a turning point.” The collision of

thoughts, from a shared point of view.

December’s chill in Beijing is growing. In the news center of the Japanese Embassy in China, a group of people who come from afar and have a lot of experience in game development, media operations and games going to the sea choose to get together. Chinese games go to Japan and the influence of Japanese game culture on the Chinese market and many other topics

In the event held on December 14th, the forum specially invited Mr. Ito Naoto, Counselor of the News and Culture Center of the Embassy of Japan in China, AppBi Aibi Data CEO Lu Yanzhen, Click Holdings CEO Min Zelong, and Japan The director of the China Animation Game Industry Association, Guan Kougong, the Japanese senior game media person, the original FAMI Tong editor Kato Keming, the “Ghost in the Shell” visual producer Kuwahara Hiroto, MCJ Co., Ltd. & GTune board representative Okada Junsuke, 哔哩哔Mr. Xia Le, Chief Operating Officer of 哩 Game Division, Tian Feng, Senior Director of Alibaba Cloud Research Center, Zhang Jingjing, Secretary General of Zhongguancun Mangyou League, Haidian District Cultural and Creative Industry Association, Yang Geyilang, Producer of “Chinese Parents”, “Taiwu Painting” Volume “Feng Khan” and other Chinese and Japanese game industry authorities participated in the event, they expressed their views on their respective companies, development projects and individuals in the Chinese and Japanese game culture, market and other fields

As AppBi Aibi Data CEO Mr. Lu Yanqi said in his speech: “It coincides with the 40th anniversary of the “Japan-China Peace and Friendship Treaty”, and when China’s game is once again the focus of attention in the industry, as AppBi data view At the first stop of the event, we have set our sights on the game market of the two countries. We focus on the mobile Internet era as the theme of the China-Japan game, learn from the experience and look to the future. We hope to open a new Chinese and Japanese game developer through this forum. The channels of communication and the platform for demonstrating the development of the game between the two countries have a meaningful and far-reaching role in accelerating the process of Sino-Japanese friendly relations.

The Japanese guest attending the event, Mr. Guan Kou, the chairman of the Japan-China Animation Game Industry Association, is one of the main designers of Hello Kitty and currently the IP industry related consulting service provider in China. It introduces the change and growth of this image in 40 years, and from the change of cartoon characters, we express his views on IP growth and maintenance. He said: “These influence roles are not to take it. It will be produced, and you must always manage it with your heart.”

And Click Holdings CEO Nakazawa Ryusuke, Japan’s senior game media person Kato Keming, “Ghost in the Shell” visual producer Kuwahara Hiroto, MCJ Co., Ltd. & GTune board of directors on behalf of Okada Junsuke, including Japanese guests, respectively In the Chinese game, Japan, Japan, the development of the game and the status quo, the development of animation and game technology, respectively, explained their own views. In addition to analyzing their many years of experience in the Chinese and Japanese game market, Japanese guests also conducted a guest question and answer session on the current changes in the Chinese and Japanese game market, and concentrated on answering various topics recruited for the event

The founder of Click Holdings, Mr. Nakazawa Ryosuke, also specifically answered questions raised by the Tencent Content Open Platform reporter on the spot about the differences between the Chinese and Japanese game markets and the special needs. In response, he replied: “The game structure in Japan is Mount Fuji. The bottom is very wide and very slow. The game is going to strengthen the game and strengthen the feeling of the little R. You are doing it well, your sea, especially the right The Japanese market has a 60% to 70%. How do you position yourself and find experienced people to distribute the entire product together, which may account for 30%, 40%, and the core is your game itself.”

Chinese game, going out to Japan is at the time.

In addition to interacting with invited Japanese guests on the spot and raising issues of concern to us, the forum also invited a group of high-end game companies and representatives of Chinese game developers in the market, especially It was the participation of the producers of the game “Taiwu Paintings” and “Chinese Parents”, which caused hot discussion in the market, and further enhanced the topicality of the entire forum activities. For this purpose, the forum specifically designed for them. The topic of “How the Life Cycle of the Game Is Made” was prepared and the discussion and sharing of ideas with Japanese game producers was opened

For the topic of “How the game life cycle is made”, the guests discussed the 5G technology, cloud technology, IP promotion, game content output, platform support and training. It is very interesting that Mr. Feng Han, who was invited to participate in the event from the game “Taiwu Paintings”, has also had experience in studying in Japan and is a loyal fan of “FAMI Tong”. Also known as the original editor of FAMI-Tong, Mr. Kato Keming, can be regarded as a surprise harvest of the whole event. From this point, it can also be seen that the Japanese game culture has a subtle influence on Chinese players and even game developers. The impact is gradually turning into a process of further communication and deepening of learning between Chinese games and the Japanese game market

In addition to the on-site participants sharing the views of the Chinese and Japanese game culture and the Chinese games to Japan, the forum also presented individuals, media and companies that have made outstanding contributions to the exchange and development of Japanese-Chinese games. With relevant awards, Mr. Zhao Xiyuan, Secretary General of the China Public Diplomacy Association, also attended as a guest of honor. The director of the Japan-China Animation Game Industry Association, Guankou Gong and Click Holdings CEO, Nakazawa Ryosuke, won the Japan-China Friendship Cultural Exchange Outstanding Individual Award. Tencent’s content open platform and the smashing video network won the Japan-China friendship and cultural exchange. The Media Award, and the Japan-China Friendship Culture Exchange Outstanding Enterprise Award was presented to the game platform and heroes for mutual entertainment, in recognition of their important role in playing Chinese games in Japan

“Working side by side for a better future”, AppBi Aibi Data and the Japanese Embassy in China jointly hosted the “Japan-China Mobile Internet Culture” Forum and the Japan-China Friendship Culture Contribution Award Ceremony. The more Chinese games choose to go out to Japan, the enthusiasm of the Japanese, such a front-line business and producers in the game field, so that they have more platforms to communicate and even learn from each other, and the content of this activity It will also bring better guidance and enlightenment to more Chinese companies entering the Japanese game market in the future. Finally, we also look forward to the “AppBi Data View” in the next station activities for us to invite more well-known representatives of the Chinese and Japanese game field, let us hear more deep exchanges of the game culture of the two countries


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