MCV@gamescom July 24th 2017 Preview

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MONDAY, JULY 24TH DIGITAL PREVIEW

Get noticed

at gamescom 2017 with our exclusive daily show guide 01GameaCom A5 Wrap v7 - Final.indd 1

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IFC

gamescom’s bustling business halls are the place to make those key European deals this summer. So make sure you get noticed by partnering with MCV@gamescom at this year’s show.

MCV@gamescom is the exclusive official show preview and show daily for gamescom 2017. The official preview is distributed to the entire preregistration list prior to the show and then the show daily reaches all 30,000 attendees during the show in the business halls. With daily print editions covering all three trade days of the show, you can increase your exposure and attract more visitors to your stand. Created by the market-leading editorial teams behind MCV, Develop and Esports Pro – the daily magazine will highlight the best opportunities at the show, provide business news, analysis and insight, plus company profiles and industry comment. • gamescom Daily distributed to 30,000 trade attendees • Promoted to an audience of over 500,000 online • Editorial support for your campaign

To tailor a package to your needs please contact: Sophia Jaques on sjaques@nbmedia.com

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Contents

The latest pre-gamescom news Microsoft talks Xbox One X Exhibitor listings and floorplans Child’s Play: what’s next for kids games MCV@gamescom editorial team

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04 10 20 34 42

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04

Welcome to the heart of gaming gamescom 2017 looks set to be the biggest show yet IN just a few weeks time, hundreds of exhibitors will be arriving at Cologne’s Koelnmesse for this year’s gamescom, making the world’s largest gaming event the biggest and best yet. With over 900 expected exhibitors, gamescom 2017 is estimated to grow by approximately 20 per cent year-on-year, making it another record-breaking year for the event’s organisers, BIU, the German Games Industry Association. Over 70 per cent of exhibitors will be international, too, along with four new territories (Africa, Brazil, Romania and the Czech Republic) all making their debut. In another first for this year’s gamescom, the show will make use of Hall 1, which has been exclusively booked by EA as its business centre. This takes the show’s total gross area to an impressive 201,000 square metres. “This year, too, gamescom is continuing with its success

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story,” Katharina C. Hamma, COO of Koelnmesse said. “In 2017, the emerging increase

gamescom’s success story is made clear by continuing growth. in number of exhibitors and the renewed growth in area show that we have once again taken the right path with the adjustments to the concept. “It is the combination of an exhibition offering across platforms and proven formats

in the supporting programme, as well as the integration of new and thematically suited events that make gamescom so successful and its concept unique in the world.” Felix Falk, BIU’s managing director added: “gamescom’s success story is made clear by continuing growth, but also by the first opening by Chancellor Angela Merkel and the many announced visits by federal and state politicians. “gamescom is much more than a video games trade fair. At gamescom, everyone can experience how digitalisation and networking are changing our society and economy.”

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OBC

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Just play together This year’s gamescom puts the spotlight on co-operative play THE theme of this year’s gamescom is ‘Just play together’, emphasising one of the most vital parts of today’s worldwide gaming industry. With more ways to play games with family and friends than ever before, this growing trend has been underpinned by a string of upcoming releases, including titles such as EA’s Star Wars Battlefront 2, Ubisoft’s Far Cry 5 and Activision’s online shooter Destiny 2, as well as Sony’s PlayLink, which brings people together in front of their TV to play games via their smartphone or tablet on their PS4, and Microsoft’s recently-revamped Mixer video platform, which lets livestream audiences interact with their favourite channels in real-time. And who could forget the Nintendo Switch, which puts co-operative play at the heart of its on-the-go design. “Games are the most social medium of our time; they promote cooperative play like

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no other medium and allow people to interact with one another in the process – and that’s the case this year more than ever before,” says Felix Falk, MD at German Games Industry Association BIU. “gamescom offers an unparalleled look at the profound changes that digitisation and networking are causing in society. The fact that Chancellor Merkel will inaugurate this year’s gamescom also highlights that games are increasingly being recognised as a cultural and economic asset.” Esports is another big topic at gamescom this year,

and the German scene in particular has seen huge growth over recent months. Millions of Germans now watch esports either on location in arenas or over livestreams. Likewise, companies such as Audi and Vodafone are now getting involved in order to attract younger, digitally savvy audiences that are becoming increasingly difficult to reach via traditional means of advertising. With the announcement that esports will be recognised as an official discipline at the 2022 Asia Games, esports is only set to get even bigger as it gains more recognition on the world stage.

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OBC Austria Ljubljana

Product Groups Headquarters Email Phone

CE & Video Gaming Ljubljana, Slovenia info@colby.si +386 (0)1 530 5630

SLOVENIA

Hungary Zagreb

CROATIA BOSNIA & HERZEGOVINA

Romania Belgrade

SERBIA

Sarajevo

Product Groups Headquarters Email Phone

CE, IT, Video Gaming & eSports Belgrade, Serbia info@irismega.rs +381 (0)11 715 8000

Pristina

KOSOVO

Podgorica

Bulgaria

MONTENEGRO

Skopje

MACEDONIA Tirana

ALBANIA

Greece

A SNAPSHOT OF OUR VENDOR PORTFOLIO Product Groups Headquarters Email Phone

CE, IT & Mobile Belgrade, Serbia info@pccentar.com +381 (0)11 316 8793

Product Groups Headquarters Headqua Email Phone

CE, Video Gaming & eSports Maribor, Slovenia info@videotop.si +386 (0)2 330 3300

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The UK Game of the Show Award is returning to gamescom This prestigious award returns to the show for the fifth time UKIE’S prestigious gamescom trophy will be awarded to the best UK developed (but as yet unreleased) game being shown at the expo. This will be the fifth year of the award being run by Ukie at gamescom, where its aim is to shine a spotlight on the best of the UK’s development talent in front of a global audience. The UK Game of the Show Award has a reputation for excellence, with previous winners including PaperSeven’s Blackwood Crossing, and The Escapists, developed by

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Mouldy Toof. The award was also taken to San Francisco for the first time this year, where the inaugural GDC edition was won by Spilt Milk’s Lazarus. No application is necessary for companies to be up for the award. Anonymous judges will be making their way around the halls throughout the first two days of the expo to assess the top British dev talent on display, before the winner is announced at the Ukie stand during the Wednesday evening’s networking drinks reception.

All exhibitors on the Ukie stand and their guests are invited to attend this event, which is run in partnership with games recruitment firm OPM Jobs, and also a second networking drinks reception on Thursday, in partnership with Runescape developer Jagex. The UK Game of the Show Award is part of a whole host of activity across three days on the UK industry stand, run by Ukie. The UK pavilion is bigger than ever for 2017, with 80 top UK games businesses exhibiting.

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gamescom’s support programme revealed Featuring cosplay, BMX biking, pro-skating and child-friendly play areas THE supporting programme of events for this year’s gamescom has been announced. Taking place primarily in the entertainment area of Cologne’s Koelnmesse (halls 5-10), this year’s show will once again have a diverse line-up of activities to get involved with alongside the list of over 900 exhibitors. On the main stage in hall 10.1, powered by the BMVI (the Federal Ministry of Transport and Digital Infrastructure), there will be four days of community-themed programming, including the conferring of the gamescom Award 2017 on Thursday August 24th, and the cosplay competition on Saturday August 26th. In hall 10.2, the gamescom cosplay village will be returning as the central meeting point for the creative community, and the Zeichengarten (drawing garden) will have plenty of artists and illustrators on hand showcasing their talent.

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Three photo corners will also be available in addition to the main cosplay stage. Hall 10.1 will also be home to the huge Indie Arena Booth. Elsewhere, the gamescom Gamespark powered by Honor will offer plenty of games presentations focused on mobile gaming, and the Internationale Deutsche Casemod Meisterschaft will showcase the world’s best PC case modders. In the outdoor area of P8, visitors can look forward to the gamescom Beach, presented by Big FM, as well

as the Red Bull Action Area, which features international motorbike stunt riding with BMX flatland and trial bike daredevils demonstrating their skills several times a day. The pro-skating COS Cup is also making a stop at gamescom 2017, where athletes from across Germany can qualify for the official German championships at the end of the competition. Those after family-friendly activities should look to hall 10.2, where they’ll find a host of exclusive offerings and childfriendly play stations.

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10

Return of the ‘X’ Men With a hugely-powerful new console and an exclusive game lineup that feels distinct from the competition, Xbox has got its swagger back. Seth Barton talks to Dave McCarthy about the next twelve months

W

hen is a hardware generation not a hardware generation? When people keep on launching new hardware in the middle of it. The new Xbox has been discussed by everyone, Microsoft included, for some time now, but the revealing of the final design, name and price at E3 drove home that this is a console generation like no other. We sat down with Dave McCarthy, head of Xbox operations, to talk about the upcoming console and the company’s exclusive line-up for the rest of 2017 – and with an Xbox One X positioned casually on the table between us, it’s an obvious place to start. X MARKS THE SPOT We talk about the name first. It’s a good name, but it’s a tricky balancing act between making sure it feels part of the

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current ‘Xbox One’ generation, while still differentiating it significantly from the current Xbox One S. We even suggest the Scorpio code name was so popular it might just outlast its planned usefulness. “There was a real appeal to going back to our roots as an ‘X’ box team. That original Xbox was founded on a principle of real technical innovation, opening up some new avenues for games developers, and gamers overall. So it didn’t take us long to land on the X name,” McCarthy explains. “It spoke to us, it meant something in our history. So, as a team, we gravitated to the name pretty quickly. But I like Scorpio as a project code name as well.” The new console’s black exterior is certainly reminiscent of the original Xbox – black says powerful and serious to us, far more so than the friendlier finishes of the Xbox 360 or the

Xbox One S. We ask whether the colour scheme was planned all the way back to when the One S launched in white. “Were we that purposeful?” McCarthy muses. “At the launch of the original Xbox One, we did a ‘we made this’ white version of the console for our employees. So we had white in mind, it was actually pretty awesome, people like the design of it in their rooms. And obviously putting together the Xbox One S was a pretty special design moment for us. “Did I know that we were going to land back on black specifically? That might be a bit of a stretch, but it was definitely a journey we went on from launch with that special edition. We also did a special edition of the original Xbox One in white that sold very well.” Purposeful or not, it’s a key difference between two products that are separated by

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only a single letter – and around £200 in price, of course. The Xbox One X being smaller than the S also came as a pleasant surprise, though it doesn’t help tell a visual story, with bigger often being equated with more powerful – something that’s obvious at a glance with the triple-tiered PS4 Pro. “We put the challenge of ‘could you do it even smaller?’ because we got such good feedback on Xbox One S,” McCarthy explains, adding that it did require “some special engineering methods” to achieve, referencing the high-end vapour-cooling

system that lets the console hardware run faster than most thought possible. “We have done something surprising this time, to be able to introduce 40 per cent more processing power, and to really be at the forefront of defining what true 4K is. It’s not just eight million pixels – it’s high dynamic range, it’s wide colour gamut, it’s spatial audio. That felt like it was really getting back to our roots overall.” That’s a tickbox list of pretty much everything you could want from a high-end games console. Of course, there will be those who don’t want all that

“Xbox One X really is at the forefront of defining what true 4K is.”

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stuff, particularly at that price, but choice is certainly a good thing, and McCarthy agrees. “I think a family of devices is a familiar concept, so I think you start with this premise. You can’t go wrong wherever you want to enter the Xbox family. Your accessories are going to work across the line-up, your games are going to work across the line-up.” We posit that there’s no bad choice, then, just two good choices? “Honestly, I don’t think there is a bad choice. Xbox One S is a great device right now with HDR gaming, 4K video streaming and 4K Blu-ray support. Alongside Xbox One X, it’s the only console that supports 4K Blu-ray.” McCarthy may be bullish about the One S, but the PS4 is widely accepted to be the

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more powerful console when it comes to the base version of each machine. With the Pro and the X, though, the situation is clearly reversed. “If you really place a premium on true 4K, the power and performance at that price, I can’t think of anything else in the market that comes close to it overall,” says McCarthy, agreeing with our sentiment despite not being drawn into a direct comparison. HANDS ON(E) Of course, he’s one of the few people to have actually spent time with the console: “I’ve had the prototype kit now for a couple of months, and this may sound silly, but I brought it home, unpacked it, pulled the cables out of the S, plugged them into the X, synced

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my controller and I was literally playing in under five minutes.” No problems there, then. “And it’s no joke, those games load faster, the frame rate is smoother, and a lot of those titles use dynamic resolution, and so they look better, too. I had my son with me, playing side-by-side and he said, ‘how is Battlefield 1 better, how is Halo 5 better?’ This is the magic of the box.” If that box is powerful enough to lengthen the Xbox One generation, could it go on for as long as the Xbox 360 did then? McCarthy remains tight-lipped on such long-term speculation: “I don’t know if I’d speculate on the length of the cycle. We’re going to continue to listen to our developers and where they’re going with the experiences. That’s what led us to this box.”

PC GONE MAD? Traditionally, the most determined gamers have often shifted toward the PC space, either periodically or permanently, in order to play on the best hardware. With Microsoft being the only gaming brand to have a significant footprint on both sides of the divide, we wonder just how much PC gaming informed the Xbox One X? “If you felt as a console gamer that you had to compromise and you looked longingly at that PC space and said, ‘I want those top-end things’ – well, now you can get them,” McCarthy states emphatically. “The way we look at it, choice feels like the right principle right now. There are consumers that really want to balance price

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14

“Games load faster and look better, frame rate is smoother. This is the magic of the box.” against capabilities. But there will always be customers in your segment of gamers that want the best of the best, and I think that up until now the PC space was really the only place they could go to get that. They now have the ability to get that in the console space.” Many gamers have cited higher frame rates, namely 60fps, as a priority over more pixels, but McCarthy believes that’s a decision the studios need to make. “We’re all about the developer choice there overall. Different developers are going to choose to do different things for different game formats. But the good news is that the Xbox One SDK that everyone writes to will be able to handle that variation. You don’t need a unique version for Xbox One X. It’s just going to know if I’m running a One X, will take advantage of it and going to feel like a premium PC experience overall.” We would argue that a ‘premium PC experience’ would include 60fps gameplay, but while McCarthy won’t commit to it across the board, the One

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X is certainly a step in the right direction: “It’s been very, very straightforward for developers to get stuff up-and-running in a day or two on Xbox One X. And what’s exciting about that, for us, is that it leaves them the headroom to do what they want, whether that’s to take advantage of a 2,160 frame buffer, or push their frame rate to the absolute max.” IS HE THE ONE? Strong competition in console hardware has always benefitted the games industry. No one wants to see a single dominant platform, with all the potential abuses of power that such a monopoly might bring, and while the PlayStation 4 has undoubtedly taken the lead in the current generation, there’s no denying that the Xbox One has still sold well overall – putting in numbers that exceed the previous generation of hardware to avoid any such complacency on Sony’s part. With the Xbox One X, Microsoft looks to be utilising its considerable PC gaming know-how in order to produce

what looks to be a practicallyperfect console upgrade. After the missteps of the early Xbox One days, the confidence it has in its new hardware is palpable by comparison. The price is high and the big question remains about whether Brexit-struck consumers will part with £450 for the new device – but there’s always been a hardcore of consumers who are happy to pay up for the best device, and the Xbox One X is certainly that. THE LINE-UP A console without games is a like a gun without bullets, however, so we also question McCarthy on the line-up Microsoft showcased at E3, which will be key to building up the desirability of the One X. The graphical posterboy to date has been Forza Motorsport 7 – no great surprise there, as racing games have long been used as tech demos for new hardware. We got to see the game running in 4K and HDR and the results are stunning. “I think that for a racing simulation, like Forza Motorsport 7, it takes it to a whole new level. You [can almost] feel the heat coming off the cars and the weather effects are frighteningly real.” Beyond that, though, Microsoft’s line-up for

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“I think that for a racing simulation like Forza Motorsport 7, Xbox One X takes it to a whole new level.” the next year is one of strengthin-depth. “You saw [that] in the diversity of game types we showed,” McCarthy says. “We showed community games, indie games, triple-A games, games from around the globe. There are all these different types of games for different types of gamers now. It has never been more diverse. “I think that choice is becoming more and more critical to a gamer’s everyday life, because they do flex across these different experiences, and we have to be able to keep up with that,” McCarthy explains, before

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going on to run down the company’s E3 showing. We ask whether this year’s showcase was primarily designed to appeal as broad an audience as possible. McCarthy replies: “It was a really conscious experience for us to say we want something that speaks to every type of gamer on our stage. And I can’t say we’ve consciously done that every other year before. It was a principle for the briefing overall that we wanted every type of game for every type of gamer. “You noticed that there were fewer speakers on stage this

year. We had too many games overall, it would have been a disaster [to have them all up there] and I like the format of Phil being able to tell the story throughout the show,” McCarthy says. “Of those 42 titles we showed, 22 of them are console exclusive, 18 of those are PC titles as well. Your ability with first party titles from Microsoft – and a lot of the ID@Xbox ones, too – to do things like Xbox Play Anywhere where your license roams, right across those devices, is going to apply to whole first-party line-up. Forza MotorSport 7, Crackdown 3, State of Decay 2, Sea of Thieves – they’re all going to do that.” That line-up defines a clear difference between Sony and Microsoft this year, with

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Microsoft concentrating on games-as-a-service-type titles with co-operative and community elements, while Sony focuses on single player, narrative-driven titles. The Xbox offering is closely aligned to its PC gaming titles, too, which hasn’t always been the case. We reckon the announcement of the hugelysuccessful PlayerUnknown’s Battlegrounds as a console exclusive was the cherry on that particular cake. “I’m so glad you brought that up,” McCarthy enthuses. “I don’t think console players realise how special that game really is, and if you think about Xbox Live and the ability to bring people together, and then exploit the unique capabilities of the world’s most powerful console then that’s a great combo for us.”

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We agree, saying the game should be as big as Grand Theft Auto in terms of online players, given its Twitch success to date: “For some console gamers, [our E3 showcase] was their first exposure [to the game], and they’re going to be surprised – it’s going to be huge.” BLACK IS BACK So with powerful new hardware on its way later in the year and a game line-up that is radically differentiated from its main competitor – both in terms of release dates and its underlying business model – Xbox looks to have founds its stride again. There’s something distinct about the brand, too, which allows it to differentiate itself from the competition. That’s great news for the industry. Bringing more of these

PC-like experiences to more convenient console hardware will undoubtedly expand the console space, and, more importantly, it will do it without cannibalising what Sony, or Nintendo, for that matter, are trying to achieve elsewhere. It’s great to see the company not simply trying to claw back what it lost in the last hardware refresh, but rather strike out in a direction that’s more suited to the company as a whole. As for the next hardware generation, who knows what that will bring – or whether it will ever truly come to an end in the way we’ve become so used to in the past. Whenever and however it happens, Xbox looks to be viewing the future with more optimism than we’ve seen from the company in many years.

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Who’s where

A guide on where to find everybody at gamescom this year Vorläufiger Hallenplan • Preliminary hall plan

entertainment area · entertainment area fanshop arena family & friends business area · business area Freigelände/Eventgelände · outdoor area/event area

COMPANY

/

HALL / LEVEL / BOOTHE

Electronic Arts GmbH

1

1

A001

Abysse Corp

2

1

D021a

Acronis Germany GmbH

2

1

ad2games GmbH

2

AdColony

2

ADIA Entertainment Ltd.

COMPANY

/

HALL / LEVEL / BOOTHE

Bundesagentur für Arbeit

2

1

Cardpay PSP Ltd

2

1

D012

A012

Carl Zeiss AG - Multimedia Devices

2

1

C020

1

E013

CC Media House - Akalink Elektronik Tic. ve Bilisim Hiz. Ltd. Sti.

2

1

D011

1

A011

CCP hf

2

1

A012

2

1

A019

CDP Sp. z o. o.

2

1

E031

Adyen GmbH

2

1

D020

Click Entertainment Ltd

2

1

B018

ak tronic Software & Services GmbH

2

1

C014

Creative Distribution Ltd. Reef Entertainment Ltd.

2

1

E014

AMS Neue Medien GmbH

2

1

A012

E-concept

2

1

A013

Aptoide SA

2

1

C033

E-home Entertainment Development Company Ltd.

2

1

A009

astragon Entertainment GmbH

2

1

A022

ESET Deutschland GmbH

2

1

A012

Avanquest Deutschland GmbH

2

1

C017

Events for Games

2

1

C028

Beta Service GmbH

2

1

D023

EZ Games/ EZ Cards Distribution, In

2

1

B015

Bigben Interactive S.A.

2

1

A012

flaregames GmbH

2

1

A021

Bigmoon Entertainment, LTD.

2

1

E030

Funcom Oslo AS

2

1

C024

Bigpoint GmbH

2

1

C016

Game Insight, UAB

2

1

D021a

Blade S.A.S.

2

1

A016

Gameforge AG

2

1

A012

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21 COMPANY

/

HALL / LEVEL / BOOTHE

COMPANY

/

HALL / LEVEL / BOOTHE

Gamera Interactive S.r.l.

2

1

B017

CyberLink Europe B.V.

2

2

D047

Gaming Series S.L.

2

1

D022

DCMN GmbH

2

2

C042a

Genesis

2

1

E022

Digamore Entertainment GmbH

2

2

C031

Gerolsteiner Brunnen GmbH & Co. KG

2

1

C026

DXRacer Distribution Europe

2

2

C050

GL Entertainment Distributions Limi

2

1

C018

ECommPay

2

2

B043

Guangzhou Walkera Technology Incorporated Company

2

1

D025a

Elm Europe B.V.

2

2

D033

Heaven Media

2

1

E016

Enarxis Dynamic Media Ltd.

2

2

D015

HIPAY

2

1

C022a

Epic Games International

2

2

A034

HORI (U.K.) Ltd

2

1

B022

Forever Entertainment S.A.

2

2

B029a

ImagiNation S.C. Lukasz Kubiak, Bartosz Moskala

2

1

E028

Freaks 4U Gaming GmbH

2

2

C050

I-Mobile Co., Ltd

2

1

E033

Frontier Development PLC

2

2

C031

ironSource

2

1

E020

GAIJIN NETWORK Ltd.

2

2

B035

Kalypso Media Group GmbH

2

1

D013

G-CORE Labs SA

2

2

C050

Keywords International

2

1

C022a

GIANTS Software Entertainment GmbH

2

2

C031

Link Distribution (UK) Ltd

2

1

C011

Girisim Gelisim ve Teknolojileri De

2

2

C024

Logitech GmbH

2

1

A012

Global Collect Services B.V. (dba Ingenico ePayments)

2

2

D024

Marketpoint GmbH

2

1

C013

Goodbye Kansas Entertainment Group

2

2

D031

MIH PAYU BV

2

1

C032

International Business Media Pte.Ltd

2

2

C050

Mobvista International Technology Limited

2

1

C024a

Kingston Technology Europe Co LLP

2

2

C050

MoGi Group Ltd

2

1

E025

Kinguin Limited

2

2

C050

My.com B.V.

2

1

E019

Koelnmesse, Inc

2

2

B035

NBG EDV Handels- und Verlags GmbH

2

1

A012

Koelnmesse, Inc

2

2

A033

Nero AG

2

1

A012

Koelnmesse, Inc

2

2

A035

Nordic Game Supply GmbH

2

1

A12

Kount Inc.

2

2

C040

Oasis Games Limited

2

1

A018

Leogaming

2

2

D017

Omnyex E Commerce DMCC

2

1

B016a

Level Up! Interactive Ltda

2

2

C050

OneSky Inc. Limited

2

1

D032

LifeXpress/ Medion AG

2

2

C028a

ORB Gaming

2

1

D034

Madcow Entertainment SARL

2

2

D035

Plantronics B.V.

2

1

A012

medialounge GmbH

2

2

C031

QIWI Bank JSC

2

1

E026

medialounge GmbH

2

2

C019

RAM ROM GAMES, S.L.

2

1

D030d

NVIDIA GmbH

2

2

C031

Roccat GmbH

2

1

D014

Overwolf, Ltd

2

2

C050

Rock Pocket Games

2

1

D030d

Payguru Trend Ödeme Kurulusu A.S.

2

2

D016

Rubber Road Ltd, Numskull

2

1

A010

Paymentwall, Inc.

2

2

A040

Splash Damage

2

1

B022

Paysafe EOOD

2

2

B031

Trust International BV

2

1

A012

Polyarc, Inc.

2

2

C048

Turtle Beach UK

2

1

A012

SevenOne Media

2

2

C031

Ultrahaptics LTD.

2

1

D025b

PT Unimaksima Lentera Nusantara

2

2

D051

Unity Technologies ApS

2

1

A020

RAD Game Tools Inc.

2

2

C044

UnityAds

2

1

A020

Razer (Europe) GmbH

2

2

C050

Virtuos LTD

2

1

B020a

Roberts Space Industries International Ltd.

2

2

B033

Yandex.Money, NBCO LLC

2

1

C031

SafeCharge Technologies LTD

2

2

A044

Zhejiang Zhongnan Animation Co., Lt

2

1

B019

Secure Trading Group Limited

2

2

D049

1C Publishing EU s.r.o.

2

2

B042

Serienjunkies.de GmbH & Co. KG

2

2

C031

4U2PLAY GmbH

2

2

B018

Silicon Studio Corporation

2

2

C044a

Acapture

2

2

B029

Six Waves Inc.

2

2

C028

Adcash OÜ

2

2

B017

Sky City Y2K Limited

2

2

C048a

adspree media gmbh

2

2

C031

Soedesco B.V.

2

2

C050

Alliance Digital Media

2

2

A035b

SPYR Games

2

2

C031

Amazon Web Services Germany GmbH

2

2

B039

StackPath

2

2

C050

AOC International (Europe) B.V

2

2

C050

Stillfront Group AB

2

2

C050

BIOWORLD Europe BV

2

2

A021

Stimtech Ltd. NeocoreGames

2

2

B016

CALIBURNUS LIMITED

2

2

C031

Techland Sp z o.o.

2

2

D020

Capcom Entertainment Germany GmbH

2

2

C031

Tilting Point Media LLC

2

2

C042

CLD Distribution

2

2

A032

Timecity

2

2

C040a

Computec Media GmbH

2

2

D034

Tobii Tech

2

2

D018

Cooler Master Europe B.V.

2

2

C031

transact Elektronische Zahlungssysteme GmbH

2

2

D030

Corsair Hong Kong Limited

2

2

C050

UOL BoaCompra

2

2

C026

Cosmocover SARL

2

2

C022

Utomik BV

2

2

C050

Cowana GmbH

2

2

C031

Vungle, Inc.

2

2

A038

Creative Labs (Europe) Ltd

2

2

C050

Wargaming Europe S.A.S

2

2

C020

20 21 22 23 24 25 26 27 28 29 30 31 Exhibitor Guide V5 - Final.indd 2

24/07/2017 12:36


22 HALL 1

20 21 22 23 24 25 26 27 28 29 30 31 Exhibitor Guide V5 - Final.indd 3

24/07/2017 12:36


23 HALL 2.1

20 21 22 23 24 25 26 27 28 29 30 31 Exhibitor Guide V5 - Final.indd 4

24/07/2017 12:36


24 COMPANY

HALL BOOTH NO.

COMPANY

HALL BOOTH NO.

Wargaming Group Limited

2

2

D022

FDG Entertainment GmbH & Co KG

3

2

B010

We Are Nations, Inc.

2

2

C050

Film- und Medienstiftung NRW GmbH

3

2

B014

Web Media Publishing AG

2

2

C031

Firepoint Interactive

3

2

B019

Webedia Gaming GmbH

2

2

C031

Firetail Games

3

2

A017f

Werkmeister & Company GmbH

2

2

C031

Flux Game Studio Jogos Digitais Ltda

3

2

A013

Whyttest SRL (Limited)

2

2

D041

Fox Renderfarm

3

2

D017

Wirecard Technologies GmbH

2

2

B045

Frozen Vision

3

2

A017f

Xsolla Inc.

2

2

A033

GAME Bundesverband der deutschen Games-Branche e.V 3

2

C012

ZeniMax Benelux B.V.

2

2

C019

gamearea-FRM e.V.

3

2

D012

ZeniMax Europe Ltd.

2

2

C019

Gameloft GmbH

3

2

D012

ZeniMax Germany GmbH

2

2

C019

Gameplan Consulting

3

2

A013

ZOTAC International (MCO) Ltd.

2

2

C050

GameRefinery Ltd.

3

2

A017f

“Kookie Entertainment (GameZip)”

3

2

B020

GAMES ACADEMY GmbH

3

2

C014

4-Real Intermedia GmbH

3

2

C012

Games for Families (c/o planetlan GmbH)

3

2

A010

Action Reaction Games

3

2

A017f

GamesMarkt GmbH

3

2

A011

Action Squad Studios

3

2

A017f

gamespipe GmbH

3

2

A014

Aerosoft GmbH

3

2

C012

GAMEVIL Europe GmbH

3

2

C014

Aiara Co., Ltd.

3

2

B020

Gamigo Advertising GmbH

3

2

A014

AIDUS & Advergamekorea

3

2

B020

Gaming-Aid e.V.

3

2

C014

AK Interactive

3

2

B020

Gazzag Serviços de Internet Ltda

3

2

A013

Altagram GmbH

3

2

C014

Gnifrix

3

2

B020

Anxing Information Technology (Shanghai) Co., Ltd.

3

2

D018x

Government of Manitoba

3

2

B019

App Annie Europe Limited

3

2

C014

Government of Quebec

3

2

B019

Application Systems Heidelberg Software GmbH

3

2

C017

Hannoverimpuls GmbH

3

2

B017

Aquiris Game Studio S.A.

3

2

A013

Headup Games GmbH & Co KG

3

2

C012

Assemble Entertainment GmbH

3

2

C012

Heavy Weight Rex

3

2

A017f

Beijing Seasun Interactive & Entertainment Co.,Ltd.

3

2

D018x

Hinterland Studio Inc.

3

2

B019

bHaptics Inc.

3

2

B020

Hoplon Infotainment

3

2

A013

bib International College Hannover

3

2

B017

Humble Bundle Deutschland GmbH

3

2

C014

Bind

A014

3

2

A017f

HWF Hamburgische Gesellschaft für Wirtschaftsförderung mbH

3

2

BIU - Bundesverband Interaktive Unterhaltungssoftware e.V. 3

2

A010

HWF Hamburgische Gesellschaft für Wirtschaftsförderung mbH

3

2

A016

Black Forest Games GmbH

3

2

C017

HWF Hamburgische Gesellschaft für Wirtschaftsförderung mbH

3

2

B013

Brazilian Game Developers Abragames

3

2

A013

iFunFactory Inc.

3

2

B020

Canadian Digital Media

3

2

B019

IME - Interactive Media & Entertainment GmbH

3

2

A014

Canadian Media Fund

3

2

B019

Imgnation Studios

3

2

A013

CAT Nigiri Ltda ME

3

2

A013

InnoGames GmbH

3

2

A014

Chendu Future Tech Ltd.

3

2

D017

International Game Developers Association (IGDA)

3

2

C019

Chengdu Animation Network

3

2

D017

Iran Computer & Video Games Foundat

3

2

A015

Chengdu Boran Tech Co.,Ltd

3

2

D017

K3 Kultur- und Kreativwirtschaftsbüro

3

2

C017

Chengdu Yimei Digital Technology Co., Ltd.

3

2

D017

Kaamos Games

3

2

A017f

Chengdu Yumoon Tech co.,Ltd

3

2

D017

Kavio Cluster

3

2

A017f

Chengdu Cellsgame Tech Co., Ltd

3

2

D017

Komogames Ltd.

3

2

D018x

Chengdu Funcell123 Tech Co., Ltd

3

2

D017

Koolhaus Games Inc.

3

2

B019

CipSoft GmbH

3

2

B010

Korea Pavilion

3

2

D019

Complex Games Inc.

3

2

B019

Koukoi Games

3

2

A017f

Canada

3

2

B019

kr3m. media GmbH

3

2

C017

Creative Europe Desk NRW c/o Film- und Medienstiftung NRW 3

2

B014

L&K Logic Korea Co., Ltd.

3

2

B020

Creative Mobile

3

2

C014

Ludocraft

3

2

A017f

Creeng

3

2

A017f

MackMedia GmbH & Co. KG

3

2

C017

CXity of Helsinki

3

2

A017f

MAGIX Software GmbH

3

2

C014

Daedalic Entertainment GmbH

3

2

C012

Manifesto Games

3

2

A013

DECK13 Interactive GmbH

3

2

C012

Media Info Transfer GmbH

3

2

A014

Devs Channel

3

2

A017f

media:net berlinbrandenburg e.V.

3

2

C014

DigiBC

3

2

B019

Mediencluster NRW GmbH

3

2

B014

Digital Frog Co., Ltd

3

2

B020

Mediengründerzentrum NRW

3

2

B014

Duaik

3

2

A013

MFG Medien- und Filmgesellschaft Baden-Württemberg mbH

3

2

B016

Engage.NRW c/o Mülheim&Business GmbH

3

2

B014

MJ Media Ltd.

3

2

C012

European Games Group AG

3

2

A010

Mothership Marketing GmbH

3

2

C014

EuroVideo Medien GmbH

3

2

C012

Muro Studios

3

2

A017f

EXIT GAMES GmbH

3

2

A010

NezhaGames

3

2

D018x

F+F Distribution GmbH

3

2

B010

Ngelgames Co., Ltd.

3

2

B020

20 21 22 23 24 25 26 27 28 29 30 31 Exhibitor Guide V5 - Final.indd 5

24/07/2017 12:36


25 COMPANY

HALL BOOTH NO.

Nitro Games Ltd.

COMPANY

HALL BOOTH NO.

3

2

A017f

Adventure`s Planet S.R.L.

4

1

B014

nordmedia Film- und Mediengesellschaft Niedersachsen/Bremen mbH 3

2

B017

AESVI

4

1

B014

Nova Scotia Business Inc.

3

2

B019

Aliem Pixel Studios S.R.L.

4

1

F013

Ontario International Munich Trade and Investment Office

3

2

B019

Amiquis

4

1

A021

Ontario Media Development Corporation (OMDC)

3

2

B019

Amstad Digital EF

4

1

D014

Payletter Inc.

3

2

B020

Apocalypse Hunters SA

4

1

A019

PIXELPIMPS Corp.

3

2

B020

Artefacts Studio

4

1

D013

planetlan GmbH

3

2

A010

Atomicom Limited

4

1

A021

Play Finland (visibility name)/ Neogames Finland Association 3

2

A017

Bad Seed SRL

4

1

B014

Playa

3

2

A017f

Badland Games SL

4

1

B013

Playa Games GmbH

3

2

A014

Bastion

4

1

A021

PLAYPARK Co., Ltd

3

2

B020

Billy Goat Entertainment Ltd

4

1

A021

Playsnak GmbH

3

2

C014

Black Cell OG

4

1

B017

Polkadot

3

2

A017f

Black Land Studio

4

1

A019

PQube Limited

3

2

C012

Blacknut

4

1

D013

Quantum Shake

3

2

A017f

Blade Representaciones SL

4

1

B013

Quantumfrog GmbH

3

2

B017

Bloodirony Games GmbH

4

1

B017

Remote Control Productions Holding

3

2

C012

Bossa Studios

4

1

A021

Rockfish Games GmbH

3

2

A014

Business France

4

1

D015

Rockhead Games

3

2

A013

Business France

4

1

D013

Rusto

3

2

A017f

Business France

4

1

E017

Serious Games Solutions GmbH

3

2

C014

Capsule Studio

4

1

D013

Shanghai Uzone Network Technology Co,Ltd.

3

2

D022

CD Projekt S.A.

4

1

C019

Shanghai Xuebao Info. Tech. Co. Ltd

3

2

D018x

Cedemo

4

1

E017

Sheer Tianyi Technology Co,Ltd.

3

2

D017

Ceské hry z. s. / Dreadlocks

4

1

C015

Shenzhen Entertainment First Co.; L

3

2

D017

Cinnoman Games

4

1

D014

Shenzhen iDreamSky Technology Co,Ltd.

3

2

D017

Clan of the Cloud

4

1

D013

Shenzhen Luckystar Technology Co.,

3

2

D017

ClockStonde Studio

4

1

B017

Shenzhen shi Genyongchang Co.,Ltd

3

2

D017

Cloudalize NV

4

1

A019

Shenzhen Smartmelon Technology Co.,

3

2

D017

Codemasters Software Ltd

4

1

A021

Shenzhen Feiyu xingkong Technology Co,Ltd.

3

2

D017

Coffee Box Games

4

1

A021

Simplaex GmbH

3

2

C014

Coffee Stain Studios

4

1

D017

Six Foot Europe GmbH

3

2

A010

Collense

4

1

D017

SkyBox Labs Inc.

3

2

B019

Controvert Ltd

4

1

A021

SOFTON ENTERTAINMENT Co.,Ltd

3

2

B020

Crazy Monkey Studios bvba

4

1

A019

Soulgame Entertainment Co.,Ltd

3

2

D017

Creative Dialogue Tools Ltd.

4

1

A021

STEA Games Co., Ltd.

3

2

B020

Croatian Chamber of Economy

4

1

B019

Studio DOMA

3

2

B020

Cubic Motion

4

1

A021

Studio ZYX Software, Games Aplicativos E Animacao Ltda. 3

2

A013

Cupboard Games Limited

4

1

A021

Stupid Stupid Games

3

2

A017f

Cybernetic Walrus BVBA

4

1

A019

Subsolar Entertainment

3

2

A017f

Czech Trade Ceska agentura na

4

1

C015

Super Plus Games

3

2

A017f

DaoPay GmbH

4

1

B017

TalkieStudio CO.,LTD

3

2

B020

Dead Good PR

4

1

A021

Taylor Wessing Partnerschaftsgesellschaft mbB

3

2

A014

DeadToast Entertainment

4

1

D017

TeamSpeak Systems GmbH

3

2

B010

deltaDNA Ltd

4

1

A021

TIL GmbH Tübinger Institut für Lerntherapie

3

2

C017

Digital Tales S.r.l.

4

1

B014

Tivola Publishing GmbH

3

2

C012

Divine Robot

4

1

D017

Travian Games GmbH

3

2

B010

DL-Software Daniel Leitinger e.U.

4

1

B017

Trion Worlds, Inc.

3

2

C012

Dovetail Games

4

1

A021

UNIZSOFT Co.,Ltd

3

2

B020

Edge Case Games, Ltd.

4

1

A021

Urban Invention GbR

3

2

B017

Elektraglide Ltd

4

1

A021

VikingVR Studio

3

2

D018x

Enter Yes

4

1

A21

Werk1.Bayern GmbH

3

2

B010

EverdreamSoft

4

1

D014

WGM Entretenimento Digital Ltda

3

2

A013

Fabraz

4

1

D014

wolff interactive GmbH

3

2

B017

Falkenbrew

4

1

D014

ZENIT GmbH

3

2

B014

FGL´s Enhance

4

1

F016

Zepetto Co.

3

2

B020

Firebrand Games

4

1

A021

101%

4

1

B014

Fishing Cactus

4

1

A19

3DClouds.it

4

1

B014

Flanders DC VZW

4

1

A019

505 Games Ltd.

4

1

A021

Focus Home Interactive

4

1

D015

Activision Blizzard Deutschland GmbH

4

1

A011

Focus Multimedia Ltd

4

1

A021

20 21 22 23 24 25 26 27 28 29 30 31 Exhibitor Guide V5 - Final.indd 6

24/07/2017 12:36


26 HALL 2.2

20 21 22 23 24 25 26 27 28 29 30 31 Exhibitor Guide V5 - Final.indd 7

24/07/2017 12:36


27 HALL 3.2

"'"'

D-021

ďż˝

Passage 2-3 passage 2-3

D B-020/D-019

Cafe

D-022

A-017 C-019/B-018 B-019 Canada

D-017/C-016 C-017/B-016 D-018

A-015 A-016

B-017

B-014/C-015

A-014/B-015

C-014/D-015

"'"' Made in Germany area

ďż˝

Eingang Sud Entrance South

A-012/B-013

Passage 2-3 passage 2-3

B-012/C-013 D-012 C-012/D-013

A-013

B-010/C-011

A-010/B-011

A-OlOx

A-011

B

..

Passage 3-4 passaqe 3-4

20 21 22 23 24 25 26 27 28 29 30 31 Exhibitor Guide V5 - Final.indd 8

24/07/2017 12:36


28 COMPANY

HALL BOOTH NO.

COMPANY

HALL BOOTH NO.

Forge Reply SRL

4

1

B014

Novobox France

4

1

D013

Fourth State Ltd Sketchbook Games

4

1

A021

ODTÜ Teknokent Yönetim A.S.

4

1

A017

Frogsong Studios

4

1

D017

Ojoo

4

1

A019

Frostyfroggs S.C.S.

4

1

A019

OLD SKULL GAMES

4

1

E017

Fusion.Robot GmbH

4

1

D014

OPM Response Ltd

4

1

A021

Game City Southern Sweden

4

1

D017

Oskar Stalberg

4

1

D017

Game Drive

4

1

F016

Outright Games Ltd

4

1

A021

GAMEDIA

4

1

E013

Outsider Games Ltd

4

1

A021

Gamer Network

4

1

E021

Pajama Llama Games VOF

4

1

A019

Gamera Nest SL

4

1

B013

Paladin Studios

4

1

E013

Games London

4

1

A021

Pasching Solutions

4

1

B017

GameSessions (Tangentix Ltd)

4

1

A021

PayByMe Corp.

4

1

A017

Gamious B.V.

4

1

E013

Perun Creative s.r.o.

4

1

C015

Genba Digital Limited

4

1

A021

Pixel Shade

4

1

D017

Generalkonsulat der Rep. Polen

4

1

A015

Pixel Toys Ltd

4

1

A021

Glowfish Interactive VOF

4

1

A019

Plastic SCM Codice Software SL

4

1

B013

Sweden Game Arena

4

1

A018

Playdius Entertainment

4

1

D013

Green Man Gaming

4

1

A021

PlayFab, Inc

4

1

A021

Hana Hana

4

1

D014

Playstack Ltd

4

1

A021

Happy Volcano BVBA

4

1

A019

Plug In Digital

4

1

D013

Haute Ecole Albert Jacquard

4

1

A019

Pole To Win UK Limited

4

1

A021

Hi-REZ STUDIOS

4

1

A021

Polish Agency for Enterprise Develo

4

1

A016

Holo-Light GmbH

4

1

B017

Polnisches Institut Düsseldorf

4

1

A015

Hyperbolic Magnetism - Jan Ilavsky

4

1

C015

Quantum Soup Studios Ltd (Wales Are

4

1

A021

ICE - Agenzia per la promozione all’estero e l’internazionalizzazio 4

1

A012

Rarebyte OG

4

1

S017

ICE - Agenzia per la promozione all’estero e l’internazionalizzazio 4

1

A013

Renaissance PR

4

1

A021

Iceberg Interactive BV

4

1

F016

RGDA Romanian Game Developers Association

4

1

F013

ICO Partners Limited

4

1

A021

Rheinmesse Co., Ltd.

4

1

D017

Insert Coin

4

1

D014

Richard Meredith

4

1

D017

Invest Liverpool

4

1

A021

Ripstone Ltd.

4

1

A021

iQu

4

1

E013

rudy games GmbH

4

1

B017

Italic Pig

4

1

A021

S. C. Cridique Gaming S.R.L.

4

1

F013

Jagex LTD

4

1

A021

Sanuk Games SARL

4

1

D013

KISS LTD

4

1

A021

SC Amber Studio SRL

4

1

F013

Kiwi Studio

4

1

D014

Sekg S.L.

4

1

B013

Kodobur Game and Software Tech

4

1

A017

Senzie

4

1

F016

Krotos Ltd

4

1

A021

Shiro Games

4

1

D013

LA MARQUE ROSE

4

1

E017

Shy Robot Games

4

1

D014

Le Game

4

1

D013

SimyLife Gamification GmbH

4

1

B017

Little Chicken Game Company B.V.

4

1

E013

Skillsearch Limited

4

1

A021

Local Heroes Worldwide

4

1

F016

Sold Out Sales and Marketing Limite

4

1

A021

LocalizeDirect AB

4

1

A021

Southern Sweden Creatives

4

1

D017

Localsoft S.L.

4

1

B013

Spain Pavilion - Games from Spain (ICEX Spain Trade and Investment) 4

1

B013

Marvelous Europe Limited

4

1

A021

Spelkollektivet

4

1

D017

Maximum Games Ltd

4

1

A021

Splendy Interactive Ltd

4

1

A021

McMagic Productions s.r.o.

4

1

C015

Stage Clear Studios, S.L.

4

1

B013

Media Evolution

4

1

D017

StarWell s.r.o.

4

1

C015

Milestone Srl

4

1

A021

Steel Media Ltd

4

1

A021

Milestone Srl

4

1

B014

Storm in a Teacup SRL

4

1

B014

Milky Tea Limited

4

1

A021

Struckd AG

4

1

D014

MixedBag Srl

4

1

B014

Studios Voa

4

1

E017

Mode4

4

1

A019

SwapBots

4

1

A021

Multiplay (UK) Limited

4

1

A021

SwissGames

4

1

C013

nDreams Ltd.

4

1

A21

Sycoforge GmbH

4

1

D014

Neurodigital Technologies SL

4

1

B013

Sylphe Labs Ltd.

4

1

B014

Nifty Productions

4

1

D014

Tag Games Limited

4

1

A21

Nordic Game

4

1

D017

Takeoff

4

1

D013

Northern Ireland Screen

4

1

A021

Talespinners Studios Ltd (Wales Are

4

1

A021

Northern Software Limited

4

1

A021

Taleworlds Entertainment Ikisoft Yazilim Bilgi Ve Iletizim Egitim Te

4

1

A017

Not A Company

4

1

A019

Team Panoptes

4

1

A019

Novaquark

4

1

D013

Teamto

4

1

E017

20 21 22 23 24 25 26 27 28 29 30 31 Exhibitor Guide V5 - Final.indd 9

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29 COMPANY

HALL BOOTH NO.

COMPANY

HALL BOOTH NO.

Testronic Laboratories Ltd

4

1

A021

Welsh Government (Wales Area)

4

1

A21

The Station

4

1

D017

Whitepot Studios Limited

4

1

A021

The Trailer Farm

4

1

A21

Wibbu

4

1

A021

Tiny Bull Studios s.r.l.

4

1

B014

Wirtschaftskammer Österreich

4

1

B017

To Play For Limited

4

1

A021

Xplored

4

1

B014

TOGED (Game Developers Association of Turkey)

4

1

A017

YIG Media, S.L. - Playstats

4

1

B013

Toxic Games Limited (Wales Area)

4

1

A021

Yogscast

4

1

A021

Triangle Factory BVBA

4

1

A019

Zurich University of the Arts Departement Design

4

1

D014

Troll inc

4

1

A021

BANDAI NAMCO Entertainment Germany GmbH

4

2

A010

UIG International GmbH

4

1

B017

BANDAI NAMCO Entertainment Germany GmbH

4

2

B010

UK Interactive Entertainment (UKIE)

4

1

A021

Deep Silver a division of Koch Media GmbH

4

2

A040

UNAmedia di Benegiamo Daniele

4

1

B014

Facebook Ireland Limited

4

2

A042

Universally Speaking Limited

4

1

A021

flashpoint AG

4

2

C020

Untold Games srl

4

1

B014

Gaya Entertainment GmbH

4

2

C050

VE Vision Education GmbH

4

1

B017

Google UK Ltd./London

4

2

C040

Verein FH Technikum WIEN

4

1

B017

Konami Digital Entertainment B.V.

4

2

A021

Vereniging Dutch Games Association

4

1

E013

Microsoft Ireland

4

2

A021

Vereniging Dutch Games Association

4

1

E015

Microsoft Ireland

4

2

A022

verse publications GmbH

4

1

B017

Nintendo of Europe GmbH

4

2

B021

Vertigo Games B.V.

4

1

E013

Sony Interactive Entertainment Deutschland GmbH

4

2

A041

Virtual Arts Ltd

4

1

A021

THQ Nordic GmbH

4

2

A043

Virtualware 2007, S.A.

4

1

B013

UBISOFT GmbH

4

2

C051

Wales Interactive Limited (Wales Ar

4

1

A021

Warner Bros. Entertainment Inc

4

2

B040

Warning Up

4

1

D013

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30 HALL 4.1

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31 HALL 4.2

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Child’s play With more and more children playing on smartphones, is mobile going to sound the death knell of gaming on consoles for kids? Marie Dealessandri discusses the kids market with SuperData’s Insights team and Klosters Trading Corporation’s president Lutz Muller

E

ver since the glorious days of the 8-bit era, console gaming has bloomed into a thriving entertainment industry. However, the players who also did their growing up alongside it have led to a massive change in the gaming demographics. Indeed, most console games these days are created with adult audiences in mind, leaving kids games dramatically underserved in the mainstream release schedule. It’s not that kids aren’t playing games any more, but with more children swapping consoles for smartphones, is there a future for kids gaming on consoles? Let’s start with the facts. According to the latest GameTrack Digest (ISFE/Ipsos Connect), 25 per cent of the UK gaming population in Q4 2016 fell into the six to 14 year

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age group. That might not sound like a lot, but drill down a little further, and you’ll find 68 per cent of kids aged six to ten and 77 per cent of children from 11 to 14 play video games in the UK – the highest rate of any age group. There’s clearly a lot of interest, then, but what titles do kids actually play, and on what platform? According to Klosters Trading Corporation’s president Lutz Muller, “most games played by children [in the US] fall into the category of social games.” This would explain why kids tend to play on mobile instead of consoles nowadays, particularly since consoles often offer few games that fall into the social bracket. Muller continues: “What differentiates consoles from smartphones are four things: clock speed, graphics, screen

resolution and memory. The game and hardware developers targeting the adult community are extremely focused on them, whereas the limits imposed by smartphones by definition require a type of game that is much more attuned to the needs of children. I hence see a situation where the two development streams, consoles versus mobile, continue to diverge and basically divide the consumer population into two very separate groups: children with smartphones and adults with consoles.” The hardware issue is particularly important. Despite smartphones often costing more than your typical console over the course of a twoyear contract, they’re also considered more disposable than a box that goes under your TV. With four out of

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five adults now owning a smartphone in the UK (according to Deloitte’s Global Mobile Consumer Survey 2016: UK Cut), it’s also clear to see why parents find it easier to let their kids play on mobile rather than investing in standalone consoles. “Since the average age of a console gamer is over 30, today’s game developers prefer to create content for their key demographic,” SuperData’s Insights team research assistant Nate Monteverde tells MCV. “The release of the Nintendo Switch gave new

life to the kids market on console, as they are known to create crossover products that appeal to nostalgic older audiences and kids. PlayStation and Xbox also make their networks less accessible for kids today, as fewer games are just plug-in-and-play, instead requiring a paid online service – PlayStation Network and Xbox Live. Overall, the console market caters less to kids today than they once did. Kids will need to find games on other platforms like handheld devices – the Nintendo 3DS – and mobile.”

“A focus on recognisable characters remains essential.”

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UPWARDLY MOBILE For Monteverde, however, the current kids market can’t be neatly divided into a simple mobile-console split. “It is an overstatement to say that consoles need to compete with mobile to retain kids. The markets are wildly different and neither market is cannibalising the player base of another. Consoles are catering less to kids today and prefer to focus on its older demographic. Mobile is more accessible, has an abundance of content, and is portable, so kids can easily game anywhere. Mobile can act as the gateway that introduces kids to games, while consoles can act as the next step for kids who want to dive deeper into the gaming experience as they get older.”

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Last year’s Pokémon Sun and Moon are a case in point, with even Nintendo saying the games benefited from the Pokémon Go effect in its end of year financials. The tricky part, however, is retaining those console converts in the long run – something Nintendo will no doubt be watching very closely as it rolls out more of its own in-house mobile titles and upcoming child-friendly games for its New 2DS XL like Hey! Pikmin – and keeping them engaged with more games on more platforms until you’ve created a new franchise, merchandise range and a successful entertainment brand. SuperData’s research manager Carter Rogers concurs, saying that “Nintendo clearly aims for mobile games

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to be a gateway to their IPs on console” but adds that more companies could do with applying the same strategy in order to broaden their appeal to kids, and their parents. “This is a valuable way for game companies to generate ancillary revenue and keep kids aware of IPs and characters,” he says. “The Angry Birds Movie was a major boost to Rovio. Sonic Boom and Skylanders Academy are keeping IPs viable for their respective publishers Sega and Activision during slow periods for the game franchises themselves.” Expanding franchises into wider entertainment brands also provides a gateway to more markets, says Muller: “If you take a video game and turn it into a movie,

then it comes down to how strong the movie is as a toy generator,” he explains. “In other words, if you successfully turn a video game IP into a broader entertainment IP, then you can enter the toy and wider licensing market.” Successfully expanding directly into toys isn’t always a guaranteed success, however, with Muller saying that TV is often more effective for increasing brand awareness. “So far, all efforts to take a video game brand and extend it into toys have failed,” he says. “Halo, Destiny, Warcraft, and so on, are cases in point. So the direct route ‘videogame-to-toy’ does not work.” Instead, Muller says the best way to keep kids engaged is to actually release “games, games and more games,”

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and that includes titles specifically developed for phones and handhelds. MINECRAFT POWERED Warner Bros’ Lego titles and Mojang’s Minecraft are both perfect examples of brands that have seen huge success in the kids market. But while Lego had its 85-year history as a toy company to draw on, both franchises share the same secret ingredient when it comes to engaging with children – their characters. “A focus on recognisable characters remains essential,”

says Rogers. “Even Minecraft, which doesn’t have characters per se, has a universally recognisable protagonist – Steve – and monsters.” Minecraft also manages to exist as a toy range in its own right, says Muller: “I do not think the Minecraft toys are significantly influenced by the Minecraft video game or vice versa. Minecraft toys live in their separate universe on the strength of what their licensees – Lego, Spin Master and Mattel – are doing to promote their respective piece of the pie, each in their

“The kids’ market on console is less defined today, with crossover products that cater to all age ranges.”

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own way and in line with their overall toy portfolio objectives,” he explains. “This is different in the case of Lego where the toys, the games and the movies all are part of an overall integrated campaign.” Lego and Minecraft are also similar in the way they allow children to be creative, which for Monteverde is their main selling point. “Minecraft is successful with kids because of the simple game mechanics that give kids the freedom to do a wide range of activities,” he says. “The freedom to create anything in the world of Minecraft copies the same formula that made Lego successful among kids for many years.” Aside from these two behemoths, Muller reckons

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Nintendo is the only other major publisher still competing in the kids market, both with the 3DS and now the Switch. “Very clearly, the two Nintendo consoles have a much lower age profile for their games than their PS4 and Xbox One counterparts,” says Muller. “However, over the longer haul, it will be the quality of the games playable on the Switch that will determine whether we are looking at a fundamental change in the sales trajectory.” Monteverde concurs: “Nintendo’s games have the potential to attract kids to the console space. Outside of their kid-friendly IP, the determining factor for the Switch’s impact on this market lies in what demographic Nintendo chooses to cater for

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with its future first-party and third-party game releases.” THE NETWORK EFFECT Another piece of the puzzle is the toys-to-life market. With the future of this segment looking more uncertain every year, SuperData reckons its best years may already be behind it, despite Ubisoft revealing its new toys-to-life title StarLink: Battle for Atlas at E3. “Outside of Skylanders and Ubisoft’s StarLink, the toys-tolife market is undeveloped and lacks real growth opportunity,” says Rogers, with Monteverde bluntly adding that the market currently “resembles the shortlived plastic instruments space from several years ago and are past their peak.” However, Muller believes there’s still hope in this sector,

and that toys-to-life titles can act as an entry point to console gaming for kids. “The toys-to-life market is healthy if shelf space allocation by the major retailers is anything to go by,” he says. “As the category has matured, its sales increases have moderated to a level which is much more in line with the toy market overall. It is very probable that the exposure of kids to the toys-to-life category will extend into regular video games as they grow older. After all, toys-to-life are played on the normal consoles – Xbox One, PS4, Wii U and now also the Switch.“ If physical toys are one way to get more children into console gaming, another way is a strong digital strategy with game streams and videos.

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“YouTube works as a common and accessible platform for kids to watch games that they want to play,” Monteverde says. “Since kids lack financial independence, gaming platforms like YouTube and Twitch are essential exposure tools for kids looking for new games to play.”

Rogers continues: “Kids watching instead of playing does result in some lost sales for smaller and mid-tier games. However, the games that do succeed win big time due to a network effect.” GROWING UP Smartphones may be

“YouTube works as a common platform for kids to watch games that they want to play.”

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the current platform of choice with today’s youth, but it’s clear there’s still a core group of franchises driving the kids console market forward, with Minecraft at the forefront. If nothing else, this shift to mobile reflects the everchanging landscape of the industry and the current proliferation of platforms. Consoles aren’t the only way to play games any more, after all, and software is more diverse than ever.

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“The kids market on console is less defined today, as it mostly consists of crossover products that cater to audiences across all age ranges,” Monteverde says. “Microsoft’s Xbox continues to heavily support Minecraft as the game’s mechanics and visuals cater to both adults and kids. Nintendo is another classic example of unique IP that creates lifetime fans from an early age. These kids eventually grow up, but still desire to play games that

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remind them of their childhood gaming experiences. The console market will continue to find ways to create crossover products that cater to audiences of different ages. However, as consoles shift their focus to an older demographic, content for kids will continue to be a niche part of the market.” It doesn’t look like mobile will be going away any time soon, then, but putting an emphasis on cross-play between different platforms

would at least give kids one way of jumping from one platform to another when they’re ready to move on. “Mobile will remain the premier platform for kids gaming, but publishers stand to benefit if they make slightly older kids want to ‘upgrade’ to a more robust experience,” Rogers concludes. “Microsoft’s cross platform strategy for Minecraft helps console adoption since console players will be able to play with their mobile-only friends.”

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Meet the team Seth Barton

Marie Dealessandri

Editor sbarton@nbmedia.com

ta riter mdealessandri@nbmedia.com

Katharine Byrne

Sam Richwood

News Editor kbyrne@nbmedia.com

Designer srichwood@nbmedia.com

NEWBAY SUBSCRIPTIONS: James Marinos Production Executive jmarinos@nbmedia.com

Sophia Jaques Games Sales Manager

sjaques@nbmedia.com

Charlie Gibbon Account Manager

Caroline Hicks Events Director

chicks@nbmedia.com

The Emerson Building, 4-8 Emerson Street, London, SE1 9DU e: subs@mcv.com w: www.mcvuk.com MCV has an exclusive media partnership with Famitsu – Japan’s leading video games analyst and news source

Mark Burton Managing Director

NewBay Media Europe Ltd is a member of the Periodical Publishers Association

mburton@nbmedia.com

ISSN: 1469-4832 Copyright 2017

MCV is published 24 times a year by NewBay Media Europe Ltd, The Emerson Building, 4th Floor, 4-8 Emerson Street, London SE1 9DU

cgibbon@nbmedia.com The Emerson Building, 4th Floor, 4-8 Emerson Street. London, SE1 9DU All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means electronic or mechanical, including photocopying, recording or any information storage or retrieval system without the express prior written consent of the publisher. The contents of MCV are subject to reproduction in information storage and retrieval systems. Printed by Pensord Press Ltd, NP12 2YA

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