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Digital Games Summit, Jan. 7, 2004 at CES
(Instructions)

Digital Games Summit

8:30-9:00 Registration and Networking Coffee

Las Vegas Riviera Ballroom

(Venue for all general sessions, exhibitor showcase, networking and lunch)

9:00: Introduction

9:15-9:45 Keynote:
The Game Industry Impact on the Digital Entertainment Lifestyle

Robbie Bach

Microsoft Xbox
Chief Xbox Officer and

Senior Vice President Home & Entertainment Division

9:45-10:15 Sponsored Demonstrations

DISCover PC Game Console

THX


10:20-11:10 Supersession Industry Analysts and Console Makers

Cashing In On the Console Market

With estimated sales of gaming consoles set to grow 4 percent in 2003, from 48 million to 50 million units, who stands to win market share? Sony still dominates this lucrative market, but opportunities still abound for Microsoft and Nintendo. Take an in-depth look at the three current platforms and some of their best-selling franchises, and a preview of what?s next as a new round of hardware gears up for 2005/2006 launches. A panel of senior analysts present their findings on market trends and offer predictions for market size, forecasting data, major players, developing marketing strategies, player demographics, game genres and emerging markets to watch.

  • David Cole, DFC Intelligence, Analyst

  • Mike Wallace, UBS Investment Research, Managing Director
  • PJ McNealy, American Technology, Analyst

  • Richard Ow, The NPD Group, Video games analyst

  • Avraham DorEl, DISCover, President
  • Moderator: N' Gai Croal, Newsweek, General Editor


11:10-11:30 Networking Break

11:30-12:20

Behind the Scenes: How a Movie Makes a Winning Game

No blockbuster movie is complete these days without a videogame license. Big players like Electronic Arts, THQ, Atari and Activision are now investing millions in licensed game products. But for every smash videogame hit like Spiderman , there are dozens of failures. Listen in as we review a case study of how one blockbuster movie became a blockbuster game. And discover how the development team negotiated the license, evaluated brand value and managed the brand itself throughout the process.

  • Dave Perry, Shiny/Atari, President
  • David DeMartini , Electronic Arts, Chief Operating Officer (Redwood Shores studio)
  • Craig Allen, Spark Unlimited, President
  • Michael Pole, Vivendi Universal Games, Senior Vice President of Product Development
  • Mark Tuffy, THX, Director of Advanced Technology
  • Moderator: John Gaudiosi, Hollywood Reporter, Game Industry Journalist

12:30 to 1:30 Networking Lunch and Product Showcase

1:45-2:30 Supersession Panel

Sports Gaming: The Virtual Big Leagues

Over 40% of videogame sales involve sports titles, thanks to big franchises like Electronic Arts? Madden NFL Football, NBA Live and FIFA Soccer. With big time athletes now vying for cover boy status on game boxes, how do these and other endorsements impact the market space? Now take a fresh look at the burgeoning sports and extreme sports games business and how companies are jumping in on the action with in-game advertising and cross-promotions.

  • John Olshan, Major League Baseball Players Association, Category Director, Interactive Games,
  • Mike Sabine, Market Analyst, IDG Consulting
  • Greg Thomas, Visual Concepts Entertainment, President (wholly owned by Japan-based SEGA Corp.); ESPN Videogames, Founder
  • Jon Dean, Midway Games, VP Sports Business Unit
  • Don Wisniewski, Senior Industry Strategist - Wireless Gaming Sector

  • Moderator: Michael Stroud, iHollywood Forum CEO and Conference Chair

 

2:30-2:45 Sponsor Demonstration
Alias

Sabarkan


2:45-3:40
Supersession Panel

The New Game Boys on the Block: Digital Gadgets Come of Age

For years, Nintendo's Game Boy platform was the only true portable/mobile gaming device. But now cell phones and PDAs are gaining tremendous market penetration. Will PDA platforms generate revenue for gaming applications, and extend the brands of popular console games? Learn the facts from our panel of gaming executives on choosing the right platform for your game and the potential gaming market for mobile devices.

  • Andrew House, Sony Computer Entertainment Corp., Executive Vice President
  • Nada Usina, Nokia Americas, General Manager of Media and Entertainment
  • Byron Connell, Tapwave, Founder and Sr. Vice President Marketing
  • Tasos Kaiafas, Intel Enterprise Platforms Group, Game Software Marketing Specialist
  • Nathan Solomon, EB Games, Director of Business Development
  • Moderator: Darren Gladstone, Computer Gaming World, Previews Editor

3:30-3:40 Sponsor Demonstration
Artifact Entertainment

3:45-4:15 Keynote

?Death and the Coming Revolutions: Seven Mistakes to Avoid Between Now and 2007?

Neil Young
Electronic Arts
Vice President/Executive in Charge of Production

Executive Producer for Lord of the Rings: Return of the King

4:30-5:30 Track One

Session One

It?s the Real Thing: Advertising and Cross-Promoting Entertainment with Games

As gaming continues to grow, other industries like home entertainment and music are jumping on the bandwagon. Music companies premiere new groups on games and even ship game soundtracks. Home video companies take advantage of the PS2 and Xbox DVD capabilities with games based on movies and TV series that launch on DVD. In this informative sessions, you?ll learn all of their inside strategies on cross-promotions and how to ride the coat tails of the burgeoning videogame industry.

  • Keith Boesky, International Creative Management (ICM), Head, Video Games Division
  • Dan Kletzky, TDK Mediactive (a division of Take-Two Software), EVP of Business Development
  • Brad Foxhoven, Tiger Hill Entertainment, President (Game Studio  founded by Film Director John Woo)
  • Moderator: John Gaudiosi, Hollywood Reporter, Columnist

 

Session Two

Using Games to Reach Your Audience: Product Placement

From sports games to action titles, there is more in-game product placement than ever before. Is this a trend toward realism or really a revenue source for game publishers? Find out in this informative session from the perspectives of game developers, brands, and studio executives. Today?s core videogame demographics, males ages 14 to 34, spend more of their free time gaming than with TV and radio. Now major corporations like Nestle, Jeep and Powerade are using in-game advertising and product placement to reach this elusive, savvy audience.

  • Jill Steinberg, Ubi Soft, Director of Media and Promotions
  • Michael Arrieta, Sony Pictures Digital Networks, Sr. Vice President for Strategic Alliances
  • Craig Relyea, Creative Domain, EVP Marketing
  • Toby Trevarthen, AOL, VP, Interactive Marketing
  • Andrew Donkin, There.com, Vice President Marketing
  • Moderator: Chris Marlowe, Hollywood Reporter, New Media/Tech Associate Editor

 

Session Three

Consumer Preferences in Game Purchases

Do you know the most important factors that a consumer considers before purchasing a game? What steps are today?s videogame publishers going through to determine whether or not there is a market for any given game? And what impact does the rental market have on videogame sales? Now discover what tools, from market research to play testing, publishers use to create blockbuster hits.

  • Chris Roberts, Rentrak, SVP Marketing
  • Jon Epstein, GameSpy Industries, President
  • Kevin Bachus, CEG Games, VP Publishing
  • Hal Halpin, IEMA, President-Executive Director
  • Moderator: Dean Takahashi, San Jose Mercury News, Technology reporter

 

5:40-6:30 Track Two

 

 

Session Three
Consumer Preferences in Game Purchases

Do you know the most important factors that a consumer considers before purchasing a game? What steps are today?s videogame publishers going through to determine whether or not there is a market for any given game? And what impact does the rental market have on videogame sales? Now discover what tools, from market research to play testing, publishers use to create blockbuster hits industry.

  • Raph Koster, Sony Online Entertainment, Chief Creative Officer
  • Starr Long, NCSoft, Producer
5:40-6:30 Track Two
Session One
Tracking the Older Gamer

Today's videogame industry boasts a solid audience that breaks into gaming at an early age ? and keeps on playing into adulthood. While 90% of current games are created for a general audience, the two biggest games of the past two years ? the Grand Theft Auto franchise ? have sold over 25 million units with a Mature rating. In this session, we?ll assess the potential of the expanding Mature games sector, and how the industry intends to keep older gamers happy, while continuing to lure new, younger players.
  • Ben Sawyer, DigitalMill, President
  • Emmanuel T. Valdez, Sammy Studios, Chief Creative Officer
  • Chris Charla, Digital Eclipse Software, Senior Producer
  • Andrew Wright, RealNetworks, General Manager, Consumer Games
  • Moderator: Jennifer Hillner, Wired, Game Industry Reporter
Session Two
Massive Multiplayer Online Gaming: Worlds of Opportunity?

For years, analysts have been predicting big numbers from the MMO industry, but results so far have remained lukewarm in this niche market. Will mass-market gamers finally pay subscription fees to play online PC games? As Microsoft and Sony implement two different business models to lay the groundwork for online gaming, what role will online console games play in the current and next generation of console platforms? Here?s a look at how you can get a foot in the door of this potentially lucrative industry.
  • Raph Koster, Sony Online Entertainment, Chief Creative Officer
  • Starr Long, NCSoft, Producer
  • Jason Rubinstein, Ubi.com, General Manager
  • Jeff Anderson, Turbine Entertainment, Chief Executive Officer
  • Matt Firor, Mythic Entertainment, Executive Producer
  • Ken Goldstein, Disney Online, Executive Vice President and Managing Director
  • Moderator: Eric Goldberg, Crossover Technologies

Session Three

The Videogame Industry Wants You: How To Get Your Foot in the Door

As the $25 billion game industry continues to grow at a double-digit rate, big studios like Electronic Arts, THQ and Activision are actively seeking new talent, especially from the film and television fields. Game companies offer great salaries and benefits, and a solid future for those with the right skills set. Our panel of videogame professionals will discuss new opportunities available in the game industry today, and look at the future of career opportunities in the technology and creative sectors of interactive entertainment.

  • David Frederick, Infinium Labs, Vice President, Marketing
  • Don Daglow, Stormfront Studios, President and Chief Executive Officer
  • Carol Brickner, Electronic Arts, Director, Human Resources LA
  • Moderator: Mark Friedler, Gigez, Chief Executive Officer

Session Four

Future Development Needs for Next Generation Platforms, including consoles, wireless, online gaming and PC based games

Find out from leading experts how to develop games and expand your franchise using new delivery platforms. Learn about managing your studio, development costs, working with publishers and creating new revenue streams.

  • Matt Attaway, Perforce Software, Software Engineer
  • Gordon Walton, Sony Online, Vice President and Executive Producer
  • Neal Trevett, Khronos Group, President
  • Stephen Peacock, NXN Software, Global Games Manager
  • David Bowman, Artifact Entertainment, President
  • Moderator: Noah Falstein, The Inspiracy, President

6:00-7:00

Networking Reception and Exhibitor Showcase

Exclusively for summit attendees, press and speakers

Sponsors

 

GOLD SPONSOR

SILVER SPONSORS






BRONZE SPONSORS












s a r b a k a n

PRODUCED IN ASSOCIATION WITH


MEDIA & SUPPORTING SPONSORS

Rogers Cowan | Weber Shandwick Entertainment Marketing


BusinessWire

 




Confirmed Speakers
  • American Technology
    PJ McNealy, Analyst
  • AOL
    Toby Trevarthen
    VP, Interactive Marketing

  • Artifact Entertainment
    David Bowman, Co-President

  • CEG Games
    Kevin Bachus, VP Publishing
  • Computer Gaming World
    Darren Gladstone, Previews Editor
  • Creative Domain
    Craig Relyea,
    EVP Marketing
  • DFC Intelligence
    David Cole, Analyst

  • DISCover
    Avraham DorEl, President
  • DigitalMill
    Ben Sawyer, President
  • Digital Eclipse Software,
    Chris Charla,
    Senior Producer
  • Disney Online,
    Ken Goldstein, EVP and Managing Director
  • EB Games
    Nathan Solomon, Director of Business Development
  • Electronic Arts
    Neil Young,
    Vice President/Executive in Charge of Production
  • Electronic Arts
    David DeMartini,
    Chief Operating Officer (Redwood Shores studio)
  • Electronic Arts,
    Carole Brickner, Director of Human Resources LA
  • ESPN Videogames
    Greg Thomas, Founder and Visual Concepts Entertainment, President (wholly owned by Japan-based SEGA Corp.)
  • Gamer TV
    Chris Bergstresser, CEO
  • GameDaily
    Mark Friedler, Publisher
  • GameSpy Industries
    Jon Epstein,
    President
  • Hollywood Reporter
    John Gaudiosi, Columnist
  • Hollywood Reporter
    Chris Marlowe, New Media/Tech Associate Editor
  • iHollywood Forum
    Michael Stroud, CEO and journalist
  • IDG Consulting
    Mike Sabine, Market Analyst
  • IEMA
    Hal Halpin, Executive Director
  • Infinium Labs
    David Frederick, VP of Marketing
  • Intel Enterprise Platforms Group
    Tasos Kaiafas, Game Software Marketing Specialist
  • International Creative Management (ICM)
    Keith Boesky, Head, Video Games Division
  • Khronos Group
    Neal Trevet
    President

    Major League Baseball Players Association
    John Olshan, Category Director, Interactive Games

  • Microsoft Xbox

    Robbie Bach, Chief Xbox Officer and Senior Vice President Home & Entertainment Division at Microsoft Corp

  • Midway Games
    Jon Dean, VP Sports Business Unit
  • Mythic Entertainment
    Matt Firor, Executive Producer
  • NCSoft
    Starr Long, Producer
  • Newsweek
    N' Gai Croal, General Editor
  • Nokia Americas
    Nada Usina, General Manager of Media and Entertainment
  • NPD Group
    Richard Ow, Video games analyst
  • NXN Software
    Stephen Peacock, Global Games Manager
  • Perforce Software
    Matt Attaway, Software Engineer
  • Polygon Magazine
    Ryan Smith, Publisher
  • RealNetworks
    Andrew Wright, General Manager, Consumer Games
  • Rentrack
    Chris Roberts, Sr. VP Marketing
  • Sammy Studios
    Emmanuel T. Valdez, Chief Creative Officer
  • Shiny/Atari
    Dave Perry, President
  • Sony Computer Entertainment Corp.
    Andrew House, Exec. Vice President
  • Sony Pictures
    Digital Networks
    Michael Arrieta,
    Sr. VP for Strategic Alliances
  • Sony Online Entertainment
    Raph Koster, Chief Creative Officer
  • Sony Online
    Gordon Walton
    VP and Executive Producer
  • Spark Unlimited
    Craig Allen, President
  • Stormfront Studios
    Don Daglow, President and CEO
  • Tapwave
    Byron Connell, Founder and Sr. Vice President Marketing
  • TDK Mediactive (a division of Take-Two Software)
    Dan Kletzky, EVP of Business Development
  • The Inspiracy
    Noah Falstein, President
  • There.com
    Andrew Donkin,
    Vice President Marketing
  • THX
    Mark Tuffy, Director of Advanced Technology
  • Tiger Hill Entertainment
    Brad Foxhoven, President (Game Studio founded by Film Director John Woo )
  • Turbine Entertainment
    Jeff Anderson, CEO
  • Ubi.com
    Jason Rubenstein, General Manager
  • Ubi Soft
    Jill Steinberg , Director of Media and Promotions
  • UBS Investment Research
    Mike Wallace, Managing Director
  • Vivendi Universal Games
    Michael Pole, Senior Vice President of Product Development
  • Wired Magazine
    Jennifer Hillner
    Reporter


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