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| Digital
Games Summit, Jan. 7, 2004 at CES |
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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
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PJ
McNealy, American Technology,
Analyst
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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.
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.
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.
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
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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
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| 5:40-6:30 Track Two |
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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
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Andrew Wright, RealNetworks, General Manager, Consumer Games
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Moderator: Jennifer Hillner, Wired, Game Industry Reporter
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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.
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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
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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
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6:00-7:00
Networking Reception and Exhibitor Showcase
Exclusively for summit attendees, press and speakers
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| Sponsors |
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GOLD
SPONSOR


SILVER
SPONSORS



BRONZE
SPONSORS



s
a r b a k a n

PRODUCED
IN ASSOCIATION WITH


MEDIA
& SUPPORTING SPONSORS







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American
Technology
PJ McNealy, Analyst
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AOL
Toby Trevarthen
VP, Interactive Marketing
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Artifact
Entertainment
David
Bowman, Co-President
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CEG
Games
Kevin
Bachus, VP Publishing
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Computer Gaming World
Darren
Gladstone, Previews Editor
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Creative
Domain
Craig Relyea,
EVP Marketing
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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
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Wired
Magazine
Jennifer Hillner
Reporter
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