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The 2024 Game Business Conference is held in Shanghai to discuss new trends in gaming going global

2024-07-25   

In the digital age, the gaming industry has become an important component of the global entertainment market, and going global has become a strategic choice for more and more Chinese gaming companies. On July 24th, the 2024 Game Business Conference, hosted by the China Audio Video and Digital Publishing Association, the Game Working Committee of the China Audio Digital Association, and the Jiading District People's Government of Shanghai, was held in Shanghai. The Game Business Conference is one of the important highlight events during the China International Digital Interactive Entertainment Exhibition (ChinaJoy). The conference consists of four parts: the Game Industry Overseas Development Forum, the Game Globalization Forum, the Game New Product and IP Exchange Conference, and the Authorized IP Exhibition. This conference continues to follow the trend of industry development, pay attention to global market changes, deeply focus on game going global, and engage in dialogue around the theme of "broadening global perspectives and exploring new trends in game going global". Ao Ran, Executive Vice Chairman and Secretary General of the China Audio Video and Digital Publishing Association, pointed out in his speech at the meeting that there are three significant characteristics of the current game going global work: firstly, the layout of Chinese games in overseas markets is becoming increasingly diversified, and significant achievements have been made in global expansion; Secondly, Chinese game companies continue to skillfully integrate traditional Chinese culture with modern game design concepts, establishing the brand image and benchmark of Chinese games; Thirdly, technological innovation is becoming an important engine driving the progress of China's gaming industry, providing strong support and guarantee for games to go global. However, currently, the expansion of games overseas is also facing a series of problems and challenges, such as significant growth pressure, rising costs, and various internal competition phenomena being exported overseas. Inherent problems such as cultural differences, lack of localized talents, and regional exchange rate fluctuations still exist. Ao Ran has three suggestions. Firstly, Chinese game companies should actively seek opportunities for cooperation with international peers, and jointly enhance the international competitiveness and market influence of game products through technical exchanges, market sharing, joint development, and other means; Secondly, we should attach importance to improving the level of technological innovation; The third is that games and traditional cultural expressions, although maintaining relatively independent states in their respective fields, are constantly infiltrating and influencing each other. Tang Jiajun, Deputy Secretary General of the China Audio Video and Digital Publishing Association and Secretary General of the Game Working Committee, stated in his speech that under the joint drive of internal strategic needs and external environmental changes, the globalization of game enterprises has entered a new stage, and the overseas strategy has gradually shifted from an "optional" to a "mandatory" option in the development of the game industry. Two special sessions, "Game New Products and IP Exchange Meeting (one-on-one business negotiation)" and "Authorized IP Display", were specially set up at the conference site to provide a platform for R&D companies to showcase their products, facilitate publishing companies to have a deeper understanding of their products, promote in-depth communication between R&D and publishing, and help small and medium-sized teams and publishers match each other. (New Society)

Edit:NingChangRun Responsible editor:LiaoXin

Source:China News Service Website

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