DAY 1: Conference Programme

8.45am

DELEGATE REGISTRATION (Welcome Coffee & Tea)
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ASIA-PAC MARKET REVIEW
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9.00am

KEYNOTE ADDRESS: Digital Gaming
Market expectations and user experiences are always on the forefront of the developers' minds vs other facets of the game development value-chain. This session emphasizes the important thinking that should be embarked from day one of the game development cycle from the aims of the game developers, translating user expectations, content appeal and quality assurance that work backwards towards game content development to ensure better commercial success in the expanding game domain and the
intricate issues relating to digital rights, IP and licensing issues.
State Of Online Gaming And Its Next Phase
Major Digital Content Areas In Asia: Korea, Taiwan, Japan and China
• Content Business Models
Legal Challenges And Digital Rights Impacting The Gaming Industry
Digital Asset Management: IP and Licensing Issues Concerning Digital Gaming

• War Stories To Share: Case-Studies
Mr Tan Min-Liang, Technology Lawyer, Tan & Tan Partnership, Advocates & Solicitors (Singapore)

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9.50am

MORNING REFRESHMENT BREAK
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ADDRESSING ONLINE GAMES IN THE ASIA-PAC REGION (Case-Studies)
The market for online gaming will continue to grow rapidly - doubling over the next 4 years. MMOG will remain the largest segment of the overall market. The burgeoning market for online games in the Asia-Pacific region was boosted by government support of broadband and the PC bang phenomenon, both contributed to the runaway growth of online gaming in Korea, which is now being replicated in hyper-growth markets Taiwan and China. But success in Asia-Pacific requires specific attention to cultural factors and popularity in the US/European marketplace does not correlate.

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10.10am

Success Factor Of An Online Game Publisher: An AsiaSoft Case-Study
Success Factor Of An Online Game Publisher: An AsiaSoft Case Study
• AsiaSoft's Presence In MMOG & MMORPG Market
• Key Success Factors To Being An Online Game Publisher
• Studying & Acquisition of Gaming Contents
• Backstage Of Publisher and Developer's Studio
• Outlook of Online Gaming Industry in Asia

Mr Addison K, Managing Director: AsiaSoft Online Pte. Ltd. (Singapore & Malaysia)
CIO & Vice-President - International Business: AsiaSoft Online International Pte Ltd (Thailand & Singapore)

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11.00am

A Korean Confrontation: Leading The Game Thing
IDC said the Asia-Pac region (excluding Japan) will see revenue growth from online gaming increase 19 percent on a year-on-year basis through 2008, and exceed $1.84 billion in subscription revenue by 2008. The report added that South Korea is currently leading the region, closely followed by Taiwan and China raking at $159.7 million.
Embarking On The Korean Online Game Developing Experience
- Observing The Key Players In The Online Game Value Chain
- Sales Channels and Online Distribution
- Online Game Payment Solution Situation In Korean Confronting China Heads-On
Flyff As A Case-Study: A Korean Game And The World's Only 3D flying MMORPG
The Future Of Gaming In The Korean Market
Ms Wendy Loh, International Business Representative: QLORD Co. Ltd (Seoul, South Korea)
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11.50am

Ragnarok In Philippines: Studying The Online Games Market
Market Landscape In The Philippines (Population, Internet Penetration, etc)
Localizing Ragnarok For The Philippines
Driving The Growth Of Online Gaming In Untapped Markets
Future Of Online Gaming In The Philippines
Mr Phil Cahiwat, Chief Content Officer: Level Up! Inc. (Manila, Philippines)
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12.40pm

NETWORKING LUNCH
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1.45pm

The AsiaNet Story: Serving The Online Game Market In Thailand
Thailand And Its Role in the Online Game Market
Thailand's Top Online Game Genre
Demographics Of Thai Gamers
Opportunities And Challenges: LineageII As A Case-Study
Market Shifts And Emerging Trends
Mr Kreekorn Paireepinart, General Manager - Contents & Application Aggregation: AsiaNet Corporation, a division of True Corporation (Bangkok, Thailand)

 

2.35pm

Navigating The China Internet Gaming Market
In one of the most comprehensive studies ever undertaken of Internet usage in China, "The China Online Gaming Report," published by Game Trust and The Diffusion Group, revealed that the world's most populous nation will become the #1 online gaming market by 2007. China's online games industry has exhibited tremendous commercial value to become a new engine of economic growth. The industry has a market value of US$1.55 billion in the first half of 2004, 87.2 per cent more than in the year-earlier period, according to an official from the Ministry of Information Industry. The number is expected to reach 42 million by 2007 and the market value expected to reach ten billion Yuan.
• China Unleashes Its Presence In Internet Gaming
• Lessons The Other Parts Of The Gaming World Can Learn
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The Dangers And Pitfalls
- The New Future Outlook For Potential Business In China

Mr Frank Yong, International Strategy Director: China Internet Gaming Society - Organising Committee (Beijing, China)
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THE DISTRIBUTION SHAKEOUT
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3.25pm

The Distribution Outlook: Now, Tomorrow And Day After
Major Trends And Market Niches: Chasing Revenues
Online Games Architecture: Back-End Strategies In Avoiding Costly Mistakes
Distribution Technology: Retail vs Online
The Distribution Future: Expectations And Opportunities
Mr Andy Mohamad B Ibrahim Manager - Content and Community Devt: Pacific Internet Ltd (Singapore)
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4.15pm

NETWORKING SESSION (with Refreshments)
An after-hours informal session to encourage the interaction and networking for fellow gamers and for presenters.

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5.00pm

CLOSE OF DAY ONE'S PROGRAMME
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DAY 2: Conference Programme
EXPLORING MOBILE GAMING
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9.00am

DAY 2'S KEYNOTE
A Nokia RingTone:
Exploring Mobile And Wireless Gaming
Mobile Massive Multiplayer Online Gaming
Java Mobile Games
Multi-Player Aspects And Its Business
Mobile Games Publishing
Future Directions and Potential
Mr Rick Gawdat, Director: Games Business Unit -