GameTech
 
  welcome to Gametech      
 

DAY ONE: Tuesday 21 June: Gametech Conference

   

0830

Registration & Refreshments

0850

Opening Remarks from the Chairman

Ron Curry
CEO
IGEA
  

Official Welcome
[MINISTERIAL ADDRESS VIA LIVE-LINK]

0900

The Federal Government’s Vision for the Classification of Video Games in Australia

  • Overview of key policy inititiatives
  • Reviewing the industry consultation process
  • What are the imperatives driving Government Classification policy?
  • How does Australian policy compare internationally?

The Hon Brendan O'Connor MP
Minister for Home Affairs & Justice and the Minister for Privacy & Freedom of Information
  

Global Perspective
[VISIONARY ADDRESS]

0920

 

The Future isn’t What it Used To Be – Redefining the Interactive Audience

  • Examining key trends in the global gaming audience
  • Identifying tomorrow’s user
  • How is gaming adapting to meet new user expectations?
  • What is the next mega-change in interactive entertainment?
  • Profiling the innovations creating the new tomorrow in gaming
  • How will gaming link with engagement and behaviour in the next 30 years?
  • Reviewing 3D content and the success of downloadable content

Bryan Neider
Senior Vice-President and Global COO
EA Games (USA)
  

The View From the Boardroom
[KEYNOTE ADDRESS]

1000

The Future of the Portable Gaming Experience

  • How PlayStation is set to revolutionise the portable gaming market
  • How innovation will reshape the consumer experience and redefine high quality gaming and socially connected experiences
  • Next Generation Portable and PlayStation Suite global developments

Michael Ephraim      
Vice President, Sony Computer Entertainment (Europe)
& Managing Director, Sony Computer Entertainment (Australia & New Zealand)
  

1030 Morning Refreshments & Networking
  

1100

Platform Development for the Connected Consumer – Content Partnerships to extend the Xbox LIVE User Experience

  • Examining the drivers for the explosive growth in the Xbox and Xbox LIVE use in the region
  • How has content adapted to further the user experience?
  • Comparing the Xbox & Foxtel partnership to other global examples

David McLean
Regional Director, Retail Sales and Marketing
Microsoft
  

1130

Expanding the Audience - the drivers and innovations that will help increase gaming reach

  • Examining the local environment for developing the gaming industry as a whole
  • What are the key external factors affecting industry growth?
  • Is the regulative environment conducive for industry creativity and expansion?
  • Where will broadband technologies take gaming and how will Australia compare globally?

Edward Fong
Managing Director, Ubisoft
& President, IGEA
  

[KEYNOTE ROUNDTABLE]

1200

Market Analysis - The State of the Games Industry

  • Identifying the key challenges and opportunities for the industry
  • What does the consumer now expect from a cross platform game?
  • Does the industry need to take more creative risks?
  • Where are the new industry threats?
  • Reviewing current government classification policy
  • How does the Australian Games Industry compare to the rest of the world?

Bryan Neider
Senior Vice-President and Global COO
EA Games

Michael Ephraim
Vice President, Sony Computer Entertainment (Europe)
& Managing Director, Sony Computer Entertainment (Australia & New Zealand)

Edward Fong
Managing Director, Ubisoft
& President, IGEA

David McLean
Regional Director, Retail Sales and Marketing
Microsoft

Gerard Noonan        
Managing Director
Namco Bandai Partners
  

1245 Lunch & Networking
  

The Developers’ Perspective
[ROUNDTABLE]

1400

Core Sector Imperatives to Enable Industry Evolution

  • Assessing the industry role and responsibilities of Australian Developers within the value chain
  • How do Australian developers compare internationally?
  • Enabling closer industry ties
  • Reviewing the success of differing developer business models
  • What are the major industry threats and how are developer companies responding?
  • Identifying the role of Government – has enough been done?

Tony Lawrence        
General Manager, 2K Marin
& President, GDAA

Tom Crago   
CEO               
Tantalus Interactive

Shainiel Deo 
CEO               
Halfbrick
  


Industry Insight

1445

Reviewing the current framework for the classification of video games in Australia

  • Looking at the key drivers for current policy initiatives
  • Assessing recent case examples
  • What is the status of the R18+ discussion?
  • How does Australian policy compare internationally?

Jane Fitzgerald        
Assistant Secretary, Classification Operations Branch 
Attorney-General's Department
  

1515 Afternoon Refreshments & Networking
  

1545

Understanding the profile of Gamers and how they change over time

  • Playing video games at home – total incidence noting the resurgence from 2006/07 when PS3 and Wii launched and the matching increased frequency of playing games
  • Trends in "Last 12 months” - Purchase behaviour over the last five years – next gen consoles and handhelds
  • Assessing individual consumer segments (such as household lifecycle and SES quintiles)
  • Amount consumer expenditure on games - focusing heavy game spenders ($90+)
  • Reviewing the increase in online gaming (both PC and mobile) and social and community gaming

Andrew Braun          
Industry Director, Mobile Internet and Technology
Roy Morgan Research
  

The Retailer’s Perspective
[KEYNOTE]

1615

Retailing Trends and Tastes of the Australian Gaming Public

  • Assessing the relationship between game retailers and suppliers?
  • What are the buying habits of the Australian Gaming Public?
  • How are retailers responding?
  • How does the Australian game consumer compare to the rest of the world?
  • Is the Game retailing future online?

Paul Yardley 
Managing Director
GAME Australia
  

1645

Retailer’s Roundtable - Strategies for Selling Games in 2011 and beyond

  • Identifying the key challenges for the industry from the retailers’ perspective
  • How resilient has the consumer been in light of recent economic uncertainty?
  • Are there opportunities for stronger retailer /supplier partnerships?
  • Assessing new retail models to meet customer demands
  • Looking at the needs for industry governance and regulation
  • How does the Australian Games Industry compare to the rest of the world?

Paul Yardley 
Managing Director
GAME Australia

Ben De Vries
Buyer (Video Games)
Big W

Rachel Smith & Anthony Liberto
Business Managers - Gaming
Dick Smith Electronics
   

1730 Summary & Closing Remarks from the Chairman
  
1735 Networking Drinks Reception
  
1835 Close of Day One
  

DAY TWO: Wednesday 22 June: Gametech Conference

 

0830

Registration & Refreshments

0850

Opening Remarks from the Chairman

Antony Reed
CEO 
GDAA
  

Global Perspective
[INTERNATIONAL ADDRESS]

0900

Emerging Trends in Gaming – A Venture Capitalist's View

  • Understanding and reviewing innovative monetisation models
  • Why are social gaming and virtual goods so hot?
  • Comparing revenue models of console gaming with free to play
  • Identifying the game revenue models of the future

Jeffrey Paine
Managing Partner, Battle Ventures
& Executive Director, Endeavour Capital Partners (Singapore)
  

The Changing Face of Distribution
[ROUNDTABLE]

0930

Smartphone Gaming – Apps and Beyond

Reviewing the popularity of Smartphone gaming apps in Australia
Key game requirements to enable maximum engagement
Integrating branded content
How can indie developers adapt to this new space?
Living with Apple
Reviewing Government classification compliance

Rob Muir
Content Manager: Music, Games and Pictures
Optus

David Kainer 
Chief Technology Officer
Viva La mobile

Jenny Goodridge
Head of Content & Retention
Samsung

Brent Artindale        
Games Manager
Telstra BigPond 

Kimmy Taylor           
Product Manager for Game Applications
Vodafone Hutchison Australia
  

1015 Morning Refreshments & Networking

Advergaming
[INTERNATIONAL ADDRESS]

1045

The Rise of Virtual Goods and Advertising in Online Gaming – is this the future profit centre? 

  • What is the virtual goods micro-transaction business model?
  • How are game developers and publishers profiting from this?
  • Where are the opportunities for both in Australia?
  • How is the consumer responding globally?
  • How to engage with advertising/media agencies and marketers to maximise advertising revenue
  • What are the future industry challenges and opportunities?

Robbie Hills  
Head of Rich Media
Google (Japan & Asia Pacific)
 

1115

A Multi Player Game – Profiling an Effective Partnership for In-Game Advertising

  • Reviewing the local and global growth of in-game advertising
  • Profiling the TAC in-game campaign
  • How did this tie in with other facets of the campaign?
  • How was this achieved?
  • Where next for in-game advertising?

Mark Shaw
General Manager
Mediasmart
  

[ROUNDTABLE]

1145

The Motives and Mechanics of Uniting Video Games & Advertising

  • Differentiating in-game advertising and advergaming
  • What do current trends tell us about the combination of advertising and gaming?
  • How can brand marketers and advertisers effectively gain from this?
  • Understanding the limits and risks to brands

Ashley Ringrose      
Founder
Soap Creative

Colin Cardwell         
CEO
3rd Sense

Mark Shaw    
General Manager 
Mediasmart

Robbie Hills  
Head of Rich Media
Google (Japan & Asia Pacific)
  

1230 Lunch & Networking
 

Transmedia - Beyond Entertainment
[KEYNOTE]

1330

Expanding Hasbro from Toys to Video Games and Beyond

  • Profiling Hasbro’s expansion into interactive entertainment
  • Finding the right model to develop branded games
  • How has Hasbro evolved with key trends in play?
  • Integrating Hasbro video gaming with traditional gaming

David Peattie
Managing Director
Hasbro

  

1355

Pervasive Entertainment - Games, Film, Music, Print & TV merging with audience networks

Assessing the concept of Pervasive Entertainment and how it is affecting the games industry
How are brands extending to transmedia?
Reviewing the business models behind geo-social / augmented reality games
Learning form relevant case studies
What models of media production, distribution, and consumption are implied by these future
visions of entertainment?

Gary Hayes   
Director                     
StoryLabs
 

1420

The ABC and Gaming – a new relationship between broadcaster and audience

  • Reviewing Bluebird
  • Profiling the ABC’s experience with MUD and Virtual Worlds
  • What was purpose in using games as a medium?
  • Overview of the challenges of design and implementation
  • What have been the audience results?
  • Analysing key concerns for government organisations in investing in games media
  • Looking at new platforms for games content

Sam Doust    
Creative Director, Strategic Development
ABC

1445

New adventures in entertainment: unlocking casual game potential

  • Casual games as new programming, not just online value-adds
  • Interdependencies explained: how television drives online games
  • The importance of games in a changing media environment

Hugh Baldwin          
Director of Television and Content Acquisitions
Nickelodeon, MTV
  

[ROUNDTABLE]
1510

Unleash the Power of Interactive Entertainment – Diversifying Your Product Offering with Video Games

  • How has the appeal of video games widened to new audiences?
  • Underlying the process of developing games to compliment existing products
  • Is there a limit as to the nature of business capable of benefiting from games
  • Finding the right monetization model to support a standalone games product
  • Key ingredients for successful games for social media platforms
  • How can games and interactive entertainment incorporate features such as user-generated content, sharing, rewards and referral programs?
  • Key steps to monetize new social gaming environments?

Sam Doust    
Creative Director, Strategic Development
ABC

David Peattie
Managing Director
Hasbro

Hugh Baldwin          
Director of Television and Content Acquisitions
Nickelodeon, MTV

Gary Hayes   
Director                     
StoryLabs
  

1535 Afternoon Refreshments & Networking
  
Serious Games

1605

The Now and Next of Gaming in Teaching and Education

  • How is gaming factored into the teaching and learning process?
  • Where is there room for growth and innovation?
  • Is there a risk of digital media overkill in Gen Z?

Matthew Coxhill       
General Manager, Higher Education and Media Divisions
McGraw-Hill
  

1630

Defence Jobs Games - Serious Games for a Serious Job

  • Looking at the role of games in ADF recruitment
  • How and where are they applied?
  • Reviewing the results to recruitment, engagement and take-up

Patricia Duffy
Director of Marketing
Australian Defence Force Recruiting

Andrew Coffey
Head of Digital
Australian Defence Force Recruiting
 

1655

The Increasing Use of Games in Healthcare – The Remedial Power of Play

  • An overview of the scope of use of serious games in healthcare and rehabilitation
  • Assessing the limits and capabilities of virtual reality gaming and exer-gaming
  • How can lessons from gaming in healthcare be learned by other industries?
  • What do the results suggest as to the future of gaming in healthcare?
  • What are the key considerations for using games as a remedial medium?

Dr Stuart Smith        
Chairman 
Games for Health
 

[ROUNDTABLE]

1720

Serious Games: Serious Opportunities: Understanding the opportunity of serious games for non-entertainment purposes

  • Re-thinking games in a context of organisational purpose
  • How to win over colleagues and stakeholders in taking games seriously
  • Are there limits to where gaming can be applied?

Dr Stuart Smith        
Chairman                  
Games for Health

Matthew Coxhill       
General Manager, Higher Education and Media Divisions
McGraw-Hill

Andrew Coffey
Head of Digital
Australian Defence Force Recruiting
  

1745 Summary & Closing Remarks from the Chairman
  

1750

Close of Conference
  


 
 
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