13 Years of Accumulation, ChinaJoy 2016 Holds High the Banner of Pan-Entertainment
ByDate: Jul 17 2016 Views:
It has been 13 years since ChinaJoy makes its debut to players and fans in 2004. With 13 years' accumulation and improvement, each of the ChinaJoy has become a feast of entertainment for China’ s game industry and witnessed its growth. ChinaJoy 2016, the 14th China Digital Entertainment Expo & Conference will be held through July 28-31 in Shanghai. In contrast to the previous events where are purely about game expo and conferences, this ChinaJoy will be diversified in which while games are still dominant, the pan-entertainment digital entertainment elements (including: film, TV, Video, animation, and online literature) will also be additionally covered. As the world's most influential event for the digital interactive entertainment industry, the theme of ChinaJoy2016 will be also made a gorgeous upgrading, to reflect the thriving of the Pan-entertainment concept in the Chinese cultural industry.
In ChinaJoy 2004, there were only 60,000 spectators, 129 exhibitors, and 145 games attending the event, while in 2015, there were more than 270,000 visitors, more than 700 exhibitors, and the 3500 games attending the event. Seeing the games development from client games, to video games and the flourished mobile games. Adapting to times, ChinaJoy has made so much progress in these years, upgrading from the expo that is purely games to the expo which is game-oriented while covering pan-entertainment. In 2016, the fourteenth ChinaJoy will show quite differently.
The Thirteen Years Road to Pan-entertainment of ChinaJoy
Pan-entertainment refers to the multi-entertainment-domain symbiosis on Internet and mobile Internet that builds a fans economy based on star IPs (intellectual property). The concept was first proposed in 2011 by Tencent; after five years, the pan-entertainment industry has been integrated into many aspects of digital culture industry chain such as game, film, fiction, animation and others. In ChinaJoy 2015, Mr. Ren Yuxin of Tencent Interactive Entertainment said, Tencent Pan-entertainment strategy had started its first step on games since 2003, and after nearly a decade, it has gradually made clear of its pan-entertainment strategy.
From purely a game industry to a pan-entertainment industry that is additionally comprised of film, animation and online literature, it has gone through a long process of development. For the thirteen years, ChinaJoy experienced and witnessed the same and finished a gorgeous turn to the comprehensive pan-entertainment digital entertainment.
In early 2004, the first ChinaJoy was held in Beijing - the capital of China. Different with the famous pure game shows such as E3 in the US, TGS in Japan, and Gamescom in Germany, ChinaJoy from the very beginning contains not only games, but also the comprehensive concepts of entertainment and digital. This also makes the ChinaJoy2016 tracing back to its origin.
Pan-entertainment is an industry model which rose by accompanying the rise of mobile games. Prior to 2011 before the pan-entertainment concept been proposed, the Chinese game industry was in the period of IP incubation. In the era of client games, Shanda is the first Internet Company that began the pan-entertainment layout. Outside of the game business, Shanda has invested or acquired gaming platforms of Haofang, Gametea, and Games ABC . And it has cooperated with 48 leading content providers engaging in a variety of fields that provides adequate resources for its products.
The pan-entertainment strategy layout of Tencent, the author which proposed the concept of pan-entertainment, is much more steady and robust. Since 2011 when it was the first time to determine the pan-entertainment strategy, Tencent Games, Tencent Animation, Tencent Literature, and Tencent Video have been established one by one, and Tencent Interactive Entertainment's popular games are mostly adapted from the copyright literature, film, animation and other super-IP.
In addition to Tencent, other domestic Internet giants are beginning to realize the central role of pan-entertainment in the game industry chain. In 2014, the 360 and Baidu, as well as the film company Huayi Brothers, all mentioned the "pan-entertainment" advantages and prospects in their speeches at ChinaJoy. Giants' close attention and layout has stirred up the heat of "pan-entertainment."
With the rapid development of pan-entertainment, there are more and more cross-border cooperation emerging, such as simultaneous release of film, TV and mobile game, game adaption from literature, and game adaption from animation...a pan-entertainment ecosystem centering on IP is taking shape.