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Highlights of JAEPO in the Country of Cherry Blossoms

With highlights and creativity
Eve ChanJasmin Zhuang
The 2020 JAEPO Japan Amusement Expo(JAEPO), organized by the Japan Amusement Industry Association(JAIA), was grandly held at Makuhari Messe in Japan from February 7th to 8th! The products of Japanese games and entertainments have always been quite exquisite and creative. This time, Game Time International(GTI) has come to Chiba, Japan and gathered first-hand information to share with all readers.

Secondly, Japan’s Amusement and Entertainment Industry is quite mature whether for equipment purchasing, promotion in export sales, capital introduction, or creativity. JAEPO is worthy of attendance for sure as one of the leading industrial expos in Japan.

Angie Huang, director of GTI, attended JAEPO for the first time on behalf of the GTI promotion team, whose purposes are: firstly, to learn the current development of the Japanese AEI; secondly, to see if the exhibition could help promote GTI; and thirdly, to invite Japanese companies and international buyers to visit the GTI Expo in Guangzhou.


According to official statistics, JAEPO this year attracted well-known international companies to exhibit, including SEGA, BANDAI NAMCO, TAITO, KONAMI, EIKOH, and UNIS. The expo was divided into 5 exhibition areas: Arcade Games Area, to show game machines, photo booths, simulators and gift machines; Prizes Area, displaying awards for winning game machines; Related Products Area, to display related industrial items; Launching Area for relevant industrial publications and Global Area, specifically for international exhibitors.


Various new products were brought to the expo by 41 exhibitors, including children’s amusement equipment, video games, VR and others. Among those, the main category was gift machine, such as, gashapon machine, doll crane machine and other gift equipment. In addition, Japan originally planned to host the Olympics Games this year, so sports-related equipment were also gaining stream. New somatosensory games that incorporate the latest digital technology with simulated somatosensory elements were also very popular. Exhibitors made great customer interaction by using improved music entertainment machines, like VR rhythm action games and the latest popular music equipment.


The exhibition distinguished professional buyers from ordinary visitors by Business Admission Tickets. Only relevant party with the ticket could attend the expo on the first day. Visitors with normal paid ticket were allowed to enter on the next day. The 2-day exhibition attracted 15,241 visitors in total, respectively 7,392 professional buyers, 7,629 ordinary visitors and 220 media.This year's JAEPO was of great excitement and brilliancy. How many surprises it will bring us next time? It is all very exciting!
※The article is published in the GTI Magazine Issue No.188 in July 2020

 
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