Updated Mar 17, 2026 by CESA – Computer Entertainment Supplier's Association
Report · September 1, 2024
Published by CESA – Computer Entertainment Supplier's Association
The announcement establishes the official timetable for CEDEC 2025, Japan’s premier three‑day conference for computer‑entertainment developers organized by the Computer Entertainment Developers Association (CESA). By moving the event to July 22‑24, 2025—approximately one month earlier than the traditional late‑August slot—the schedule compresses several preparatory phases, prompting participants to adjust their planning accordingly. Key milestones are detailed: the public call for proposals opens on January 6, 2025, followed by the launch of sponsor and partnership programs in early‑to‑mid February. The final deadline for submissions is set for February 17 at 10 a.m. JST, with selection results communicated in late March. An early‑application deadline for sponsorships occurs on March 31, while ticket‑sale dates remain pending and will be announced later. The conference itself occupies three consecutive days, Tuesday through Thursday, in late July. The scope is national, targeting Japanese developers, studios, and related stakeholders within the computer‑entertainment sector, and it outlines a timeline that spans from early January through late July 2025. Although the schedule is provisional and subject to minor adjustments, contact information for the CEDEC operations office and the official website are provided for inquiries and future updates.
—+P-AT 報道関係各位 2024 年9 月13 日 一般社団法人コンピュータエンターテインメント協会 CEDEC2025 開催スケジュールのお知らせ 2025年7 月22 日(火)から7 月24 日(木)の3 日間で予定 一般社団法人コンピュータエンターテインメント協会(略称:CESA、会長: 本春弘)は、日本最大級の コンピュータエンターテインメント開発者向けカンファレンス「CEDEC (Computer Entertainment Developers Conference)」の来年 2025 年における開催スケジュールを決定しました。 CEDEC2025 の開催日は、2025 年 7 月 22 日(火)から 7 月 24 日(木)の 3 日間です。 CEDEC は例年 8 月中下旬に開催していましたが、2025 年は約 1 カ月早い開催となります。 従いまして、公募開始等、各スケジュールも 1 カ月前倒しとなり、一部期間が例年と比べ短くなっている箇所がご ざいます。ご注意いただきますようお願いいたします。 【CEDEC2025 全体スケジュール概要】 (2024 年 9 月 13 日時点) 2025 年 1 月 6 日(月) : 公募開始 2 月上中旬 : 協賛・スポンサープログラム募集開始 2 月 17 日(月) : 公募締切(日本時間午前 10 時) 3 月中下旬 : 公募採択結果通知 3 月 31 日(月) : 協賛・スポンサープログラム早期申込締切 ※パス販売時期は現時点で未定です。決まり次第お知らせします。 7 月 22 日(火)~ 24 日(木): CEDEC2025 開催 ※上記スケジュールは一部変更になる可能性がございます。予めご了承ください。 ※その他の詳細スケジュールにつきましては、今後 CEDEC 公式 WEB サイトなどでも公開予定です。 ■ 一般の方からのお問い合わせ先 「CEDEC 運営事務局」 e-mail: [email protected] ■ 「CEDEC」公式サイト:https://cedec.cesa.or.jp/
The announcement seeks to convene customer‑support managers from member firms of the Computer Entertainment Association (CECA) to exchange practical solutions for ongoing CS operational challenges. Its central aim is to foster preventive measures against consumer‑related issues by facilitating knowledge sharing on two focal topics: the integration of AI tools into support workflows and the management of customer harassment incidents. The event is scheduled for March 19, 2024, running from 16:00 to 18:00, with a reception beginning at 15:30. It will be held simultaneously at the Shinjuku Sumitomo Sky Room in Tokyo and via Zoom, allowing both in‑person and online participation. Attendance is limited to CECA members, with pre‑registration required by March 8; excess demand may be redirected to the virtual format. The agenda includes opening remarks, case‑study presentations on AI adoption and harassment handling, and a workshop where groups of six to seven participants will discuss these issues in breakout rooms, followed by a plenary debrief. A networking reception follows, with an estimated fee of ¥5,000 per participant. The scope is confined to the Japanese computer‑entertainment sector, targeting CS professionals active in 2024. While no empirical data are presented, the format emphasizes interactive discussion and peer‑learning rather than formal survey analysis, positioning the gathering as a practical forum for collective problem‑solving and the dissemination of best practices within the industry.
The Top Game Creators Academy (TGCA) was inaugurated on 25 April 2025 as a joint initiative of the Cultural Agency, the Japan Arts and Culture Promotion Agency, and the Computer Entertainment Association (CESA) to cultivate next‑generation game creators capable of delivering original IP that can compete globally. Ten selected teams—five groups and five individual creators—were formally admitted, accompanied by thirty‑five advisors who will provide ongoing mentorship, specialty guidance, and business support throughout a two‑year development cycle. The program draws on the Cultural Arts Activity Strengthening Fund, allocating public resources to enable intensive, mentor‑driven training. Each creator cohort is paired with a dedicated mentor from leading studios such as Bandai Namco, Capcom, and Square Enix, while sixteen specialty advisors cover visual art, engineering, design, sound, and project management, and nine business advisors address marketing, finance, and legal matters. Progress meetings occur monthly, fostering collaborative feedback within multi‑person groups rather than one‑on‑one pairings. Participants will showcase their work at major industry events, beginning with an online appearance at CEDEC in July 2025, a debut at Tokyo Game Show in September 2025, and subsequent exhibitions at the Taipei Game Show in January 2026, with potential expansion to international venues such as Gamescom in 2026. The cohort aims to graduate by March 2027, having refined both creative and commercial competencies to launch globally competitive titles.
The 2025 CESA Game Industry Report presents a comprehensive assessment of the current state of the video‑game sector, emphasizing three strategic themes: the impact of artificial‑intelligence technologies on development, the latest dynamics of the global market, and emerging regulatory issues. By expanding data coverage to include China, Australia, major Western economies, India and the MENA region, the analysis offers a multidimensional view of both domestic and international trends. Global game‑content revenue reached 31.042 trillion yen in 2024, marking a 5.0 % year‑on‑year increase. Mobile games accounted for 18.433 trillion yen, roughly 60 % of total sales, and grew 6.0 % versus the prior year. PC titles posted the strongest platform growth over the past four years, expanding 59.7 % and overtaking console share, while console revenue showed modest contraction. In Japan, the total gaming population stood at 5.475 million in 2024, a slight decline from 5.553 million; mobile users fell 1.8 %, PC users rose 0.5 %, and console users decreased 0.7 %, with expectations of a rebound following the anticipated Switch 2 launch. Employment estimates indicate approximately 200 000 individuals work across the Japanese gaming ecosystem. Core developers, publishers and hardware manufacturers employ between 58 000 and 83 000 people, while ancillary sectors—such as visual production, middleware, peripherals, retail and media—constitute the remainder of the workforce. The findings derive from CESA’s own surveys, expert interviews and user studies conducted in China and Australia, supplemented by industry‑wide data sources and event reports (Tokyo Game Show, Japan Game Awards, CEDEC). The methodology blends desk research with primary fieldwork to deliver a layered, data‑rich portrait of the industry’s structure, growth drivers and regulatory landscape.
The management board of 11 bit studios S.A. has officially rescheduled the release date for the PC version of its upcoming title, The Thaumaturge. Originally slated for launch on February 20, 2024, the game is now scheduled to debut on March 4, 2024. This adjustment specifically concerns the Windows PC platform, while the planned releases for Xbox Series X/S and PlayStation 5 remain set for a later, unspecified date. The decision to delay the launch by approximately two weeks is driven by strategic marketing considerations rather than technical necessity. Management confirms that the production phase of the game has already been completed. By shifting the release window, the company aims to optimize the title’s commercial potential and sales performance, seeking a more favorable market environment to maximize visibility and consumer reach at launch. This announcement serves as a formal regulatory update issued from Warsaw on February 12, 2024, in compliance with market abuse regulations regarding inside information. The move reflects a tactical approach to the competitive gaming landscape, prioritizing a crowded release calendar's timing over immediate distribution to ensure the title achieves its peak financial and critical impact upon arrival.