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| As of FY 2007, assistance provided via the industrial cluster project's supplemental operations was ended. |
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| Training IT and content ventures |
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The objective is to train IT and content ventures for Internet business, IT service solutions, broadband business, online games, and other content that lead Japan's leading industry in the metropolitan region (Tokyo, Kanagawa, Chiba, and Saitama Prefectures). |
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IT and content industry |
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Mainly Tokyo and 4 surrounding prefectures (Tokyo, Kanagawa, Chiba, Saitama Prefectures) |
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IT Venture Forum URL http://www.kanto.meti.go.jp/seisaku/joho/johoseisaku/itvf/00_index.html TEL: +81-48-600-0283 FAX: +81-48-601-1289 |
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| A voluntary organization composed of About 260 member companies, 2 universities, 6 local governments, IT content ventures, small and middle-size companies, large companies, support organizations, and other entities. |
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| The development of the infrastructure for network creation for the core projects implemented by the IT Venture Forum (the Venture BEAT Project, the Japan Creator's Network, and the Online Game Project) was completed in FY 2007, and since FY 2008 the IT Venture Forum has continued to develop its activities for creating new businesses on an ongoing basis, concentrating on supporting content ventures. |
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| Not limiting itself to venture firms, the IT Venture Forum is expanding its business network with the major companies who are downstream in the sales channel, and, by introducing best measures, will support inter-business alliances focused on creating new businesses and services for venture companies. |
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The IT Venture Forum implements projects supporting various IT/Content ventures. In particular, it offers forums for interaction with creators of video using animation or computer graphics, creators of still images who make character designs, the media involved in the distribution of such images, and members of governmental and educational agencies. In addition, the IT Venture Forum hopes to expand forums for interaction with people in the content field in its broadest sense, such as people from technology ventures that have developed new methodologies for content expression and rendering, and those who handle advertising and promotion in the manufacturing industry. |
| Satoshi Kiyota |
| C.E.O., QPR Co., Ltd |
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(accumulating total to FY 2007) |
| Number of businesses tie-ups and collaborations: |
153 |
| Number of start-ups and secondary start-ups: |
18 |
| Number of stocks listed: |
25 |
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| Number of new businesses launched: 250 businesses in 5 years |
| Creation of independent core networks: 5 networks in 5 years |
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Main Participants of the Project Private companies (about 260 companies): NHN Japan Corporation, Gamania Digital Entertainment Co.,Ltd., GameOn Co.,Ltd., Gamepot Inc., GCREST, Inc., SignalTalk Inc., TAKORASU, TANGE FILMS Inc., Fanworks Inc., Morpho, Inc., etc. Universities and public examination and research institutes (2 organizations): Katayanagi Institute, Tokyo University of Technology, etc. |
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| ACHIEVEMENT EXAMPLE 1 |
Japan Creator's Network - Creation of business matching for content creators |
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| ACHIEVEMENT EXAMPLE 2 |
Online Game Projects - Support for expanding Japanese games overseas |
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Starting in FY 2003, with the aim of quickly starting up a network and a market for people involved in the online game industry, the IT Venture Forum established a network centered on publishers who take on the task of developing new markets (service providers). This network conducts activities focused on themes that are common to business, such as raising the knowledge level of society, ethical issues for wholesome development, and improvement of statistics for visualizing market size. On June 11, 2007, the IT Venture Forum founded the Japan Online Game Association (JOGA) as a limited liability intermediate corporation (it became a general incorporated association in April of 2009). As of April 2009 the association has more than 40 corporate members. In FY 2008, the Venture IT Forum convened a business matching confab for Japanese venture firms which own Japanese online games and overseas online game companies. Many corporate members of JOGA attended and several corporate alliances were formed. |
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The online game industry business matching confab

http://www.japanonlinegame.org/
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| ACHIEVEMENT EXAMPLE 3 |
Global Support Projects - Supporting international expansion through encounters with foreign exchange students from Asia |
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Leveraging the "High Level Hands-on Foreign Exchange Student Training" program of the Career Development Program for Foreign Students in Japan, the IT Venture Forum has developed an internship project that brings together talented young people from Asia, etc., who attend Japanese universities (foreign exchange students) and excellent IT and content venture companies who network at the IT Venture Forum and are looking to expand globally. Interns have been placed at 20 IT and content venture companies.
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Internship project |
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