BEGIN:VCALENDAR
VERSION:2.0
PRODID:Linklings LLC
BEGIN:VTIMEZONE
TZID:Asia/Tokyo
X-LIC-LOCATION:Asia/Tokyo
BEGIN:STANDARD
TZOFFSETFROM:+0900
TZOFFSETTO:+0900
TZNAME:JST
DTSTART:18871231T000000
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BEGIN:VEVENT
DTSTAMP:20250110T023302Z
LOCATION:G502\, G Block\, Level 5
DTSTART;TZID=Asia/Tokyo:20241205T163000
DTEND;TZID=Asia/Tokyo:20241205T173000
UID:siggraphasia_SIGGRAPH Asia 2024_sess297_educur_102@linklings.com
SUMMARY:Cooperation Practices between the Digital Game Industry and Univer
 sities in the Context of Eastern Aesthetics
DESCRIPTION:Educator's Forum\n\nxuejun xuan (China Academy of Art, School 
 of Animation and Games); Lei Wang (Communication University of China, Scho
 ol of Animation and Digital Arts); Xiaoyun Zhang (Tencent Games, Global Un
 iversity Partnerships); Xiaoyuan Gu (Alibaba Group Holding Limited, TAOBAO
  & TMALL Group); Yongcheng Liu (NetEase Games); and Yuanyuan Tong (China A
 cademy of Art, School of Animation and Games)\n\nIn recent years, China’s 
 game industry has developed rapidly, particularly with the launch of Game 
 Science's Black Myth: Wukong, which has reignited excitement in the sector
 . One critical aspect that cannot be overlooked in this years-long develop
 ment of the gaming industry is the role of talent cultivation. Deep collab
 oration between universities and enterprises provides students with practi
 cal opportunities, helping them grow in real-world environments. The large
 -scale output of talent from schools has further propelled the professiona
 lization and sustainable development of the industry.\n\nLooking back over
  the past twenty years, it was a time when many Chinese institutions began
  to cultivate game talents. In the context of a shortage of qualified inst
 ructors and uncertainty about future development, numerous institutions ha
 ve gradually explored deep connections between education and the gaming in
 dustry through partnerships with leading domestic gaming companies. This c
 ollaboration has not only supplied the industry with a large number of out
 standing talents but has also brought advanced teaching concepts and pract
 ical experiences to the schools.\n\nThe guests at today’s forum include pa
 rticipants and promoters of this era of rapid development and exploration 
 in the Chinese gaming industry, encompassing frontline experts from variou
 s fields, including game education, game development, serious games, and i
 ndustry-university collaborations. The purpose of this forum is to summari
 ze the achievements and challenges encountered in this process through dis
 cussion and exchange, thereby clarifying future goals and work directions.
  We look forward to jointly advancing Chinese game education and industry,
  contributing unique works to the global gaming market.\n\nRegistration Ca
 tegory: Enhanced Access, Full Access, Full Access Supporter\n\nLanguage Fo
 rmat: English Language
URL:https://asia.siggraph.org/2024/program/?id=educur_102&sess=sess297
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