Tokyo Game Show

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Tokyo Game Shows
Former logo of Tokyo Game Show (1996-2010)
Tokyo Game Show 2004 2.JPG
Status Active
Genre Video games
Venue Makuhari Messe
Location(s) Chiba
Country Japan
Inaugurated 1996; 19 years ago (1996)
Attendance 268,446 (2015)[1]
Organized by Computer Entertainment Supplier's Association
Nikkei Business Publications, Inc.

Tokyo Game Show (東京ゲームショウ Tōkyō Gēmu Shō?), commonly known as TGS, is a video game expo / convention held annually in September in the Makuhari Messe, in Chiba, Japan. It is presented by the Computer Entertainment Supplier's Association (CESA) and Nikkei Business Publications, Inc. The main focus of the show is on Japanese games, but some international video game developers use it to showcase upcoming releases/related hardware. Like Germany's gamescom, Tokyo Game Show allows the general public to attend during the final two days.


The first Tokyo Game Show was held in 1996.[2] From 1996 to 2002, the show was held twice a year: once in the Spring and once in Autumn (in the Tokyo Big Sight).[3] Since 2002, the show has been held once a year. It attracts more visitors every year. 2011’s show hosted over 200,000 attendees and the 2012 show bringing in 223,753. The 2013 show broke records with 270,197 in attendance.[4]


The 2015 Tokyo Game Show showcased 11 exhibition areas consisting of business, general public, educational and areas to buy merchandise.

General Exhibition[edit]

The General Exhibition Area is the heart of the show, taking up the largest amount of space, and is held where digital gaming entertainment or any related products or services are showcased. Many well-known companies such as Namco Bandai, Capcom, Sony Computer Entertainment and Square Enix have demo areas here, in addition to emerging companies.

Game Device[edit]

This area covers gaming devices such as headphones, controllers, furniture and other devices associated with home-use gaming consoles and portable gaming devices.

Asia New Stars[edit]

An exhibition introduced at the 2012 Tokyo Game Show is geared towards introducing emerging game developers from Asia.

Merchandise Sales[edit]

This area is designated for merchandising of game-related goods. Vendors include Konami and Square-Enix.

Smartphone and social games[edit]

This area focuses on games for smart devices (smartphones and tablets) and social games. Despite record numbers during TGS 2012, many large companies had a smaller presence. For example, Microsoft, which previously had one of the largest booths, was absent in 2012. Social and mobile gaming surged, filling the gap. Microsoft returned to the show in 2013 with the release of the Xbox One.[5]

Personal computing[edit]

The PC area houses major Japanese computing companies, showcasing products such as Japanese desktop and notebook computers.


This area showcases new games that are aimed at a younger audience. Companies such as Taito and Sega are housed there.[6]

Game school[edit]

The Game School area showcases information on Japanese universities and colleges offering information about digital art, animation, computer programming, and other programs of study related to the video game industry. These booths also display student work. It houses colleges such as Numazu Professional College of Information Technology and Tokyo Designer Gakuin College.[6]


This is the main area in the games convention where most of the sales and business transactions between companies and consumers are carried out. Companies housed there include Nikkei Business Publications.[6]


The Tokyo Game Show attracts many cosplayers. Cure, Japan's largest cosplay community website, hosted a "Moving Cosplay" stage show during the 2012 edition. The show lasted 90 minutes and included a cosplay fashion show, dance numbers and a grand march of robot cosplayers. The event was attended by top cosplayers from Japan and overseas and by local amateurs.

Business solutions[edit]

This is the main business area and is not open to the public.[6]

Cloud/data center pavilion[edit]

The Cloud/Data Center is dedicated to improving infrastructure and environment of social and network games.


External links[edit]