Japan Online Gaming Association

Japan Online Game Association[ Information of JOGA ]
Objectives
Japan’s online gaming market has shown continuous and rapid growth in tandem with the even-deepening broadband penetration into the market. By the year 2009, more than 75million Japanese enjoy playing online games as the market size reached 123billion yen (approximately 1230million US Dollars) according to JOGA online gaming market research 2009.
Since online gaming industry is a brand new industry, it has a number of challenges awaiting, as well as high expectations. So far, service providers of online games have attempted to provide their end-users with secure and comfortable services. However, the Internet environment today becomes like a jungle where risk takers dare to make use of every security hole and exploit decent users’ vulnerability. Thus, the cyber-world is getting harder and harder for individual service providers to protect its users from such dangers.
Under such circumstances, major players in the industry gathered together to pursue continuous growth and development of the industry and cope with today’s challenges to the industry. The Japan Online Game Association or JOGA was established in June 2007 in order for the online game service providers to cooperate with each other and solve various problems which this industry is facing today.
JOGA performs various activities to promote and raise the industry and makes its best efforts to cope with new type of problems arising from online games, thus contributing the public benefits.

To promote online gaming, we do activities which increase public visibility and awareness of online gaming
Research, studies, seminars and symposia regarding the industry .
Drafting, proposing and updating guidelines and a code of conduct for its members.
Promoting supports from corporations, related government agencies, municipal governments, other related groups and organizations through interactions with them.
Promoting networking, share of collective knowledge among members and mutual cooperation.
Publication of proceedings.

Profile
Japan Online Game Association ( JOGA)
Foundation
June 11, 2007
Chairperson
Shuhei UedaGamepot Inc. CEO
Executive board members
Akira MorikawaNHN Japan Corp. CEO
ChoiKwan-HoGameOn Co.,Ltd. President & CEO
Kiyoshi AsaiGamaniaDigital Entertainment(JAPAN) Co.,Ltd.
Representative Director&COO
Kiyoshi NagasawaGcrest,Inc. CEO
Executive officer
Yoji KawaguchiCollabo,Inc. CEO
Street address
Umeharabldg.9F,2-9-9,Dogenzaka, Shibuya-ku, Tokyo, JAPAN
HP URL

http://www.japanonlinegame.org/

JOGA Achievements (9.2008-8.2009) No.1
1.Online Gaming Guidelines
-Takes surveys for our members and provides opportunities to discuss about what kind of troubles they are in.
Security Working Group
Share and learn about the latest information about online game users’ account hacking and illegal access, and consider more effective measures to protect the users from such damages.
Real-Money Trading: RMT Working Group
Share and learn about the latest movement in RMT and information about what kind of damages the members have, and try to find out solutions to the problems.
August2008held a seminar co-organized by VISA, Inc. and JOGA to promote an adaptation of 3D secure.
November 2008 held a seminar co-organized by Information-Technology Promotion Agency: IPA, and JOGA on SQL Injection preparation
Affiliated Associations (January. 2010)
Japan Online Game Association
-10-
•Korea Creative Content Agency (KOCCA)KoreaAn association that helps provide a beachhead for Korean companies with Korean cultural contents to enter global market.
•Taipei Computer Association (TCA)TaiwanThe leading industrial organization in Taiwan. Its 4,000 members are engaging various fields such as online game, software, hardware, semiconductors and components, manufacture, sales, network communication service and etc.
•Games Exchange Alliance, Singapore (GXA)SingaporeA network of companies in Singapore, Indonesia, Thai, Philippines and etc that help games companies in those countries cross last-mile commercialization hurdles to place titles into the hands of Asian gamers.

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