14th
Award-winning WorksEntertainment Division
Grand Prize
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IS Parade
Website [Japan]
HAYASHI Tomohiko / SEMBO Kensuke / KOYAMA Tomohiko
IS Parade is a parade generator that can be used with Twitter accounts. Users can enter their Twitter account details and generate a parade of their followers’ characters. The generator was unveiled on April 30, 2010, as part of one of their new smart phone promotion activities by au, and has generated 13.5 million parades as of November 15. It has been tweeted to celebrities in Japan and overseas, including Biz STONE, the co-founder and creative director of Twitter, as the parade spreads around the globe.
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IS Parade
Website [Japan]
HAYASHI Tomohiko / SEMBO Kensuke / KOYAMA Tomohiko
IS Parade is a parade generator that can be used with Twitter accounts. Users can enter their Twitter account details and generate a parade of their followers’ characters. The generator was unveiled on April 30, 2010, as part of one of their new smart phone promotion activities by au, and has generated 13.5 million parades as of November 15. It has been tweeted to celebrities in Japan and overseas, including Biz STONE, the co-founder and creative director of Twitter, as the parade spreads around the globe.
Excellence Award
Encouragement Prize
Jury Selections
Patchwork Heroes
Video game
IKEDA Yuki
METAL GEAR SOLID PEACE WALKER
Video game
KOJIMA Hideo (KONAMI)
PixelJunk™ Shooter
Video game
Dylan CUTHBERT
New SUPER MARIO BROS. Wii
Video game
ASUKE Shigeyuki representing the New SUPER MARIO BROS. Wii development team
kagenotou
Video game
TSUTIHASHI Osamu
GHOST TRICK
Video game
TAKUMI Shu
Sengoku Basara : Samurai Heroes
Video game
KOBAYASHI Hiroyuki
DRAGON QUEST MONSTERS-Joker2
Video game
HORII Yuji
NO MORE HEROES 2 DESPERATE STRUGGLE
Video game
SUDA51
FINAL FANTASY XIII
Game [Japan]
“FINAL FANTASY XIII” Development Team
Pokémon Black Version and Pokémon White Version
Video game
MASUDA Junichi
Yakuza4
Video game
NAGOSHI Toshihiro
METALMAX3
Video game
MIYAOKA Hiroshi
DAZAI Short Stories RUN Melos
Video work
SHIBUE Suhei
LOST PLANET 2
Video game
TAKEUCHI Jun
e-Sports Ground
Electric play equipment
INUKAI Hiroshi
N-3D
Electric play equipment
MASE Jitsuro / NAGAE Tom (DIRECTIONS.Inc)
i3DG
Electric play equipment
MASE Jitsuro / NAGAE Tom (DIRECTIONS.Inc)
Esper Domino
Electric play equipment
SUKI Jarashi
ab_rah
Video work
YOSHINO Kohei (networks)
NIKODAMA
Electric play equipment
KUWAKUBO Ryota
Nike Music Shoe
Video work
ITO Naoki / Frank HAHN
I ❤ XXX / OHTSUKA Ai
Music video
MORIMOTO Chie / YANAGISAWA Show
Pico / SJQ
Music video
TSUCHIYA Takafumi (TAKCOM)
make.believe / Genki Rockets
Music video
MIZUGUCHI Tetsuya / TAMAI Kenji (Genki Rockets)
“VENUS & JESUS/ETSUKO YAKUSHIMARU”
Music video
MANABE Daito
recorder
Video work
OKAMOTO Noriaki
toireno kamisama with OSHIO Kotaro / UEMURA Kana
Music video
HASHIMOTO Daisuke
MOYASHIMON -TALES OF AGRICULTURE –
Video work
IWAMOTO Akira
The Last Piece -Chapter of HANAZAWA Etsuko – / SiM
Music video
MIZUNO Takanobu
mameshiba
Character
KIM Sukwon / WATANABE Shouko
ORIGAMI EcoDrive
Web
NOZOE Takeshi
PEACE SHADOW PROJECT
Web
OYAGI Tsubasa / NAGASHIMA Rikako / OKURA Seiichi / BABA Kampei
CREATIVE IS ENDLESS BATTLE
Web
SAWABE Yoshiaki
SHIRO CHEERS SYSTEM
Web
KODAMA Yuichi / NAKAMURA Hiroki / KISHI Yuki / BABA Kampei
Air Sampai
Web
KANEDA Koichi
Wonderwall Website
Web
NAKAMURA Yugo
NIHON-IRO
Web
TERAMOTO Makoto
NullFace
Application software
KONDO Ryo
HourFace
Application software
FUKAZAWA Takeshi
Action papercraft kamikara Dinosaur
Paper Craft
NAKAMURA Haruki
TEAMLAB HANGER
INOKO Toshiyuki
審査講評
- TERAI HironoriCreative DirectorStretching the potential of mediaThis division consistently remains at the industry's front line and is an area that must boldly try new possibilities while being subjected to the consequences of competition and evolution. At the same time, the category allows us to experience a large variety of different trials.
I saw many works in the moving images and website genres that made new attempts while questioning the very grounds of their genres. In particular, this year Twitter gathered a great deal of attention, and I felt that IS Parade had utilized the Twitter concept for entertainment purposes in an easily comprehendible manner from a rather early stage. In addition, trials that integrate both moving images and website are very common, giving birth to such fun content as the Tabio Slide Show and SHIRO CHEERS SYSTEM. I was disappointed in the game genre, as it was split between major hit series' and smaller works, and there were few entries from the attention-grabbing areas like SNS games.
I hope that a greater number of people will take part in these stimulating areas, where entertainment is spreading the limits of media, and that there will be a larger number of entries in the future. - SAITO YutakaGame DesignerI want to judge the hottest works of todayThere were a large number of fresh moving image works. There were also many website and play equipment works that were rather unique. However, the jury felt that the works submitted to the genre of game all lacks something.
The key areas of the works failed to offer anything new--most were part of a series or remakes of existing works. I understand that this is a structural aspect of the industry, but the purpose of the Media Arts Festival is to look for such new qualities.
I hope that people will make much more ambitious attempts in the future. It is the strong wish of the screening committee to introduce such works to the world.I was also upset that there were only a few SNS game entries. For game genre, the current entry system is difficult. That might be one reason. But I will contact my friends and others and will work to promote the best entries of the year. - UCHIYAMA KoshiCreative DirectorWhat lies beyond the great turning pointAs someone that has been belonged to advertising, I was disappointed in the lack of attractiveness on average of the advertisements.
New expressions and ideas that captured people's hearts once spread throughout the world from advertisements.
Today, however, these are generated from MVs or interactive art. A large number of stimulating works have actually been found in these areas. I felt a somewhat of a similar sense of stagnation with the games as well. Of course there were numerous games released this year that were worth playing, but most of them were socalled sequels. I was left with the impression that these works lack innovativeness compared to Award-Winning Works of the past that have offered us a new style of enjoyment. At the same time, attractive MV works have worked to provide a new brand of sensory experience, not using conventional image methods. Entertainment itself may be reaching a major turning point. Conversely, I believe that that also means we can look forward to what is to come. - HORII YujiGame DesignerHuman touch is necessary for the production of workI was chosen as a jury member of the Entertainment Division of the Japan Media Arts Festival for the first time. As the Entertainment Division includes various genres such as games, play equipments, movies, characters, and websites, it was difficult to screen all the works by the same criteria, and there were heated discussions during the screening process.
Still, IS Parade featuring Twitter impressively won the Grand Prize, winning the votes of several jury members, with the uniqueness of the work highly valued. In a way this can be said to reflect the current times.
As for games, many works were found among the entries that are the sequels to games for which a certain degree of sales can be expected. The soaring production cost may be the reason behind this. These works were also highly entertaining and of high quality, but I regret to say the consequences were harsh for the sequel works.Unlike the early days of computers, digital or interactive media can be found anywhere today. The very existence of such media does not surprise people any more.It is no longer possible to entertain people just with "great CG movies" or "a bit taste of interactivity."
Through the screening process, I once again realized that after all human touch is necessary for the creation of entertainment. - ITO GabinEditor / Creative DirectorWorks that cannot be isolated as worksIt was difficult to examine all the entries for the game genre. How is one supposed to grasp and evaluate the sequel to a major hit game? How can these be compared to a work that compiles new ideas into something smaller? The axes of evaluation are too far apart, leaving them incomparable.
But this is probably because I simply did not encounter a work that was remarkably new.
Honestly, the consumer game market in Japan has gone astray. Meanwhile, I think that the entertainment world still has some juice left, as we are drawn in by various different things everyday. Over the past few years we have become rather addicted to social networking amusement via the Internet. However, I have doubts about whether that can be evaluated as a "work" on an individual level. A vast majority of the works that gathered the support of the screening committee are linked to the current un-isolatable nature of the entertainment industry.