


NaiChen Yang
Jasmine Chou
Pu Chen

As original IPs mature, content producers are confronted with the challenge of converting creativity into sustainable revenues. The session will spotlight diverse business models that can empower IP monetization, inviting teams behind widely acclaimed and best-selling works to share their commercial applications across virtual performances, immersive exhibitions, and cross-industry collaborations. Speakers will break down different revenue sources – including ticket sales, brand collaborations, or online/offline events – and explore the strategic integration of potential AI applications, content design, and overall operations. This session is great for content creators or businesses looking to commercialize and monetize their IPs.





Vick Wang
Sam Huang
Yusan Lee

In an era where immersive experiences have become everyday entertainment, how can venues leverage IPs to appeal to their audiences? The session brings together IP owners and venue operators for a conversation on transforming and commercializing IPs through immersive experiences. Through case studies such as the Touching Head with Jimmy Liao: Immersive Interaction Exhibition and Luda: i-Ride Flying Theater, the session will explore the diverse applications of AI, challenges from cross-domain collaborations, and market insights, uncovering the unlimited potential and untapped value of IPs.





Jordan MOUTAMANI
Elie LEVASSEUR
Junichi TAKEKAWA

Cultural tech content is going global fast. Immersive storytelling covers art, entertainment, and innovative experiences. With distribution strategies, localization, and international partnership in mind, projects can become mainstream, and unlock new opportunities for cultural values and international markets.




Mentong GUAN
Hyunseok KIM

The session concentrates on strategies and operations for immersive venues, and how to manage international tours, licensing, and brand collaborations. Technologies can be used to elevate cultural values and IP commercialization, with emerging trends and applications.



Session 1: Immersive Experience Pitching Session
The session aims to connect existing cultural technology projects with market resources. Immersive experience project teams supported by TAICCA between 2024 and 2025 who have completed their projects will pitch and present to venue operators, investors, talent agencies, and tech or equipment providers with commercial resources. The goal is to secure market and operating resources for completed cultural technology projects, enabling them to kick off commercial operations.Session 2: Cultural Technology Pitching Session
The session aims to connect experience design teams with IP owners to develop marketable cultural technology projects. Experience design teams with experience in producing interactive experiences from IPs will introduce and pitch themselves to IP owners, venue operators, and curatorial teams. The goal is to facilitate collaborations between experience design teams and IPs and, ultimately, translate IPs into immersive experiences.Session 3: Gaming Pitching Session
A brand new platform for industry exchange and collaboration, the session spotlights market opportunities for gaming content, technologies, and IPs. Investors, distributors, tech companies, and other cross-industry partners from Taiwan and beyond are invited to engage in discussion with high-potential game developers, hopefully inspiring new opportunities for diverse collaborations.