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World

eSports
(Competitive Video Gaming)
Conference 2017

28 & 29 September 2017 * Bangkok, Thailand ***

  1. Overview
  2. Programme
  3. Gallery
  4. Delegates
  5. Exhibitors
  6. Exhibition Opportunities
PROGRAMME
DAY ONE (28 September 2017 )
08:30 Registration
09:00 Introduction
09:15 The growth of eSports across linear, social and digital platforms, including accelerating the convergence of various established industries
10:00 Morning Refreshments
10:15 Reviewing the prospect of eSports phenomenon that will turn video games into a spectator sport, with plenty of commercial opportunity
11:00 How do advertisers capitalize?
(The bottom-line is that the core eSports fans are working professionals with buying power as well as eSports is a full calendar year of programing, because of the number of tournaments and leagues for each game, giving more advertising opportunities that other sports).
11:45 How have eSports affected game design and creating a game that is challenging?
12:30 Lunch
14:00 Discussion on legal issues, including privacy, eSports regulations, and fair use rights for augmented reality and virtual reality
14:45 The explosive growth of eSports and the ongoing convergence of games and video to provide the biggest opportunity for the games industry
15:30 Afternoon Refreshments
15:45 Making eSports broadcasting a win-win for audience, brands, teams and broadcasters
16:30 Panel Discussion: Hear from the brands supporting eSports
17:00 End of Day 1
DAY TWO (29 September 2017 )
09:00 Introduction
09:15 TeSports and casino: surveying the potential points for partnership
10:00 Morning Refreshments
10:15 Case Studies of brands that have successfully monetizing in the the eSports world
11:00 Open dialogue on creating custom branded mobile Apps for eSports teams to better engage, understand and monetise their fans
11:45 Assessing possible and exploitable points of collision between eSports, video and skill gaming, and gambling
12:30 Lunch
14:00 Tapping into collegiate growth in eSports: growth pattern, opportunities and longevity
14:45 eSports: how to maximise and monetize competitive gaming
15:30 Afternoon Refreshments
15:45 How eSports are pioneering new media models
16:30 Concluding Panel Discussion
17:00 End of Conference

With over 2.1 billion players worldwide, mobile is the most popular gaming platform in history, and there is no question that eSports will be a major driver for the industry, with growth opportunities in the video gaming and exploding eSports sector that is forecast to exceed US$1.4 billion by 2019, as well as prospect of possible and exploitable points of collision between eSports, video and skill gaming, and gambling, with some US$5.5 billion being wagered in 2016 by eSports fans on the outcome of eSports matches and other eSports-related gambling


The eSports industry is now a burgeoning force to be reckoned with, and has established itself as one of the fastest growing forms of entertainment, and on pace to become a billion-dollar industry. As such, World eSports Competitive Video Gaming Conference 2017 is set to lay the groundwork for an industry that is forecast to exceed US$1.4 billion by 2019. In addition, with some US$5.5 billion being wagered in 2016 by eSports fans on the outcome of eSports and other eSports-related gambling, it is crucial to assess possible and exploitable points of collision between eSports, video and skill gaming, and gambling, including reviewing mutual opportunities to drive traffic, revenue for casino and eSports industries, as well as discussion on legal issues, including privacy, eSports regulations, and fair use rights for augmented reality and virtual reality.
The explosive growth of eSports and the ongoing convergence of games and video provide the biggest opportunity for the games industry. With over 2.1 billion players worldwide, mobile is the most popular gaming platform in history, while eSports will be a major driver for the industry that will contribute towards accelerating growth of non-endemic consumer brands’ engagement in eSports.