The 8th Global Game Congress hosted by GMGC (GMGC 2019) will be held on 17th and 18th, June 2019 at the Hyatt Regency Beijing Wangjing, China. The conference covers the core content of general entertainment fields including games, movies, animation, digital culture and products, etc., targeting the upstream and downstream enterprises in the global game and digital entertainment industry.
The conference will draw more than 100 speakers, over 10,000 industry professionals and over 3000 companies from over 30 countries and regions around the world and will create a learning exchange and business cooperation platform for the global game industry.
It is the core part of the GMGC 2019. Continuing the past glory, the organizing committee will invite thousands of developers to attend and hundreds of medal-winning producers to share the stories of successful products in the field of mobile games and other fields and to explore the past, present and future of the industry from the developer's perspective. The conference will bring together the most popular focal topics in the game industry. Some of the world's most dynamic industry elite will share the experience from practical point of view. Speeches and dialogues are carefully developed by the committee to ensure that the attendees can have the chance to hear exclusive advice on how they can help their own businesses grow within the gaming industry.
Designed exclusively for industry leaders in order to facilitate them with creating new collaborations & strategic alliances. The party is a mix of industry giants across the globe, sharing their insights, latest trends, and company news with each-other over selection of drinks & delicious food.
As one of the most exciting sections of GMGC 2019, it will build a platform for communication, cooperation and demonstration for high-quality mobile game R&D companies and distribution companies at home and abroad. At that time, we will break the informational and geographical limits, and gather more than 100 powerful publishers and over a thousand R&D companies at home and abroad to participate in this event, and jointly make it the largest game matchmaking meeting in the world.
In recent years, the growing boutique games is inseparable from the support of third-party industries such as game engine, cloud service, art outsourcing, and mobile payment, etc. All in all, the third-party service providers have become an indispensable part of the gaming industry. For game companies, the third-party service providers help greatly save costs, enable manufacturers to quickly integrate market resources and provide better games. After collecting the game behavioral data, the third-party service provider can also provide data reference for the manufacturer to help the manufacturer to understand the market and users.
The Game Ecological Chain Session will support the emerging third-party service providers and contribute to the healthy, sustainable and fast development of the mobile game industry.
With the e-sports entering the Asian Games for the first time as a demonstration sport, the Chinese team beat South Korea team and won the championship. In addition, later on IG won the (S8) championship in the 2018 League of Legends World Championship. The e-sports industry is scaling up. Also, with favorable national policies, e-sports are gradually “desensitized” in China. A report released in July 2018 shows that the scale of China's e-sports industry reached 77 billion in 2017, and this year it is expected to exceed 88 billion, and the number of users will reach 430 million. Such a large scale has made the economic development potential brought by the e-sports industry seen. At GMGC 2019, the e-sports based on the Internet will finally take the stage.
Be it reviving game scenarios and characters, doing real live demos, or using interactive technology, the ever-changing and fascinating interactive booth exhibitions have always been the highlight of GMGC. To showcase companies’ best products and market their unique personalities, GMGC booth exhibition invites various companies to put on a multimedia display, by reproducing the scenes, settings, props and/or characters from their games in a compelling and visually stimulating manner. Companies are free to utilize any products such as large touch-screen machines, cool props and other technology products so that players can have a vivid impression of the games, and hence better understanding of the game features, along with increasing interest in interactive games on a whole.
The trend of refined operation extends from the e-commerce to the retail and is now also a powerful impact on the mobile games. Under the circumstances of gradual rising unit price of traffic, it has become the primary survival rule for developers during stock market period. However, although many mobile game developers have announced the good development of games and the high profits generated in the refined operation mode, there is no voice when it comes to how the operation is done. Today at the game operation session of GMGC 2019, the methods behind the refined operation of games will be revealed.
According to the "2018 China Game Industry Report" jointly released by GPC and CNG, the actual sales revenue of China's online games of independent research and development in overseas markets reached US$9.59 billion in 2018, increasing by 15.8%. No matter it is the number of games exported, the number of hot products, the downloads, or income, etc., Chinese mobile games showed explosive growth in the past year. From breakthrough at a single point to full-scale export, Chinese manufacturers are developing faster and faster overseas.
GMGC 2019 will bring together top experts to share new technologies, new applications and new experience and discuss the new journey of Chinese games export overseas and discover the new methods of Chinese game marketing.
Play 3arabi
Alto
Cultural Service of The Embassy of Poland in Beijing
Electronic Arts
Tamatem
AppLovin
Cafe Bazaar
STOMT GmbH
Mail.Ru Group
Super Evil Megacorp
Falafel Games
Vectr
arkavis
Skolkovo Foundation in China
PlayMobo Inc.
Egret Technology
GuojinCapital
Xiaomi Commercial Products
Bluevision
Guojin Capital
Shinezone Network
Huawei Cloud
Baokan
Yunzhong Games
Sino Group
Suzhou Snail Digital Technology
GMGC
CENTAURS TECHNOLOGIES CO ., LTD
Qimai Data
MAMO GAMES LTD.
三六零科技有限公司
17173media group
Netease Cloud
Mintegral
Beijing ByteDance Technology Co.,Ltd.
Beijing ChangYu HuDong Technology Ltd.,Co
Beijing Animation Games Industry Association
Junhai Games
LazyAudio
网元圣唐
JILIN UNIVERSITY OF THE ARTS
Shanda Games
China Mobile Games and Entertainment Group Limited
ChushouTV
腾讯云
Beijing ByteDance Technology Co.,Ltd.
游戏陀螺
Tencent Social Ads
Ezfun
IBM
ALAX
游戏之音
Ali Cloud
VP Marketing
Beijing Chukong Technology
Andovar
Taewon Yun is General Manager for Global Publishing at Super Evil Megacorp, the developers of the world’s leading mobile esport, Vainglory. Taewon is responsible for the expansion and operations of Vainglory throughout the world. Originally launched with a 3v3 format in 2015, winning several game-of-the-year awards, Vainglory has in a short time grown to become the largest international mobile esport, played and watched by millions every month and supported by sponsors including Coca-Cola, Razer, NVIDIA, Amazon and global esports franchises TSM, Cloud9, Fnatic, Rox, DetonatioN Gaming, G2 Esports, SK Gaming and many more. Taewon is a passionate gamer with over 20 years of experience in game and platform development, strategic planning and execution, business development and team building. Previously, Taewon was Managing Director at Wargaming Asia Pacific where he built up the company's presence across the region and directed all aspects of growth for its flagship title, World of Tanks. He has also held positions at Blizzard Entertainment, Red 5 Studios and Electronic Arts. Taewon graduated from Seoul National University with a Masters of Science in Engineering.