CONFERENCE BACKGROUND

Electronic Sports is approved as the 78th kind of regular sports competition by the General Administration of Sport of China since 2003.According to Newzoo’s latest quarterly update of its global eSports market report, the number of consumers worldwide that are aware of eSports will surpass on billion this year, up 36% compared to last year. The average awareness of eSports among gamers increased from 53.7% in 2015 to 65.7% in 2016.

ABOUT WORLD ESPORTS SUMMIT

World eSports Summit 2016 will be held on November 18-19, at Xiamen International Conference Center. The 2-day event will gather over 300 senior/top executives from worldwide eSports regulatory bodies, federations/alliances, clubs/teams, local sports bureaus, eSports competition operators, game publishers, live streaming platforms/TVs, medias, capitals, software/hardware/solution providers.

ORGANIZER

The Information Center of General Administration of Sports of China is the National Governing Body of China eSports. Its responsibilities also include-

Collecting, research, consulting of global sports information and service assurance.

Planning, construction and management of national sports system informationization.

Providing organization management and technical assurance for the electronic information projects of massive sports games.

CO-HOST

Set up in December 1980 and after more than thirty years of continuous innovation and reform, Xiamen C&D Corporation Limited has now developed into a large-scale industry & investment enterprise group in Fujian Province with a registered capital of RMB 4.5 billion Yuan, a total asset of over RMB 100 billion Yuan, an annual operation revenue of over RMB 104 billion Yuan and an annual total profit of over 4.5 billion Yuan. With a major business covering fields such as supply chain operation, real estate development, tourism & hotels and conference & exhibition, C&D Corporation ranked 128th of China Top 500 Enterprises and 48th of China Top 500 Service Enterprises in 2014, and has been ranking first of Top 100 Enterprise Groups in Fujian Province consecutively for many years.

From now on, our Corporation will expand the investment to existing core businesses, properly increase the investment to current emerging industries, actively carry out the capital operation on other invested enterprises, and try to invest in some new fields. Moreover, we will combine traditional industry project with high-tech projects, industrial investment with strategic investment and risk investment, and independent investment operation with joint-venture cooperation, so as to urge the formation and upgrade of the core competitiveness in key fields, realize the big increase of investment gain and the appreciation of core business brands, and promote the stable development of our Corporation.

CO-PRESENTED BY

CGA was founded by Zhejiang Daily Media Group Co., Ltd. and China Interactive Sports Technology Invention Co., Ltd. (CIS) in 2014, aiming to establish a professional team that forging national-class eSports tournament system and eSports media.

Dalian Northern International Exhibition Co., Ltd. (abbreviation: NIEC), established in 1995, named as: Dalian, Beijing Exhibition Hammer Group , incorporated in 2009. On 14 Aug 2014, it quoted share at National Equities Exchange and Quotation, abbreviation: NIEC, stock code: 831023. It became the first large-scale international exhibitions qualified professional exhibition company, headquartered in Dalian, China.

Shanghai NIEC Consulting is the fully-owned subsidiary of Dalian Northern International Exhibition Co., Ltd. As a leading international business summit producer and event organiser, it is committed to providing a communication platform and strategic industry information for business giants. Based on its superior social resources, Shanghai NIEC Consulting now has very close bond with government officials, renowned experts and senior academics. It has also established a strategic cooperative relationship with over a hundred authoritative organizations, including many famous media.

ENDORSER

International e-Sports Federation (IeSF) is the sole international governing body representing the discipline of e-Sports. To deliver its mission, to develop global e-Sports standard for promoting e-Sports as official sport discipline, IeSF was founded in 2008 with its 9 founding member nations. With 47 member nations in five different continents, the Federation has grown together with the interest and development of e-Sports. Since 2009, IeSF has been hosting e-Sports World Championship every year. Also, IeSF cooperates with various International Sport Bodies, such as World Anti-Doping Agency, Olympic Council of Asia and The association For International Sport for All. As taking further step, IeSF is aiming for affiliation to Sport Accord as well as official recognition of the International Olympic Committee. As one of the authorized international governing bodies, IeSF is taking further attempts to lead the role in the e-Sports field, to enhance and upraise global recognition of e-Sports.

ASSOCIATION PARTNER

Asian Electronic Sports Federation

ASSOCIATE SPONSOR

GameCo, Inc. (gco.gg) is a pioneering new company that is uniting video games with casino floor gaming. GameCo is the creator of the world's first skill-based video game gambling machines (VGM™), arcade-style cabinets that balance player skill with patented game design, while maintaining the same return to players as traditional slot machines.

GameCo’s VGM won the Silver Medal in the Best Slot Product category of the 16th Annual Global Gaming Business Gaming & Technology Awards. Founded by video game, casino gaming, technology, and live event veterans, GameCo brings together executives from Scientific Games, IGT, and AGS along with award-winning producers for game publishers such as Blizzard Entertainment, WarGaming, Ubisoft, DreamWorks, and The World Series Of Video Games.

GameCo is privately held and headquartered in New York City, New York, with additional offices in Las Vegas, Nevada. For the latest GameCo news, visit gco.gg and follow the company on Twitter at twitter.com/GameCoInc.

CONCURRENT EVENT

National Electronic Sports Tournament(NEST) is hosted by Information Center of General Administration of Sports of China, co-hosted by CGA, Zhejiang Daily Media Group and Xiamen C&D Corporation, facing over 45 million eSports enthusiasts in China. The tournament is annually held between July to November with online and offline periods, both the capacity and duration hit a record high. NEST aims to establish a national-class comprehensive eSports tournament with most professional attitude, build a top level competing and networking platform for both eSports fans and players, and forge a professional brand of China comprehensive eSports tournament.

  • WHY ATTEND
    Get to know global eSports industry status and
    developing trends
    Make clear of APAC and China's eSports market
    dynamics trendsand strategic direction
    Learn large comprehensive eSports event operating
    experience from top global event operators
    Exchange ideas on the future of eSports games with
    top global game publishers
    Discover business models of eSports live streaming
    platforms/TV
    Networking on the rise and prosperity of mobile eSports
    Enjoy the charm of VR eSports on site
    Opportunity of visiting NEST2016 – National Electronic
    Sports Tournament
  • WHO WILL ATTEND
    Regulatory body
    Sports bureau
    Esports association/alliance
    Game publisher
    Esports club/team
    Event operator
    Live streaming platform/TV
    Capital
    Media
    Esports equipment/ peripheral manufacturer
    Computer software/ hardware supplier
    VR game/ equipment supplier
    Big data company
    Payment solution provider
    Consultant
    Law firm

Day One (November 18, Friday)

Morning Session: An Outlook of Global eSports Industry
Afternoon Session: eSports Promotion & Brand Awareness

Day Two (November 19, Saturday)

  • New Trends of eSports
  • eSports go Mobile
  • eSports go VR
  • eSports go Entertainment
  • eSports go Popularization

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