The Business Conference has the purpose of presenting to all interested parties, including interested Brands and Businesses, Esports organizations, Game developers and also Students, the potential of Esports.
Inspiring speakers from around the world will gather in Portugal to discuss state-of-art developments in the industry. Professional Female Esports Players will also participate on a panel discussion that promises to further raise awareness and find solutions to the challenges they face in today’s male-dominated scene.
Black and Silver Room
July 20th, 2018
Friday, 10am – 7pm
300 EUR – Standard Price
50 EUR – Student Price
INCLUDES Networking Lunch & Coffee Breaks
The history and evolution of Esports from the very beginning until modern days, told by Ana “aNouC” Oliveras, a pioneer professional female player with more than 20 years of gaming experience. Ana is now Product Manager at ESL, one of the industry’s most relevant companies in the world.
With more and more major brands making their entrance into the esports, it’s more critical than ever for non-endemics to understand how to communicate with esports fans – and for endemic brands to challenge themselves to up their game. Within this talk, we’ll examine the communication commandments that ALL brands should keep in mind when planning a campaign – and take a look at some case studies that illustrate what and what not to do.
When Esports events started to get more viewership than the NBA finals, it caught the attention of the Philadelphia 76ers, which then decided to enter the market through the acquisition of Team Dignitas.
In this “new age” of esports, gamers are given all the bells and whistles on how to prepare for competition. With Nutritionists, Chefs, Physical Therapists and a Sports Psychologist, they are now training like professional athletes despite being for a video game.
In 2021, more than 4 billion devices are expected to have augmented reality capabilities. At the same time, Esports will reach over 500 million spectators. Nuno Folhadela and his star team are creating games that mix these two mediums to define how we play together and perceive sports in general, combining digital challenges with physical action. Are you ready for the future of gaming?
The explosive rise of Esports over the past decade caught almost every everyone flat-footed, including most of the traditional media companies. But over the past couple of years, that has all changed; Traditional media companies are now taking notice as the demand for Esports content skyrockets. New leagues are forming, not just in the US, but throughout Europe and Asia. Several major networks, including ESPN, NBC and TBS, now regularly air Esports programming. By featuring Esports content on TV, networks not only increase their own audiences, but help ensure the success of Esports, itself.
Founded in 2006, OpTic Gaming, part of the Infinite Esports & Entertainment platform, is an industry-defining esports, media, and entertainment organization. OpTic is widely recognized for its extensive impact, passionately engaged global audience, and perennial competitive success across multiple esports titles. As the industry quickly evolves, the organization is setting its sights on emerging market opportunities outside of North America, a new and exciting chapter for the Greenwall.
What’s the big deal with big data? A big data boom is on the horizon. As a digital activity, Esports generates valuable data that can provide insights into consumer behavior. This is the time to learn about its commercial opportunities, challenges, pitfalls to avoid and potential risks involved.
Esports are exploding and already becoming a serious contender to traditional sports for millennials. Esports need to build its own governance structures with labour laws, regulatory laws, commercial and IP laws, to truly realize its potential on a sustainable, long-term basis. With young audiences, who are affluent and tech-friendly, what can the esports industry do to regulate this activity?
This topic will explore the latest Esports developments with Case Studies presented by industry experts.
Part II: Discussion Panel with Professional Female Esports Players
Reports show that 52% of gamers are female, but Esports are still dominated by men (71%). Sexism, online bullying, and toxic behavior are some of the problems that affect women engaging in Esports activities.
Female representatives of the Esports community will discuss the challenges of being a woman in a male-dominated industry and speak about how we can all work towards increasing female competitiveness and representation at major tournaments.