Inside Asian Gaming
INSIDE ASIAN GAMING FEB 2019 60 Ben Blaschke: What can we expect from ICE in 2019? Kate Chambers: I always start questions about what visitors can expect from ICE in the same way, and that’s to acknowledge the quality and creativity of our exhibitor community, which is unsurpassed in gaming. The starting point for any exhibition is its exhibitors: great exhibitors attract serious buyers and themore buyers you can attract, the more exhibitors are interested in your event and so the process goes on. We have worked extremely hard to attract the very best in gaming and this year we have 612 brands drawn from 66 nations, occupying a record 44,500 square meters of net space. No other exhibitions in our space can come close to delivering this quality covering all of the gaming verticals and in such numbers. So my single topic answer is innovation – and lots of it! BB: ICE has established itself as the world’s biggest gaming industry trade show. What sets ICE apart from other large shows of its kind? KC: ICE London has a nice balance of really well-known brands, as well as the bright new businesses who might be making their first ever appearance at a trade exhibition. It also represents the entire spectrum of gaming, encompassing every vertical. I think the stand out USP is its internationalism. In 2018, visitors travelled to London from 153 nations – that’s an amazing statistic and one that also demonstrates the size of the gaming universe. In those respects, ICE London connects with a huge audience and offers something for everyone who earns their living in gaming. BB: In recent years, we’ve seen the online segment enjoy enormous growth. What sort of split does ICE have in 2019 regarding online v land-based content? KC: Up until very recently, it was appropriate to make the distinction between online and land-based, however the introduction of an omni-channel approach to content has shifted the discussion. The narrative is now about the creation and delivery of compelling content that meets the gaming entertainment needs of consumers in the TRADE EVENTS
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