Dmytro Kustov – Chief Strategy Officer
Selfie GO is a new social network with Augmented Reality. Elyland, a company with more than 10 years successful experience in gamedev brings a solution to the problem of the current social networks, which don’t help to establish long-lasting social contacts. Thanks to gamification and Augmented Reality we offer our users a real context for communication. Selfie GO educates a new generation of cryptocurrency enthusiasts, by sharing its revenue as SGO tokens with its active users. The social network has also a business part, which allows small business enterprises to hold their own ICO with just a few taps within Selfie GO.
Clash & GO
Oleksandr Sakhnevych – Chief Technology Officer
Clash & GO is an innovation in the Augmented Reality games market that opens new horizons for all strategy games lovers. Elyland, a company with 10 years history, solves the problem of the limited game world of strategy games and a poor gameplay of current AR games. Blockchain and AR combined create a truly unlimited game world and enable players to transform and manipulate their virtual surroundings. Whenever you open Clash & Go, you don’t know what surprises the dynamic, ever-changing world will bring!
Dmytro Kustov, Chief Strategy Officer, Elyland
Oleksandr Sakhnevych, Chief Technology Officer, Elyland
Craig Donato, Chief Business Officer, Roblox
INTERVIEWER: Ned Sherman, Counsel/Director, Manatt Digital; Founder, Digital Media Wire
Join us as our panel of interactive licensing veterans present a quick state of the market overview, share war stories and answer your questions regarding licensing in entertainment content for video game development and licensing out video game franchises for consumer products.
Careen Yapp, Senior Vice President of Global Business, Mixed Dimensions
Chelsea Faso, Head of Licensing/343 Industries (Halo), Microsoft
Germaine Gioia, President, Playlife Company
Josh Austin, VP Worldwide Licensing & Interactive, Paramount Pictures
MODERATOR: Ben Elliott, VP, Business Development & Licensing, Warner Bros
Measuring the Impact of Battle Royale on the Games Industry
Battle royale titles like Fortnite and PlayerUnknown’s Battleground are not just popular among dedicated PC and console gamers — they are a genuine cultural phenomenon. A-list celebrities play Fortnite and teachers are wondering what exactly their students are obsessing over. The new game type is disrupting nearly every aspect of the $108B interactive entertainment market, from mobile gaming to live streaming to esports. This talk will provide attendees with an understanding of the impact of battle royale games and which companies stand to gain or lose.
Carter Rogers, Senior Analyst, SuperData Research
Providing a potent mix of real-life spectatorship and digital entertainment, today the worldwide phenomenon of competitive gaming today counts over 200 million spectators annually (SuperData Research) and presents a unique, new avenue in the entertainment market. This panel will discuss the rapidly growing and evolving market for eSports.
Andrew Paradise, CEO and Co-Founder, Skillz
Ann Hand, CEO and Chairman, Super League Gaming
Ari Segal, President & COO, Immortals & LA Valiant
Arnold Hur, Chief Growth Officer, KSV esports
Yvette Martinez-Rea, Chief Executive Officer, ESL North America
MODERATOR: Jonathan Pan, Esports Instructor, University of California, Irvine
A multi-discipline panel involved in the design, development, and business in the interactive industry discuss the future of digital entertainment, with a focus on engaging different voices and incorporating new perspectives across all aspects of the creative and go-to-market process.
Jane Pinckard, Associate Professor of the Practice of Cinematic Arts, Interactive Media and Games division, School of Cinematic Arts, University of Southern California
Margaret Moser, Professor, Interactive Media and Games division, School of Cinematic Arts, University of Southern California
Marientina Gotsis, Associate Professor of Research, Interactive Media and Games division, School of Cinematic Arts, University of Southern California
Richard Lemarchand, Associate Professor in the USC Games program, Associate Chair, Interactive Media and Games division, School of Cinematic Arts, University of Southern California
MODERATOR: Gordon Bellamy, Visiting Scholar, University of Southern California
This panel brings together a mix of companies and executives from the film and games industries to share ideas about relationship between games and the film industry and how to create new business opportunities at the intersection of these two exciting media industries.
Chris Hewish, Executive Vice President, Interactive, Skydance Interactive
Javon Frazier, EVP, Strategy & Business Development, Studio71
John Linden, President, Seismic Games
Josh Brooks, SVP, Brand Strategy & Marketing, Jam City
Lydia Bottegoni, Senior Vice President of Story and Franchise Development, Blizzard Entertainment
MODERATOR: David Bloom, Columnist, Tubefilter
The global game industry has a big problem. Toxicity is so prevalent in online gaming that many players are resigned to its presence. All publishers and most players agree that toxicity is problematic. There is no grey area like with loot boxes or crate drops. Everyone benefits from gaming communities free of toxic behavior. This panel will tackle the issue head-on by looking at the following questions:
- What are publishers doing to address the problem?
- What challenges do they face? What successes have they had?
- What role can streamers and influencers play in fighting toxicity?
- As voice recognition software improves, how feasible is it to filter out hate speech?
- Which other emerging technologies offer the best opportunities to fight toxicity?
Carlos Figueiredo, Director, Community Trust & Safety, Two Hat
J Goldberg, Head of Community, Daybreak Game Company
Kat Lo, Researcher, University of California, Irvine
Michael Salmon, Game Consultant, Something Fishy Consulting
MODERATOR: Dewey Hammond, Vice President, Games Research, Magid Advisors
The APAC territories generated $51.2 billion or 47% of total global game revenues in 2017 with China alone taking one-quarter of all global game revenues (Newzoo’s Global Games Market Report). With mobile gaming leading the way, it is expected that the Chinese market will continue to grow. With China continuing to lead the way, it is expected that the fastest-growing region in the coming years will be rest of Asia (excluding China, Japan, and Korea), with total game revenues expected to grow to $10.5 billion in 2020, up from $4.5 billion last year (Newzoo’s Global Games Market Report). This panel will discuss China’s global dominance and the opportunity in APAC’s emerging markets.
Isabel Gan, Managing Director, Puji Capital
Michael Metzger, Partner, Drake Star Partners
Michael Zhang, Founder & CEO, Firefly Games
MODERATOR: Michael Cai, President, Interpret