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Media Partners and Other IEEE Conferences
Media Partners and Other IEEE Conferences
Media Partners and Other IEEE Conferences
Media Partners and Other IEEE Conferences
Media Partners and Other IEEE Conferences
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Originally debuting in 1978 as the GaAs IC Symposium, E-Con has evolved into the leading international forum for developments in entertainment technologies and experiences. Spanning video games, movies, music, live events, theme parks, and more, E-Con coverage embraces all aspects of crafting immersive and engaging entertainment, from creative concepts and storytelling to technical innovation and delivery platforms.

Specific areas of interest include:

Innovative technologies and experiences

    * Virtual reality, augmented reality, and mixed reality
    
    * Multi-sensory and 4D experiences (sight, sound, touch, smell)
    
    * Interactive storytelling platforms and AI-driven content
    
Gaming innovations and platforms  

    * Console, PC, and cloud gaming
    
    * Mobile, online, esports, and LAN gaming
    
    * Immersive technologies (VR, haptics)
    
    * Game design theory, narratives, and interactive stories

Experiential entertainment  

    * Theme parks
    
    * Live concerts and events
    
    * Theatrical experiences and immersive theater
    
    * Animatronics and robotics
    
Digital entertainment media and delivery

    * Online streaming platforms
    
    * Digital movie and music distribution
    
    * Next-generation TV displays and audio formats
    
    * 5G networks and connectivity
    
Business, monetization, and market analysis

    * Gaming industry revenue models and forecasts
    
    * Experiential entertainment markets and consumer insights

    * Digital entertainment sector fundraising and investment trends