Hosted by Global Inspiration Gyeonggi-do with Gyeonggi Content Agency and KINTEX, Playx4 is held for the tenth time this year

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South Korean game show 2018 Playx4 concluded on May 10-11 at at Hall 6 KINTEX Exhibition Center 2, Gyeonggi.

Hosted by Global Inspiration Gyeonggi-do and organised by Gyeonggi Content Agency and KINTEX, the event aimed to serve as a bridge between the different players in global gaming industries: Publishers, developers, and buyers.

Held for the tenth time since its inception in 2009, the event featured exhibitions of global gaming companies from 25 countries with the goal to bring together 160 buyers/publishers, 190 developers, and 1,300 business meetings happening at the event.

It includes games for all types of audiences regardless of age, sex, genre, or even platforms. Visitors are also able to give new titles a try at the Game Experience Zone, which featured up to 20 titles from leading Korean VR/AR companies.

In addition to smaller game companies, the event was also attended by leading names in global gaming industry such as SEGA, TENCENT, Garena, Nexon Korea, Kakao, Gravity, Mamo Games, Playground, Quihoo 360, Shanda Games, Beagle, Square Enix, EXTREME, Asiasoft, and Changyou.com.

Also Read: Southeast Asia’s gaming industry is on a growth trajectory, and here’s why

Industry challenges

 

The event also features conferences that discussed issues in the global and local gaming industry such as how to build a global ecosystem. The conferences featured speakers such as Mamo Games, Fuller, Niantic, Ustwo, Unity, and Google.

One of the challenges faced by South Korean gaming industry today is the recent issue with Chinese regulatory bodies.

Following the installation of a US missile system on the country’s soil, China has been making a series of “retaliatory moves” against South Korea. The political spat negatively impacted the gaming industry as it has led China to refuse giving new licenses to South Korean game titles, barring them from entering the market.

In their special report, TechNode revealed the difference attitudes and moves taken by gaming companies in dealing with the issue.

While companies such as China-based game publisher Miaoju Internet Technology prefer to wait-and-see, companies such as NHNST adopted detouring mechanisms instead.

“… We reached an alliance with local partners and run our titles under their names,” explained NHNST director of mobile gaming department Park Jong Chae.

When it comes to trend, TechNode also highlighted while VR industry is slowing down globally, the sector remains popular among South Korean companies.

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