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
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