“Adults are only kids grown up, anyway.”Walt Disney

The global gaming market is projected to exceed $125 billion by 2020, driven by the growing prominence of media-rich, seamlessly connected, personalized and digitally enhanced gaming. Collectively, this sort of gaming can provide captivating content, intelligent design, and an integration of virtual, augmented and real worlds.

Over the past few decades, there’s been an overwhelming array of gaming software designed to meet the demands and preferences of a diverse consumer base that wants personalized experiences. Now, we’re looking at the innovations tech has introduced to gaming, such as 3D scanning and facial recognition, voice recognition, gesture control, incredible image quality, HD displays, and VR/AR integrations. We’re also seeing wearable gaming, mobile gaming, cloud gaming and on-demand gaming enter and in some cases even dominate the market.

There is the rising popularity of e-sports, where gamers create, compete in, and share their gaming experience. And with an aging population often struggling with isolation, there’s also a huge market for developers to simulate a social experience through gaming.

The Asia-Pacific region represents the largest and fastest-growing market worldwide, led by its growing population, expanding base of an affluent (and technologically sophisticated) middle class, increasing popularity of wireless gaming, and a preference for interactive entertainment. China is emerging as the single largest gaming market worldwide supported by its massive and unique mobile ecosystem expected to witness improved mobile game quality, the faster development of eSports, its explosive adoption of VR gaming, and integration of wearable devices.

The world of gaming moves quickly — stay ahead of the curve by attending our Gaming Track at TiEcon!



Tom Kalinske
Executive Chairman
Global Education Learning

Brian Chu
Director of Product
Rocket Games

Taehoon Kim
CEO, Co-founder
nWay Inc.

Wright Bagwell
Outpost Games

Shannon Clark