Game Industry

Game Industry

2017 investment magnets: VR,IA, 5G, eSport

16 November

2:30 - 4:30pm

Corum - Montpellier


More than ever before, video game industry news is opening up to topics that concern telcos, technology providers, consumer electronics manufacturers, Internet giants and R&D labs. This edition of the Video game track will offer a chance to dive into these cross-cutting issues that involve both video game sector players and players in adjacent sectors.

Virtual reality is an emerging market, but what conclusions can we draw about its development one year after the first headsets were released? Artificial intelligence is a core area of focus for manufacturers in a range of sectors. And video games are making full use of the latest advancements in both. So where are we today in terms of AI’s impact on video games, and its ability to meet expectations in other sectors? 5G is being heralded as a significant leap forward in mobile data speeds. What will this mean for the video game sector when it comes to services, content and gameplay? eSports are booming. After the development of professional leagues, can betting be that far behind? What role will it play in this truly singular economy?

2:30 - 2:40pm
Introduction by IDATE DigiWorld
2:40 - 3:00pm
Keynote: Virtual reality: a quick market inventory

Virtual reality technologies are attracting a lot of attention from video game companies and from other sectors. They are also raising gamers’ expectations. But the market is struggling to shift into high gear, although we expect to see things kick up a notch late this year or in Q1 2018.

3:00 - 3:20pm
Keynote: What can we expect from artificial intelligence in gaming?

In gaming, AI is used mainly used to manage and control non-player characters, their movement and behaviour. Simulation games deploy characters that can evolve thanks to interaction created by a player, and to alter their behaviour accordingly. Twenty years after IBM’s Deep Blue beat world chess champion, Garry Kasparov, six years after the same company’s Watson crushed on it TV quiz show, Jeopardy, and with the more recent defeat of world Go champion Ke Jie to AlphaGo (DeepMind/Google), it seems like a good time to take stock of how AI has evolved, and the reasons why platform suppliers are taking a growing interest in video games.

3:20 - 3:40pm
Keynote: Will 5G disrupt gaming?

Faster connections, lower latency, greater reliability thanks to smart cells, greater energy efficiency, more data exchanged, shorter time to market… 5G is set to usher in a host of improvements over 4G networks. But what impact will it have on mobile gaming?

3:40 - 4:15pm
Round Table: The outlook for eSports and its economic challenges

IDATE DigiWorld estimates that the eSports market could climb to more than 3 billion euros in 2021. And projections for 2025 are close to 7 billion euros. Ad revenue, sponsoring, broadcasting/distribution rights, operating licences, merchandising and betting are the main sources of revenue for the new, very webgenic video game market. This round table will be the chance to hear from the players whose businesses could be heavily impacted by eSports.

Moderator: Laurent MICHAUD, Director of Studies, IDATE DigiWorld

  • Matthieu DALLON, Director of Strategy and Business Development, Webedia
  • Stéphan EUTHINE, Chief Operating Officer and co-owner, LDLC Event and President, France ESPORTS
4:15 - 4:30pm
Conclusion: The impacts of industrial and technological trends in the video games sector
Closing cocktails



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2 days incl. VAT