E3 Preview

27399986650 90aa929dbf oAs the premier tradeshow for interactive entertainment, E3 brings the video game industry’s top talent together. By Bianca Herron

The Electronic Entertainment Expo, or E3, is one of the world’s biggest video game expos. Owned and operated by the Entertainment Software Association (ESA), this year’s annual event will be held June 13-15 at the Los Angeles Convention Center.

As the world’s premier event for computer, video and mobile games and related products, the expo will connect more than 50,000 of the best, brightest and most innovative in the interactive entertainment industry from over 100 countries. Leading-edge companies, groundbreaking new technologies and never-before-seen products will be showcased during the three-day event.

The ESA first debuted the annual expo in 1995. Though it has always been closed to the public - hosting only game developers, retailers and media - this year the ESA will open the annual industry event to the public for the first time ever.

A total of 15,000 tickets have been made available and they will include access to the show floor, panel discussions and other events, including video game television host Geoff Keighley’s live studio show, YouTube Live at E3, which will include interviews with game developers and executives.

“The feedback we heard was clear. They wanted to play the games inside the convention center. In addition, exhibitors inside the convention center wanted to have access to the fans. So this year we’re bringing the two together,” ESA Senior Vice President of Communications Rich Taylor told the GameSpot website.

Taylor also said the ESA is always looking for ways to make the E3 Expo more relevant and useful for game industry professionals, journalists and the public.

“I think asking, ‘How can we improve?’ ‘Where are video games headed?’ and ‘How do we connect with fans?’ are all healthy questions, and that helps ensure E3 stays current and meets exhibitors’ needs,” he said.

“It’s a changing industry, and E3 has always evolved to meet industry needs and anticipate where we’re heading together – as an event, as an industry and as fans,” Taylor continued. “The decision to open our doors to 15,000 fans was a strategic decision. It is thanks to our members and their vision and leadership that made this possible. We have a model that allows the business of the industry to continue for our business and media attendees and provides an opportunity for video games’ biggest fans to experience the latest in innovative, immersive entertainment.”

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