○ The exhibition was visited by 109,000 people, the most significant number in history, and the operation was expanded to KINTEX’s first exhibition hall.
○ Export Consultation, the most significant export consultation ever achieved, reaching USD 170 million, a 17% increase compared to last year.
○ A total of 527 companies (175 domestic developers, 352 domestic and foreign buyers) participated.
The 2024 PlayX4, held for four days from the 23rd to the 26th at KINTEX Exhibition Hall 1 in Goyang-si, Gyeonggi-do, ended with the highest number of visitors ever, approximately 110,000, and the highest export consultation performance ever, worth a total of $170 million.
About 700 companies, including large game companies such as Nintendo, Bandai Namco, Daewon Media, and Gravity, as well as small and medium-sized game developers, participated in this event to strengthen support for the game industry by announcing new games and holding communication events.
Several game booths and experience zones were set up in Halls 3, 4, and 5 of KINTEX Exhibition Hall 1, allowing visitors to view and enjoy games in person. In particular, the ‘Indio Rock Room’ for indie game developers and game lovers attracted a lot of attention by stimulating creativity and fun, and a dedicated online exhibition hall was also operated to provide a wealth of things to see and experience.
Various entertainment devices and events were provided in the large arcade area, nostalgic arcade, and retro market, attracting a steady stream of family visitors. In addition, various programs such as cosplay contests, influencer invitations, the Golden Bell game, and board games were held to increase visitor satisfaction.
The domestic game ‘Eternal Return’ gained great popularity by providing a unique space such as a Season 4 experience and a goods store, and ‘Great Toy Showdown’, which was selected for the domestic e-sports revitalization support project, attracted a lot of attention through event matches.
Additionally, at the Gyeonggi Esports Festival, disabled people and college students participated in various esports competitions in which professional players participated. The ‘Eternal Return Masters League’ and ‘Tekken 8 ATL’ were held and received a positive response.
At this event, the B2B hall, which consisted of a content-centered exhibition hall for participating companies, was expanded and attracted much attention. In particular, 527 companies (175 domestic developers and 352 domestic and foreign buyers) participated in the export consultation session, and over 1,400 consultations were conducted, recording a total export consultation performance of $170 million. This is a 17% increase from $140 million the previous year.
This year’s event, which moved from the 2nd exhibition hall to the 1st exhibition hall, was able to provide more booths and stage events. It also paid special attention to the safety of participants and provided sufficient convenience facilities and services, leading to high satisfaction.
Kim Tae-geun, head of the Digital Innovation Department, said, “The 2024 PlayX4 was held on the largest scale ever and showed itself as a platform where innovation and passion in the gaming industry meet.” He added, “We will maintain its status as a gaming culture festival through various gaming experiences, events, and business opportunities. “We will further solidify our efforts and continue to contribute to the development of the gaming industry and the spread of gaming culture,” he said.