Gaming Zone

Step into the world of gaming at BLE 2017 – what’s happening?

  • Gaming has overtaken film as the largest entertainment industry in the world
  • According to Newzoo, the global games market will reach $108.9 billion in 2017
  • Global retail sales of licensed merchandise within software, video games and apps grew 8% from 2015 to 2016 (LIMA Annual Global Licensing Industry Survey 2017)

What are you waiting for? NOW is time to understand the power and potential of gaming and where better to do it than at BLE 17


Gaming Activation Area

Showcase and demo zone aiming to educate licensees and retailers on the journey of a video game IP from screen to store, including a mock retail environment where a range of IPs will be featured. Featured games include:

  • Horizon Zero Dawn
  • Candy Crush
  • Overwatch
  • Street Fighter
  • Assassin’s Creed
  • Sonic
  • Halo
  • Call of Duty

The retail area showcase cross category merchandise from these games to help inspire you as to the variety and potential of gaming licensing at retail and how all these IPs can work together to attract more customers to a store. 

Largest number of gaming brands exhibiting ever

Exhibitors include: Sony Interactive Entertainment Europe, Ubisoft, Capcom, Sega, King, Activision Blizzard, Rovio, Pokémon, Tinderbox, Animal Jam, Level-5 Abby, Those Licensing People & Nintendo

Can’t miss seminars in the Licensing Academy

Day One – 11.00-11.45

The UK videogames industry.  What do you really know about this market and are there opportunities you should be exploring? What kind of role does licensing play in the world of gaming accessories?

Dorian Bloch, Business Group Director, GfK


Day One – 12.00-13.00

KEYNOTE PANEL: Gaming: dispelling the myths

This year’s prestigious keynote will take the form of a panel representing all corners of gaming licensing and will aim to dispel the many myths of gaming + licensing:

  • Who are the real consumers in a world where we are all gamers?
  • What are the metrics used to determine popularity and reach?
  • How can these properties be adapted to generate compelling merchandise?
  • Why should licensees and retailers work with gaming properties?
  • How will the rise of eSports add an extra dimension to this world?

Chairperson: Steven Ekstract, Publisher, License Global

Panellists include:

Mark Howsen, Commercial Development Director, Sony Interactive Entertainment Europe

Seth Barton, Editor, MCV

Stuart Dinsey, Board Member, UKIE & Chairman, Curve Digital

Ashley Maidy, Vice President, Head of Global Licensing & Partnerships, Activision