Toy & Gaming 

12th-13th November 2018
Arizona, USA

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“According to market findings, games & puzzles market in 2017 grew at the fastest at 24%, had the largest absolute dollar growth at $143 million, and represented over 40 percent of total toy industry gains.

The number of online console gamers is expected to grow to over 57 million by 2020 and the market for PC online games alone is projected to reach a value of around 33.6 billion U.S. dollars by 2019.”

 

About the Event

Global toy and gaming industry is forecast to grow at CAGR of 4.5% and is supposed to be valued at US$ 133.74bn by the end of 2027 from an estimation of US$ 86.3bn in 2017. The US toy and gaming industry grew its dollar sales by 3 percent, in the first half of 2017 and according to estimates, the industry will meet 5% of CAGR in the coming period. The Americas has led the growth of the global toys and games market and is expected to rise further in the next four years.

The online sales of conventional toys and games are increasingly gaining popularity with educational and scientific toys, which will be a significant factor fueling the growth of the market in this region. The US, Brazil, and Mexico are currently the major contributors for market growth in the Americas.

One of the primary factors driving Toys’ and Games’ market’s growth is the immense popularity of TV shows and movies.Licensed products have been a major driver for traditional toys and games inflation. Licenses based on feature films gives toys and games a great opportunity to release a wide variety of products across all categories. Also, another latest trend that will gain traction in the market is the emergence of 3D printing. Online sales and digital downloads will continue to play a significant role when it comes to video games. Beyond that, there will likely be a rise in virtual reality headsets with compatible versions likely to gain the greatest shares. Introduction to the digital era at an early age is motivating the developers to come up with new smart and appealing electric and electronic toys and games. Introduction of augmented reality to toys, app blended toys and advancements in the technologies to control toys using smartphones and tablets are appearing within the new limits of growth. The future market for toy and gaming is overseeing towards incorporating the virtual world with the real world, hence reaching new heights.

Media *Midst of arrangements with above media The aim of the Toy & Gaming Conference is to provide a broad sketch of the Toy and Gaming industry by embracing modern processes and products together with a look at later drifts. Proficient speakers from all over the world will give an insight into immersive learning and the future of workplace learning, role of emotion and authenticity driving a player’s engagement, developing games for people and businesses, sports betting, explore the potential of gaming and wagering-like mechanics in driving fan engagement and enhancing sports viewership, latest technological advancements in the toy world, evaluate the key factors affecting toy consumption, game design, iteration, and business lessons, and much more.

The Toy & Gaming Conference aims to bring together Toy & Games Manufacturers, Distributors, Importers and Sales Agents, Game Designers/Developers, Art Directors, 2D/3D Artists, Character Artists, Visual Effects (VFX) Artists, Animators, SFX Artist, Visual Artists, Instructional Designers, Corporate Learning Officers and many more to shed light on the bolstering trend towards Augmented Reality (AR), the preference for app integrated toys and games, the clients’ insights into the ever-changing supply landscape for the toys and games industry, elaborate on the key trends and drivers swaying the industry, analyze the intense market developments in terms of digitally-advanced offerings likely to create several business opportunities, both globally and regionally.

 
KEY HIGHLIGHTS
  • Regional Outlook and Market Research
    • Toy and Gaming Outlook: Challenges and Opportunities
    • Micro-Learning and Gamification
    • Smart Learning, AI and Digital Gaming

 

  • Technological Aspects
    • Infant Technology- Enhanced Toy
    • Responsible Online Gaming and Gambling
    • Methods of Creating Pixel Art

 

  • Latest Advancements in Toy & Gaming
    • Regulations in Digital Gaming
    • Mass Adoption of VR
    • Toy and Gaming: Policies and Programs
Sponsorship Opportunities

Toy & Gaming is a platform where you can showcase your company, brand your products and services among the targeted audience. Promote your company & gain potential visibility through this summit.

 
 
 

TENTATIVE CONFERENCE AGENDA*

Toy & Gaming 
12th-13th November 2018
Arizona, USA

Day 1: 12th November 2018
 
 8.30 AM Registration & Coffee
  CHAIRMAN’S WELCOME REMARKS
 
Assessing the Challenges and Opportunities – Gaming Outlook 2018-2023
 
A Comprehensive Overview: Linking Online Serious Games and Cyber Security
 
A Roadmap for Gaming Transformation: When Tech Meets Toys
 
Global Game Network: A Social Network Analysis
10.30 AM Morning Coffee Break & Networking
 

Exploring Serious Games that Teach Law Enforcement

 

Environment to Create Things: Exploring the Potential of Construction Play

 
Looking at Recent Advancements in the Toy and Gaming World – Digital, AI and Smart Learning
 
What’s next For Game Design, Iteration, and Business Lessons?

 1.00 PM

Networking Lunch
 

Highlighting the Opportunities in China’s Gaming Sector

 
An Interactive Approach to Learning: Micro-learning and Gamification
 
Teaching through Games in the Classroom: Gaming View
 
Comprehending the Progressions in Toy World: Assistance by Toys in Supporting Human Conditions
 3.00 PM Afternoon Coffee Break & Networking
 
Investing In Games: What are Investors Looking For?
 

Designing and Developing Elements of Effective Instructional Learning Game

 
Evaluating the Key Factors Driving Toy Consumption
 
Barbie Doll and its Competitors: Adopting the Newest and the Latest
 

Q & A

  End of Day 1
 
Day 2: 13th November 2018
 8.30 AM CHAIRMAN’S WELCOME REMARKS
 
A Closer Look at Toy Manufacturing: Investing, Testing and Self Producing
 
Understanding the Manufacturer-Distributor Relationship: A Gaming Sector Perspective
 
Envisaging a Betting Model for Gaming and Sports Industry
 
Digital Platforms: Latest on Regulation
10.30 AM Morning Coffee Break & Networking
 
Creating a Successful Virtual Reality Learning
 
Gaming: The Next Frontier of Battling Stress
 
Overcoming the Barriers to Mass Adoption of VR
 
Responsible Online Gaming and Gambling: Exploring Policies and Programs
1.00 PM Networking Lunch
 
Animation and Gaming: Discerning the Methods of Creating Pixel Art
 
Discussing the Ins and Outs of Brand Building with Licensing: A Toy & Gaming Industry Perspective
 
Patents, Trademarks and Copyrights: A Toy & Gaming Industry Perspective
 
Building a Sense of Safety and Care with Trauma-Informed Teaching for Kids
 3.00 PM Afternoon Coffee Break & Networking
 
Impact of Infant Technology-Enhanced Toy: The Communicative Approach
 
Consolidating Technology in Toys: Making the Product Viable for All Age Groups
 
Looking at the Latest Technological Advancements and Opportunities in the Toy World
 
Participating in Game Jams: Managing Diversity
 

Q & A

  End of Conference

*Agenda content and timeline subject to change.

 

   

Kenneth Bibbins
Founder/CEO
PrepWorld

Mr. Bibbins, a graduate of Tulane University and is the Founder of PrepWorld LLC and the brain behind the PrepBiz trauma informed educational system. As a Clinical Physiologist and Disaster Subject Matter Expert (SME) he has a wealth of experience in disasters, emergencies, hazards, their aftermath, and trauma. Mr. Bibbins has been a key member in several of New Orleans recovery teams after disaster incidents. He provided firsthand experience to the federal government’s liaison team when he assisted over 40,000 citizens return to New Orleans post hurricane Katrina. His hands-on experience and intimate knowledge sparked his vision of creating responsive software that delivers information needed for good decision making for people to easily plan and avoid the mistakes which occurred during and after Hurricane Katrina. In the aftermath of Hurricanes Katrina, Rita, Gustave and Ike, Mr. Bibbins built a solid reputation working with organizations in Emergency Preparedness and Disaster & Risk Management, using “Best Practice” solutions to meet governmental, NGOs and private client needs. Over the years, Mr. Bibbins has developed knowledge and insight into “Serious-Games” and game-based learning and has translated his clinical background coupled with his disaster expertise to design and develop technological advancements regarding disaster literacy and hazard incidents. He has conducted research projects and training programs pertaining to youth disaster literacy and trauma post disaster and has been recognized locally and nationally for his many accomplishments in disaster literacy and disaster management solutions and technology innovation around emergency preparedness, safety, and trauma informed solutions.

John Toohey
CEO and co-founder
Dominode

John has nearly 20 years’ of experience in the architecture and management of commercial grade distributed, fault-tolerant and secure systems solutions and is committed to harnessing the power of Blockchain to build a first-class Universal Business Identify Solution for regulated industries.

He is a performance focused technology executive, consistently delivering revenue growth and driving highly strategic business initiatives to support corporate goals. A visionary in launching strategies, programs and services to capture new revenue opportunities, John a proven ability for building and motivating global teams, and has built and sold two technology companies. In addition to English, he speaks fluent Icelandic.

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Venue (4-5 star Hotel) will be confirmed 4-6 weeks prior to the event to ensure we choose the best space for you, as the number of attendees varies significantly. Also, please note there will be a discounted accommodation rate for conference attendees.


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