What will be the biggest games of Christmas and where will consumers be buying them?

Games media giant IGN will reveal its latest data at Games Retail 2020.

And it will show the most anticipated games amongst its audience and how they intend to buy them.

The talk from Adam Hopkinson and Chris Shepperson is part of MCV’s first retail games conference next week, Games Retail 2020.

It takes place September 16th, and will look at the future of games retailing and takes place at BAFTA in Central London. You can book your tickets here.

Where consumers are buying content will be one of the hot topics addressed at Games Retail 2020, a new conference from the MCV team that looks at the future of selling games.

Other topics discussed are virtual reality and in-store technology, games merchandise and selling via social media – plus we’ll be showcasing all new market data about the retail market. Full details below.

The event is a full-day conference, tickets include networking breaks and lunch.

CLICK HERE TO BOOK YOUR TICKET. Tickets cost 149. Discounts are available for retailers with smaller budgets – contact Sara.Mather@intentmedia.co.uk to find out more.

It’s an all day conference kicking off at 10am – attendance include access to the conference and networking areas, lunch plus an expo. Games Retail 2020 is organised by MCV and its parent Intent Media, responsible for other events include the MCV Awards, Games Media Awards and the London Games Conference.

Games Retail 2020 is supported by event partner Xbox One. To find out more about sponsorship, email Conor.Tallon@intentmedia.co.uk or Alex.Boucher@intentmedia.co.uk call them on 01992 535 646. Check www.gamesretail2020.com for more information.

The full schedule is listed below.

Games Retail 2020 – Schedule

Registration and Coffee

Conference Start: Introduction

Christopher Dring, Editor, MCV

The Generation Game

How successful are the latest consoles of Generation 8? Dorian Bloch of GfK Chart-Track will present the facts and outline how retailers can benefit from the physical distribution of videogames, hardware and gaming accessories?.

Speaker: Dorian Bloch, GfK Chart-Track

The road to 2020 in numbers

Juniper Research offers a look at what the future holds for the games market, drawing on its extensive research and forecasting ahead until the year 2019. With annual global games revenues predicted at $41bn in the next five years, what does that mean for sales of console and PC games? When is the next round of games hardware due to arrive and what boost will that provide?

Speaker: Eva Hunyadi, Juniper Research

PANEL DISCUSSION: Toy story: why games merchandise is booming

It’s not just DLC that keeps franchise in the forefront of gamers’ minds: official merchandise is turning brands like Minecraft and Metal Gear Solid into year-round powerhouses. Our panel of experts in games merchandise discuss the future of this category – and how it aids retailers.

Speakers include:

Emma Cairn-Smith, Egmont Books,
Sandra Arcan, Konami
Jon Rhodes, Insert Coin

Chair: Kelvyn Gardner, LIME UK

This year’s most anticipated games (and how people are going to buy them)

This talk from IGN/Ziff Davis will delve into new research from the media giant that examines the hottest titles of Q4 and where their readers are expecting to buy them.

Adam Hopkinson, IGN UK
Chris Shepperson, IGN UK

Coffee/Tea Networking Break

Mobile: Uniting digital and High Street strategy
Dan Wagner, CEO and founder of Powa Technologies, the company behind mobile commerce app PowaTag, discusses how the games industry can use mobile technology to keep high street sales alive in the face of digital purchases and meet the needs of an increasingly demanding consumer group. This includes bridging the gap between traditional and online retail strategy with mobile commerce, and using mobile and Bluetooth technology to gain the same level of insight into customer behaviour as eCommerce.

Speaker: Dan Wagner, Chairman and CEO of Powa

Virtual reality: What does it really mean for retail?

The hype around Oculus Rift and Project Morpheus may well be justified but until these are real products in the marketplace, how can retail benefit from virtual reality? And will retail be able to sell its experience via virtual worlds? London agency Figure Digital explores these questions, referring to its work on virtual reality retail spaces for the likes of Tesco.

Speakers: Ben Paterson, FIGURE Digital

Networking Lunch

The PC keynote you never get to see at E3

Leading UK retailer Green Man Gaming gives Games Retail 2020 attendees a look at why PC remains the fastest growing platform for games on the planet. Why is it so popular? What is the impact of digital downloads? And how can retail get involved in the PC opportunity? Using its data-driven insight into the market via both digital distribution and online physical sales, and through delving deep into player’s in-game behaviour, Green Man Gaming’s Darren Cairns has the answers.

Speaker: Darren Cairns, Green Man Gaming

Selling Games by Marketing in the Moment?

Twitter talks Games Retail 2020 delegates through how social media can be used to sell games

Speaker: Samir Bhana, Twitter UK

PANEL DISCUSSION: How to sell digital content

Top brass from a leading UK format-holder, third-party publisher, online retail and games development close the day with a panel discussion examining the art of selling digital games online and in physical retail.

Panel chair: Debbie Bestwick, Team 17
Pawan Bhardwaj, Xbox UK
Tony Pearce, gamesGRABR
James Schall, Sega


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