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IESF Announces Speakers for First Day of GEES21 on August 31

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The countdown to GEES21 is officially ON! With less than a month to go, IESF is putting the final touches on what promises to be another exciting and productive hybrid live/online event. Set to take place in Busan, South Korea at the Busan Esports Arena on August 31st and September 1st, this year’s Global Esports Executive Summit will once again boast an exciting roster of guest speakers, presenters, and panelists who will be participating from all around the world.

IESF released the list of keynote speakers and panelists for the first day of the production, which covers three (3) of the five (5) core areas titled Fostering Growing Relationships, The Next Level of Esports, and Diversity and Inclusion in Esports.

Agenda 1 : Fostering Growing Relationships
This area will delve into the ways in which the Esports ecosystem and traditional sports industries can find areas of common-ground for crossover, convergence, and co-operation.

Keynote Speaker – Bringing Our Communities Together
– Vlad Marinescu, President, International Esports Federation (IESF)

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Panel Discussion – Encouraging Esports and Traditional Sports Crossover
– David Shin, Business Development Manager & Project Manager, Korea e-Sports Association (KeSPA) [Moderator]
– Alex Inglot, Commissioner of ESL Pro League & Player Representative on Board of ATP [Panelist]
– Ravneet Gill, Founder and CEO, New Horizons Alliance  [Panelist]
– Sean Zhang, CEO, Talon Esports [Panelist]
– Rodrigo Quesada, Business Development Director, Cedar Group  [Panelist]

Agenda 2 : The Next Level of Esports
Under this agenda, the keynote session will deliver on the opportunity to contribute to the local youth industry through local Esports team franchising.

The panel discussion will examine the ways in which the Esports industry has adapted to the global COVID-19 situation, and what long-term effects the pandemic will have on the Esports industry.

Keynote Speaker – Leveraging the Esports Advantage
– Pilsung Lee, Co-founder and CEO, Sandbox Network and Sandbox Gaming

Panel Discussion – How COVID-19 has changed Esports Industry
– Ashley Kang, Founder, Korizon Esports[Moderator]
– Madiha Naz, Team Captain, Galaxy Racer Esports (GXR) [Panelist]
– Minseong Kim, Player Manager, New York Excelsior  [Panelist]
– Baro Hyun, Director & Author, Big 4 Consulting Firms  [Panelist]
– Peeyush Kumar, Founder & CEO, Crowd Control Esports  [Panelist]

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Agenda 3 : Diversity and Inclusion in Esports
This area will discuss the importance of global expansion, diversifying brand partnerships, and encouraging participation across all borders, cultures, races, religions, and genders as key factors for success.

Keynote Speaker – Empowering Women in Esports
– Jenn Mac, Director of Global Partnerships, Women in Games International (WIGI)

Panel Discussion – Expanding Market and Brand Partners
– Jenn Mac, Director of Global Partnerships, Women in Games International (WIGI) [Moderator]
– Fernando Pereira, Co-Founder, GIRLGAMER Esports Festival  [Panelist]
– Lucy Chow, Ambassador, Women in Games (WIGJ)  [Panelist]
– Donovan Auyong, Senior Business Development Manager – Asia, ESL Gaming  [Panelist]
– Alwin Wong, Head of Business Development & Partnerships, CAPSL Entertainment  [Panelist]

Special Session: The Importance of Esports Associations and Federations
This special session will delve into the important role of Esports associations and federations play in the World Esports family, as they help unify, grow and facilitate programs for communities at all levels.

Speaker
– Ido Brosh, Board Member and Director of Global Programs, International Esports Federation (IESF)

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IESF would like to extend our sincere gratitude and appreciation to all of the announced speakers and look forward to welcoming the World Esports Family at GEES21!

About GEES21
GEES21 is set to take place live on August 31st and September 1st at the Busan Esports Arena in Busan, South Korea, and around the world with the hybrid offline/online format. The theme for this year’s summit is “Evolving and Adapting”, and after the success of last year’s event (also hybrid), participants from IESF’s 104 member nations and stakeholders from Esports and Sports are eager to get to work discussing the most pressing Esports issues, and planning for the future of the booming industry.

There are five (5) core areas planned for the two-day event.
– Fostering Growing Relationships
– The Next Level of Esports
– Diversity and Inclusion in Esports
– Integrating Esports into Education
– Understanding the Esports Landscape

Since 2015, GEES has gathered key Esports and sports stakeholders from around the globe to create an environment for discussion, education, and action towards Esports development through conferences, exhibitions, academic lectures, and networking events.

If you would like to participate in GEES21, either live or as an online delegate, you can register for free at gees.iesf.org

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GEES21 is supported by Busan Metropolitan City, the Korean Ministry of Sports and Tourism, and the Busan IT Promotion Agency.

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Thailand: Requirement of B50M in Account for Casino Entry Removed

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The Thailand’s Entertainment Complex Bill has been amended, removing the requirement that Thais must show they have at least 50 million in a fixed deposit before being allowed into the planned casino-entertainment complex.

It has been replaced by the need to have filed three-years of income tax returns.

The requirement is in Section 65 of the draft Entertainment Complex Bill, which has been under scrutiny by the Council of State, the government’s legal advisory body.

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Deputy Prime Minister and Minister for Finance Pichai Chunhavajira said the draft had now been reviewed by the council and revisions proposed to meet its objectives, including listening to feedback from the public.

The revised draft legislation had been signed by Deputy Prime Minister and Interior Minister Anutin Charnivirakul and sent to the cabinet secretariat on Feb 28, but it would not be on this week’s cabinet agenda, Mr Pichai said.

The process prior to submitting the bill to the cabinet would take about two weeks, he said.

Deputy Finance Minister Julapun Amornvivat confirmed that the 50 million baht requirement for casino entry had been removed and replaced by the requirement that Thais must have submitted three-years of tax returns.

The casino entrance fee remained at 5000 baht, he said.

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“The Ministry has checked the data and found there are only 10,000 Thai accounts with at least 50 million baht. So, the former requirement would push people to gamble elsewhere, which could be illegal. This amendment has been agreed on by the ministry and the Council of State,” Mr Julapun said.

He said the draft bill would be submitted to the cabinet for approval as soon as possible. He expected this would be during the current parliamentary session.

On Monday, representatives of several protest groups – the Network of Students and People for Thailand’s Reform, the Centre of People for the Protection of the Monarchy, and the Dharma Army – gathered near government house in Bangkok.

They submitted a letter to the prime minister opposing passage of the legislation. They argued that it would be harmful to the people, the country and the principles of all religions.

The post Thailand: Requirement of B50M in Account for Casino Entry Removed appeared first on European Gaming Industry News.

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Scientific Games India Recognized as One of Jombay’s 2025 WOW Workplaces

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Scientific Games has been named one of Jombay’s WOW Workplaces of 2025 in the Information Technology, Information Technology Enabled Services and Global Capability Center category at its Bangalore, India, location. This prestigious accolade reaffirms the company’s commitment to fostering a culture of innovation, collaboration and inclusivity. The award highlights the global lottery leader’s dedication to providing an exceptional environment where employees thrive personally and professionally.

The WOW Workplace Awards are an annual listing of organizations with the most WOW reviews. The award substantiates how “great,” “best” or “exceptional” a company is through testimonials and feedback across the web (including employee review websites) using Jombay’s AI engine.

 

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Pat McHugh, CEO of Scientific Games, said, “Being recognized as one of Jombay’s WOW Workplaces is an incredible honor and a true reflection of the remarkable culture our team in India has built. Our India team’s relentless dedication to innovation and excellence is inspiring and helps fuel our success with employees and customers worldwide.”

Scientific Games’ Bangalore operations, established in 2015, recently expanded to a new, state-of-the-art facility, underscoring the company’s growth and investment in its workforce. The center is a hub for research and development, software innovation, quality assurance and technology operations, contributing significantly to the company’s global mission.

Mahesh Nanjundappa, Managing Director of Scientific Games India, added, “This recognition is a testament to our employees’ hard work, creativity and commitment to making Scientific Games a fantastic workplace. At the heart of our success is the inspiring environment we’ve cultivated where every team member feels valued and empowered to achieve their best.”

Scientific Games operates across five continents, delivering a comprehensive range of retail and digital lottery solutions and lottery sports betting products and services to 150 lotteries in 50 countries.

The post Scientific Games India Recognized as One of Jombay’s 2025 WOW Workplaces appeared first on European Gaming Industry News.

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Tencent Cloud Recognised as a Leader in Omdia Market Radar for Games in Asia & Oceania, Solidifying its Position as a Global Gaming Industry Innovator

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Tencent Cloud, the cloud business of global leading technology company Tencent, has been named as a leader among cloud platforms for games in the latest report by Omdia, a premier technology research and advisory firm. The report highlights Tencent Cloud’s exceptional capabilities in supporting the gaming industry, showcasing its cutting-edge infrastructure and innovative, gaming-specific solutions, which solidify its position as an innovator in the global gaming sector.

According to the “Omdia Market Radar: Cloud Platforms for Games, Asia & Oceania – 2025,” Tencent Cloud is the top cloud platform for game developers in China – one of the largest and fastest-growing markets globally. It is also expanding its influence internationally, establishing a significant presence in Asia and Oceania, where it is positioned as one of the leading cloud service providers and is the only Asian vendor in the leader quadrant. As China’s largest gaming company, Tencent’s scale is reflected in its deep expertise and sustained focus in the gaming sector, with a sustained focus on gaming, which drives the development of its cloud platform. This emphasis is evident in Tencent Cloud’s robust suite of tools for game developers, including game servers, multiplayer services, and LiveOps. The platform’s offerings reflect the advanced adoption of live service business models in the Chinese market, distinguishing Tencent Cloud as a leader in the industry.

Poshu Yeung, Senior Vice President of Tencent Cloud International, said: “It is an honor for us at Tencent Cloud to be recognized as a leader in the Omdia Market Radar. This acknowledgment is a testament to our commitment to innovation and excellence in supporting the gaming industry. As the demand for cloud-based gaming solutions continues to grow, Tencent Cloud becomes even more well positioned to drive innovation and deliver greater value to developers and players all over the world.”

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The post Tencent Cloud Recognised as a Leader in Omdia Market Radar for Games in Asia & Oceania, Solidifying its Position as a Global Gaming Industry Innovator appeared first on European Gaming Industry News.

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