Gamescom Latam Aims to Double in Size for Its Second Year
The inaugural Gamescom Latam proved to be a resounding success, attracting over 100,000 visitors from more than 70 countries to the São Paulo Expo center during the last week of June. The event featured games from 124 exhibitors representing 66 countries, with the industry's presence including over 200 publishers and 700 studios. This impressive turnout was built upon the foundations of the BIG Festival, which had previously peaked at 50,000 attendees. Steinberg noted that the first batch of tickets sold out in just 20 minutes, catching the team off guard. With confidence in the event's success, the Gamescom Latam team began preparing for the next year, including a venue change to the Anhembi Convention Center. This new location will provide double the space, increasing from 25,000 square meters to 50,000, and is expected to accommodate at least 150,000 attendees, potentially reaching 200,000. The event's global plans raise questions about why Latin America was chosen as the location. Steinberg attributes this to the region's emerging status, citing its strategic position between Europe and the US, Western culture, and abundance of creative talent. The merger between Gamescom and BIG Festival has helped unlock new levels of growth, with Steinberg emphasizing the importance of considering the developers' perspective. The event has introduced new elements, such as a business area for content creators, and has seen significant increases in attendance and engagement. While Gamescom Latam is jointly organized by BIG Festival, Omelete Company, and Koelnmesse, efforts have been made to ensure it feels like a sister event to the other Gamescom shows. The Countdown show was streamed simultaneously in Germany and Singapore, demonstrating the event's global reach. Steinberg emphasizes that Gamescom Latam is not just a regional event, but a global one, and the organizers are working to integrate it fully with Koelnmesse. The event's success has been marked by increased submissions, with 920 entries from 70 countries, and the introduction of new elements such as the business area for content creators.