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CONVENTIONS AND EVENTS: COMIC-CON, ESWC, ETC.

 

Throughout the year, the Frankenstein Center hosts high-profile cultural events.

The Center is a mixing pot of trends and contemporary aesthetics that, similar to TED (Technology, Entertainment and Design) conferences, hosts distinguished guests: film directors, writers, scientists, futurologists, illustrators, painters, architects, musicians and sculptors among others, who work in the different spheres of art, technology and research as well as in the performance and visual industries.

These participants have a mandate of being “idea generators” and their exhibitions cover a large range of subjects such as art, science, medicine, industry, global issues and many other skill sets.

Continuing with the TED philosophy, the Centre puts the best conferences on its website so they can be viewed by the public, schools and universities.

The Center proposes numerous pop-up exhibitions, film premières, retrospectives on famous artists and presentations of young talents who deserve to be put in the spotlight.

For the international public, the word “Frankenstein” predominantly alludes to the epitome of science-fiction and fantasy. The Creature of Frankenstein is the main symbol of these highly specific genres that continue to grow and diversify to become the most important branches of worldwide popular culture (pop culture).

It is therefore natural that the Center, in a similar vein to comic conventions or video game finals, create many events inspired by these all-encompassing themes.

COMIC-CON

In 2018, 13 thousand annual visitors and nearly 160 million dollars fell into the hands of Comic-con’s founding town: San Diego, California. For this reason, Comic-Con (SDCC) which is the biggest fan convention across the world, has become an essential step for the presentation, promotion, sales and professional exchanges in the field of television, cinema, publishing, Animé, Manga, comic strips, cosplay, comics, toys, video games and any other additional merchandise.

ESWC

When Hollywood joins forces with the world of sport!

With an international audience estimated at 280 million fans, the construction of stadiums able to host thousands of spectators and the creation of teams of professional players, E-sport and the gaming industry are an economic driving force that is becoming ever more powerful owing to their astounding results. They are even being considered for recognition by the Olympic committee.

 

The Electronic Sports World Cup™

The Electronic Sports World Cup™ (ESWC) is an annual, global competition where the best video game players come together to play against one another.

The 2018 final of the League of legends world tournament, that took place in Incheon, South Korea.

Saw 23 thousand spectators watching it in the stadium, 99.6 million people viewing it online and 44 million viewers watching it in real-time.

In 2018, there was a total of 144 professional players coming from more than 30 countries who qualified to enter the tournament after a season of competitions.

The tournament was transmitted internationally on more than 30 different platforms.

With more than 1.2 billion players worldwide, video games are currently the most significant industry in the field of entertainment.

The E-Sport market is now approaching a billion dollars. E-sport, a genuine societal phenomenon, is an emerging market whose revenues, although still limited at present, are in strong progression. They could reach 3.6 billion dollars by 2021, representing 4% of the video game market and will exceed 12.6 billion dollars by 2030, with an average annual growth rate of 37.6%.

Given its aims and infrastructure, the Frankenstein Center will, naturally, host this type of show and other big events throughout the year.

The Center is establishing a state-of-the-art film and technological image festival and is developing a large international competition — open to creators from the world over — with the possibility of winning prizes in the fields of arts and science.

The Center is even proposing a biannual exhibition to showcase technological developments, making them accessible to the public. These displays that are designed for (and judged by) artists and professionals in the fields of art, technology and performance are awarded a special prize created to serve this purpose.

Importantly and by sponsoring these events, the Frankenstein Center gains international recognition and can establish valuable connections with important contributors to the industries involved. At the same time, these events ensure a high annual number of visitors to the site itself and to its host nation, generating significant cultural and financial benefits.

source: Michael Atkin

CONVENTIONS AND EVENTS: COMIC-CON, ESWC, ETC.

 

Throughout the year, the Frankenstein Center hosts high-profile cultural events.

The Center is a mixing pot of trends and contemporary aesthetics that, similar to TED (Technology, Entertainment and Design) conferences, hosts distinguished guests: film directors, writers, scientists, futurologists, illustrators, painters, architects, musicians and sculptors among others, who work in the different spheres of art, technology and research as well as in the performance and visual industries.

These participants have a mandate of being “idea generators” and their exhibitions cover a large range of subjects such as art, science, medicine, industry, global issues and many other skill sets.

Continuing with the TED philosophy, the Centre puts the best conferences on its website so they can be viewed by the public, schools and universities.

The Center proposes numerous pop-up exhibitions, film premières, retrospectives on famous artists and presentations of young talents who deserve to be put in the spotlight.

For the international public, the word “Frankenstein” predominantly alludes to the epitome of science-fiction and fantasy. The Creature of Frankenstein is the main symbol of these highly specific genres that continue to grow and diversify to become the most important branches of worldwide popular culture (pop culture).

It is therefore natural that the Center, in a similar vein to comic conventions or video game finals, create many events inspired by these all-encompassing themes.

COMIC-CON

In 2018, 13 thousand annual visitors and nearly 160 million dollars fell into the hands of Comic-con’s founding town: San Diego, California. For this reason, Comic-Con (SDCC) which is the biggest fan convention across the world, has become an essential step for the presentation, promotion, sales and professional exchanges in the field of television, cinema, publishing, Animé, Manga, comic strips, cosplay, comics, toys, video games and any other additional merchandise.

ESWC

When Hollywood joins forces with the world of sport!

With an international audience estimated at 280 million fans, the construction of stadiums able to host thousands of spectators and the creation of teams of professional players, E-sport and the gaming industry are an economic driving force that is becoming ever more powerful owing to their astounding results. They are even being considered for recognition by the Olympic committee.

 

THE ELECTRONIC SPORTS WORLD CUP™

The Electronic Sports World Cup™ (ESWC) is an annual, global competition where the best video game players come together to play against one another.

The 2018 final of the League of legends world tournament, that took place in Incheon, South Korea.

Saw 23 thousand spectators watching it in the stadium, 99.6 million people viewing it online and 44 million viewers watching it in real-time.

In 2018, there was a total of 144 professional players coming from more than 30 countries who qualified to enter the tournament after a season of competitions.

The tournament was transmitted internationally on more than 30 different platforms.

With more than 1.2 billion players worldwide, video games are currently the most significant industry in the field of entertainment.

The E-Sport market is now approaching a billion dollars. E-sport, a genuine societal phenomenon, is an emerging market whose revenues, although still limited at present, are in strong progression. They could reach 3.6 billion dollars by 2021, representing 4% of the video game market and will exceed 12.6 billion dollars by 2030, with an average annual growth rate of 37.6%.

Given its aims and infrastructure, the Frankenstein Center will, naturally, host this type of show and other big events throughout the year.

The Center is establishing a state-of-the-art film and technological image festival and is developing a large international competition — open to creators from the world over — with the possibility of winning prizes in the fields of arts and science.

The Center is even proposing a biannual exhibition to showcase technological developments, making them accessible to the public. These displays that are designed for (and judged by) artists and professionals in the fields of art, technology and performance are awarded a special prize created to serve this purpose.

Importantly and by sponsoring these events, the Frankenstein Center gains international recognition and can establish valuable connections with important contributors to the industries involved. At the same time, these events ensure a high annual number of visitors to the site itself and to its host nation, generating significant cultural and financial benefits.

source: Michael Atkin

© Three Golden Doors Sàrl – ® All Rights Reserved / Todos los derechos reservados / 保留所有权利 / Tous droits réservés

© Three Golden Doors Sàrl – ® All Rights Reserved / Todos los derechos reservados / 保留所有权利 / Tous droits réservés