ADVISORY/Online Registration Open for E3Expo 2003.Business Editors, High-Tech/Entertainment Writers E3Expo 2003 ADVISORY... --(BUSINESS WIRE)
WHAT: General and media registration for the ninth annual
E3Expo, the world's most important trade event for the
interactive entertainment industry, is available at
www.e3expo.com. E3Expo 2003, "Where Business Gets Fun,"
returns to Los Angeles as the launching pad for the
hottest never-before-seen entertainment and educational
software, products and technologies.
WHEN: Online General Attendee Registration: Now until April 4,
2003
Online Media Registration: Dec. 16, 2002 - April 4, 2003
Conference Dates: May 13 - 15, 2003 (Tuesday - Thursday)
Exhibit Dates: May 14 - 16, 2003 (Wednesday - Friday)
WHO -- Leading interactive entertainment professionals from
ATTENDS: around the world including developers, software
publishers, retailers, distributors, industry
executives, hardware and accessories manufacturers.
-- Members of the international financial community
including investment bankers, analysts and venture
capitalists.
-- Worldwide electronic, print and broadcast media.
Please Note: E3Expo 2003 is a trade event, and is not open to the
general public. No one under 18 will be admitted,
including infants. This policy is strictly enforced.
WHERE: Los Angeles Convention Center
HOW TO Industry professionals: Visit www.e3expo.com or call
REGISTER: 1-877-216-6263.
Media: Working journalists may visit the online media
center at www.e3expo.com to submit a registration request.
Required credentials, as outlined on the Web site, must be
emailed, faxed or mailed to complete the registration
process. Qualified media who attended E3Expo 2002 are NOT
automatically guaranteed a media badge for E3Expo 2003 and
are required to submit new credentials each year.
WHO OWNS E3Expo, now in its ninth year, is owned by the Interactive
E3Expo: Digital Software Association (IDSA), the U.S. association
dedicated to serving the business and public affairs needs
of the companies publishing interactive games for video
game consoles, handheld devices, personal computers, and
the Internet. IDSA members collectively accounted for more
than 85 percent of the $6.35 billion in entertainment
software sales in the U.S. in 2001, and billions more in
export sales of American-made entertainment software. For
more information about the IDSA, please visit
www.idsa.com.
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