2026 PlayX4 Expo Closes with Great Success Leading Gaming Industry
[Suwon Ilbo=Reporter Kim Gap-dong] The '2026 PlayX4 Expo', hosted by Gyeonggi Province and organized by Gyeonggi Content Agency and KINTEX, concluded on the 24th with approximately 130,000 visitors over four days.
The event, held from June 21-24 at KINTEX Hall 1 in Goyang City, featured 182 participating companies including an arcade collective booth, indie arcade rooms, console lounges, and nostalgic game venues, creating experience spaces catering to diverse generational preferences.
Additionally, various stage programs including developer talks, OST performances, and voice actor programs were held at the PLAY STAGE.
Alongside rhythm game competitions such as Taiko no Tatsujin and PLATiNA :: LAB, diverse programs including LineGames' special stage, Dungeon & Fighter voice actor talk show, and 'Slime World' developer presentation were operated, receiving enthusiastic response from visitors.
Furthermore, the newly introduced 'PLAY HERO Project' allowed both participating companies and visitors to create value beyond the event. The project provided free admission for soldiers, police officers, and firefighters, saw approximately 40 participants in blood donation campaigns, and implemented fun separate waste disposal through a mini-game 'Clean Shot Challenge' and gaming company social contribution booths, contributing to spreading the public value of gaming culture.
This year's B2B exhibition section was configured as a content-focused business promotion zone rather than merely a consultation space. While maintaining user focus test (FGT) and IR pitching support for participating developers, networking for participating companies and indie awards were expanded, as well as exhibitions for metropolitan area university teams, serving as a gateway for small and mid-sized game companies. A total of 536 companies participated in the export consultation session, conducting 1,585 consultations and achieving $211 million in export consultation results.
Additionally, at the Gyeonggi e-Sports Festival special stage, amateur e-sports competitions were held with participation from diverse groups including university students, people with disabilities, and families, allowing players to fully showcase their skills. Major e-sports competitions including the '2026 Korea e-Sports League (KEL) Eternal Return opening round (72,000 online viewers)' and 'SOOP ASL Season 21 Finals (120,000 online viewers)' also took place, receiving strong response both on-site and online.
Hyun Byung-cheon, Director of Future Growth Industries at Gyeonggi Province, stated, "We once again confirmed that PlayX4 Expo is an important venue connecting diverse gaming cultures including indie games, arcade games, and e-sports as well as global business consultations in the gaming industry," and added, "As gaming is a high-value-added convergence industry simultaneously connecting technology, culture, and economy, Gyeonggi Province will make efforts for it to grow as a future growth industry."



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