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April 23, 2026
Held every July in Shanghai, Bilibili World is one of China’s leading subculture game shows, drawing Gen Z visitors around gaming, animation, and fandom culture.
China’s game marketing landscape is shifting. For many years, ChinaJoy symbolized the center of China’s game exhibition scene. Today, more attention is moving toward Bilibili World.
Launched in 2017, Bilibili World is still relatively young compared to longer-established events. Yet its growth has been rapid. The show drew around 250,000 visitors in 2024 and then jumped to 400,000 in 2025, showing how quickly it has grown within China’s Gen Z fandom and subculture audience.

Why Bilibili World Instead of ChinaJoy?
It all comes down to the audience and the unique nature of the event.

If ChinaJoy is a broad, mainstream game show, Bilibili World is much more centered on subculture communities. It has a stronger festival-like atmosphere built around fandom, which makes it a more suitable space for strengthening IP loyalty among deeply engaged users.
Since the pandemic, many Korean game companies have shifted toward collectible RPGs and subculture-oriented titles. As a result, they have increasingly preferred events where highly engaged users gather, rather than relying only on broader mass audiences. For these brands, Bilibili World offers access to core users with stronger loyalty and higher spending intent.
One of Bilibili World’s biggest strengths is its built-in online spread.
Because the event sits within the wider Bilibili platform, one of China’s largest video communities, cosplay content, stage events, fan videos, and creator posts can continue generating views after the show ends. This allows offline activation to connect naturally with online traffic.
That makes Bilibili World especially valuable from a marketing perspective, since the event does not stop at the exhibition floor.
There was a period when uncertainty around China’s game license environment made large-scale exhibition participation less attractive for some brands. Even after licensing resumed, many companies continued to favor a more focused approach.
Instead of spending on broader expos, they chose to concentrate on younger users who are more likely to spend time with a game and respond actively to its content. That helps explain why titles such as KRAFTON’s upcoming releases or Pearl Abyss’ Crimson Desert have appeared at Bilibili World. The event offers direct contact with one of the youngest and most active gaming audiences in China.
For global game companies looking at China, Bilibili World has become a major event that is increasingly difficult to overlook.
The impact of Bilibili World becomes even clearer through recent event figures. The speed of ticket sell-outs alone shows how strong the audience loyalty has become.

These figures suggest that Bilibili World works as more than an offline show. It also functions as a media platform that draws real-time reactions from online users across China.
| Category | Bilibili World Snapshot |
|---|---|
| Venue | National Exhibition and Convention Center (NECC), Shanghai |
| Scale | 240,000㎡ |
| Booth Count | 700+ booths |
| Ticket Sales | First-round tickets sold out in 35 seconds, second round in 6 seconds |
| Visitors | 400,000 |
| Global Visitor Share | Approximately 13% |
| Digital Reach | 5.5 billion views for #BW2025 posts |
| Streaming Exposure | 12 million concurrent viewers |
The main audience at Bilibili World is Gen Z, especially visitors in their late teens and early twenties. They account for a large share of the total audience.
For this group, games are not only a form of entertainment. They are also a cultural code through which identity, taste, and community are expressed. This is especially visible in audiences who are highly immersed in subculture IPs built around animation, characters, and worldbuilding.
At offline events, these visitors tend to place greater value on participation and ownership than on passive viewing alone.
Within this audience, visitors can be broadly divided into two groups: Hardcore Users and Casual Users. Each group responds to a different booth strategy and a different type of content structure.

Hardcore users are the core target for fandom building.
They actively search for game information even before the event begins. This group is more likely to join cosplay activities, participate in closed beta opportunities, and engage with official communities or fan-created content. Limited-edition merchandise and first-reveal content shown on site also tend to generate a strong response.
These users are often willing to wait longer and go through more complex participation steps if the reward feels meaningful.
Most importantly, they act as organic brand ambassadors, extending the event’s reach long after the doors close. For that reason, booth design for this audience should focus less on general brand awareness and more on deeper IP immersion.
Casual users are important for broadening booth traffic.
They are less tied to a single genre and more open to exploring a wider range of games and content. At events, they care more about fun and immediate participation than about deep familiarity with one IP.
This means they tend to respond better to intuitive interactions than to complicated experience structures. They also show higher participation in social sharing activities and short-form event missions.
When it comes to rewards, they usually prefer fast participation and immediate results rather than long wait times. For this audience, mini-games, random merchandise draws, and social sharing missions can play an important role in increasing booth traffic and building on-site buzz.
At Bilibili World, hall selection should be approached carefully. It is not only about booth size or visibility. It also involves hall character, neighboring brands, IP synergy, cosplay movement, and the structure of content spread within the venue.
For brands looking for deeper engagement with subculture fandom, Hall 2, Hall 3, and Hall 4 deserve close attention.

| Hall | Theme | Characteristics | Example Brands and IPs |
|---|---|---|---|
| 1.1 | Community and Long-tail | Focused on doujin goods and participatory events. Around half of the hall is dedicated to merchandise sales. | Individual creator booths, board games, subculture event zones, adventure-themed areas |
| 2.1 | AAA and Console | Smaller hall with major companies and premium titles | SEGA, Pearl Abyss’ Crimson Desert, Borderlands, Wuchang, Azur Lane |
| 3 | High-End IT Synergy | Strong synergy between major IT companies and high-spec game titles | BrownDust, PUBG, Call of Duty, Wuthering Waves, NVIDIA, SONY, MSI |
| 4.1 | Mobile and Popularity | Mid-sized IT brands and broadly popular mobile and FPS titles | Goddess of Victory: NIKKE, Overwatch 2, Blue Archive, Lenovo, Intel, Omen |
Bilibili World requires a different approach from more general game exhibitions. The following points should be considered together.
Hall selection affects both traffic volume and audience fit. The goal is to choose a location where the surrounding visitors are more likely to match the game.
Nearby brands, neighboring IPs, and cosplay movement all influence the booth environment. These factors can shape how naturally visitors connect with the booth.
At Bilibili World, booth planning is also linked to content spread. It is important to consider not only the booth itself, but also how the experience may continue through photos, videos, and fan sharing after the event.
We have executed major on-site activations for top-tier subculture titles like NIKKE and Stellar Blade, building fandom-centered event structures and on-site viral strategies. Our strength lies not only in booth operations, but also in designing fandom engagement and content spread as part of one integrated strategy.
For game companies preparing for Bilibili World, this can include hall selection strategy, audience analysis, experience content planning, creator and cosplay operations, on-site content production, and online amplification planning. As the event continues to grow, early decisions about where to exhibit, which audience to target, and what kind of experience to build can have a major impact on performance.

Bilibili World is typically held in July in Shanghai. The official dates for 2026 have not yet been announced. Based on previous years, the event generally runs over a weekend in mid-to-late July. Exhibitor applications typically open several months in advance.
ChinaJoy is China’s largest general game expo, drawing a broad mainstream audience across PC, mobile, and console. Bilibili World is a subculture-focused event with a more concentrated Gen Z fandom audience built around IP, animation, and community. ChinaJoy prioritizes scale and brand visibility; Bilibili World prioritizes fandom depth and content-driven spread. For titles with strong subculture communities, Bilibili World often delivers higher engagement per visitor than a larger but less targeted show.
More game brands are paying attention to Bilibili World because it brings together concentrated Gen Z fandom, strong subculture communities, and a platform environment that helps offline content spread online.
For brands preparing for Bilibili World, early planning matters. We help exhibitors shape that experience across booth strategy, fandom engagement, creator operations, and on-site execution.
April 17, 2026
At Gamescom, visitors make fast decisions about where to stop and how long to stay. Gamescom booth catering is one of the more underused tools exhibitors can use to influence both.
Food and beverages at a booth do more than support hospitality. In the right format, they can increase dwell time, create photo-ready moments, and add a stronger sensory layer to the brand experience. At the same time, F&B at Gamescom requires careful planning. Food safety compliance, vendor coordination, and booth flow all need to work together on site.
This guide covers what exhibitors can serve, which regulations apply, how external vendors work, and what makes a catering program worth running. If you’re still in the early stages of planning, our Gamescom 2026 exhibitor guide covers the full event overview.
Exhibitors in the B2C hall can serve food and beverages at their booth. There is no blanket restriction on refreshments, but the format, compliance obligations, and operational setup all require advance planning.
Snacks, finger foods, branded drinks, and themed F&B tied to the game world are all viable options. Alcohol can also be served, but age verification requirements remain the responsibility of the exhibitor rather than the venue.
The strongest catering programs treat food and beverage as part of the IP experience, not just as an added hospitality service. A drink named after a character, a snack shaped around an in-game item, or packaging designed to match the booth aesthetic can all make the experience more memorable and more shareable.
EIDETIC ran catering operations for BMW’s Gamescom opening party in the entertainment area, designing a full-service F&B program that matched the event tone and met local compliance standards from the start.
Compliance responsibility sits with the exhibitor, not with Koelnmesse or the catering vendor. That makes pre-event review of menus, labels, and vendor credentials essential. For a broader look at booth rules, see our Gamescom 2026 booth application guide.
| Regulation | Key Requirement | Practical Note |
|---|---|---|
| LMHV | Food hygiene standards for storage, preparation, and service | Staff handling food should hold a hygiene certificate |
| EU Reg. 1169/2011 | Allergen labeling for all 14 major allergens | Display prominently at point of service |
| GMO Regulation | Disclosure if GMO-derived ingredients are present | Check ingredient sourcing before the event |
| Additive Regulation | Label any regulated additives in food or drink | Applies to themed drinks and packaged snacks |
| Jugendschutzgesetz | Age restrictions for alcohol service | 16+ for beer and wine, 18+ for spirits |
Gamescom has official catering partners for the venue, and Aramark is the primary operator for public food service areas across the halls. For many exhibitors, that serves as a practical starting point for booth catering.
External vendors outside the official network can also be used. Exhibitors may work with a local catering company or specialist provider, as long as the vendor meets German food safety standards and the exhibitor takes responsibility for compliance.
When selecting an external vendor, three points matter most:
For themed or IP-specific menus, it also helps to brief the vendor early and treat food and beverage planning as part of the creative process. The strongest Gamescom catering programs usually start with a clear understanding of the game world, the booth objective, and the on-site environment before the menu is finalized.
At Gamescom, catering performs best when it is designed around timing, context, and booth flow rather than volume alone. The most effective booths treat F&B as a deliberate part of the activation, not as a last-minute add-on.
Spreading F&B service across the full day often creates more effort than value. In most cases, a timing-based approach works better because it concentrates service around the moments that matter most:
A limited-quantity format can also create visible interest and a stronger sense of timing. When handled well, it turns catering into a participation cue rather than a passive refreshment offer.
A standard refreshment may serve a practical purpose, but an IP-based menu item is more likely to generate photos, sharing, and stronger brand recall.
Character-branded cups and straws, game item motif desserts, limited-edition packaged snacks, and menu items tied to a photo zone can all create moments worth sharing. In that context, catering functions as part of the content experience as well as the booth experience.
Overwatch’s Busan-concept free beverage program at Gamescom is a useful example. The drinks translated the in-game world into a physical, shareable format, and the booth gained visibility well beyond the immediate footprint of the activation.
Where food is served matters as much as what is served. F&B placement should not block the demo queue or create congestion that works against the activation. The goal is to position catering so it connects naturally with the product experience zone and supports the intended booth journey.
In that context, catering works best when it supports dwell time and extends the booth journey rather than functioning as a separate food stop. When service is positioned at the end of a demo, tied to an event trigger, or integrated into a photo zone, it becomes part of the experience design.
EIDETIC’s work at Gamescom 2025, including MechaBreak and Kakao Games, applied this approach across booth experience strategy, service timing, and spatial flow. Each activation was planned as an integrated brief from the start.
Yes. Exhibitors in the B2C hall can serve food and beverages, including snacks, branded drinks, themed F&B, and alcohol. Alcohol service requires age verification under German law, and allergen labeling is required for all items served.
The main frameworks are LMHV (German food hygiene), EU Regulation 1169/2011 (allergen labeling), GMO and additive labeling rules, and the Jugendschutzgesetz for alcohol. The exhibiting company is responsible for compliance, not the event organizer or the catering vendor.
Yes. Vendors outside Gamescom’s official partner network are permitted. The exhibitor retains full liability for regulatory compliance, so vendor selection should include a review of hygiene certification, event experience, and allergen management.
Start with the activation strategy, not the menu. Identify the moments in the booth journey where F&B can deepen engagement: the wait before a demo, the end of a playtest, the peak window when influencers are on the floor. Then build the menu around the IP and design the service flow so it draws visitors through the booth rather than stopping them at the entrance.
For global exhibitors, Gamescom catering works best when it is planned as part of the booth strategy from the beginning. Menu design, compliance review, service timing, and visitor flow all shape how the experience performs on site.
For brands preparing for Gamescom, catering is most effective when it is built into the booth journey early. EIDETIC helps exhibitors plan that experience across concept, operations, and on-site delivery.
April 3, 2026
For game companies planning to enter the Korean market, G-STAR remains one of the most important exhibition opportunities in Asia. As Korea’s leading game show, it brings together major publishers, industry professionals, media, and a large consumer audience in one place. For exhibitors, it is more than a booth opportunity. It is a platform to launch new IP, build visibility, create memorable fan experiences, and generate measurable marketing outcomes.

We supported NC, the main sponsor of G-STAR 2025, on the exhibition’s largest booth at 2,400㎡, while also leading integrated G-STAR marketing projects for major game brands. That experience shapes how we approach booth strategy, audience flow, on-site engagement, and performance-driven exhibition planning.
If you are starting your G-STAR 2026 booth application, preparation needs to begin earlier than many first-time exhibitors expect. Booth location, concept development, interactive content, event operations, merchandise, and compliance requirements all affect performance on-site.
This guide covers the key dates, booth costs, discounts, cancellation rules, exhibitor considerations, and planning points game companies should know before exhibiting at G-STAR 2026.

G-STAR is one of the most important gaming exhibitions in Asia and a key platform for brands looking to build visibility in Korea. It brings together global publishers, industry professionals, media, creators, and a large public audience in one space.
For game companies, a G-STAR booth can serve several purposes at once:
The strongest booths are not only visually striking. They are strategically designed to turn attention into participation, content generation, and long-term brand recall.
Here are the key dates exhibitors should keep in mind for G-STAR 2026.
| Category | Date |
|---|---|
| B2C | November 19–22, 2026 |
| B2B | November 19–21, 2026 |
| Early bird application | March 3, 2026 at 14:00 – April 30, 2026 at 17:00 |
| General application | May 26, 2026 – July 31, 2026 at 16:00 |
*The early bird application period includes a 10% discount on booth fees.
*One important planning note: G-STAR is typically scheduled around Korea’s college entrance exam season, and visitor traffic often rises noticeably from the second day of the exhibition. For game companies targeting student and young adult audiences, that can be a strong reason to plan event timing, promotions, and audience engagement carefully.
The G-STAR 2026 booth application process is relatively simple at the organizer level.
The standard process is:
For most brands, the real work starts long before the form submission. Early planning affects booth location options, agency selection, design quality, influencer casting, and production readiness. If you are preparing vendor outreach, our guide on how to write an RFP for G-STAR booth design and production can help structure the process more clearly.
The base participation fee starts at KRW 2,000,000 per independent booth unit, based on a 3m x 3m space, with applications available from two booths or more.
| Base rate | KRW 2,000,000 per booth |
| Booth type | Independent booth |
| Booth size | 3m x 3m |
| Minimum application | 2 booths |
This should be understood as the starting point rather than the full exhibition budget. Actual costs vary depending on booth scale, design complexity, fabrication, graphics, content production, staffing, giveaways, and on-site operations.
For many exhibitors, booth cost is not only about rental price. It is also about how effectively that investment turns into visibility, audience engagement, and post-event marketing value.
G-STAR 2026 offers a layered discount structure, and eligible exhibitors may receive up to 30% off in total.
| Eligibility | Benefit |
| Early bird application | 10% |
| Participated in G-STAR within the past two years | Additional 10% |
| K-GAMES member or company in a government-approved association | Additional 10% |
*Maximum total discount: Up to 30%
*Discount cap: Applicable to up to 50 booths
This structure makes early planning especially valuable for large exhibitors. Applying early can reduce costs while also improving the chances of securing a better booth position and a more organized preparation schedule.
Cancellation penalties depend on timing.
Because organizer policies may change year to year, it is best to confirm the latest cancellation terms with the secretariat before publishing or finalizing decisions internally.

A successful G-STAR booth takes shape over several months, not just a few weeks before the show. In most cases, June to July is the time to define strategy, select partners, and plan booth experience. August to September should focus on design, content production, and event development, while October to November is when operations, promotion, and on-site readiness come together.
If your booth concept includes a major visual centerpiece, large-format object, or high-impact photo landmark, our guide to game exhibition hero installation may also be useful.

Yes, merchandise sales are possible if the exhibitor receives prior approval.
If you plan to sell goods on-site, you must submit a sales plan within the required deadline. There are also important restrictions:
For many game brands, merchandise is not just an additional revenue stream. It is a tool for fan participation, queue management, and shareable brand memory. If you are exploring concept directions, our article on game booth ideas for successful gaming conventions offers useful inspiration for combining merchandise, interaction, and booth storytelling.

Catering may be possible, but it requires advance discussion with the organizer and must comply with venue hygiene and safety rules.
That means hospitality should be designed around compliance from the beginning, not added at the last minute.
If your game is restricted for youth audiences, separate booth regulations apply.
These may include:
For exhibitors, this is not a minor detail. Age-rating compliance affects space planning, queue design, staffing, and visitor flow. It should be integrated into the booth plan from the concept stage onward.

At G-STAR, booth performance is shaped by more than visual scale. Strong results usually come from how well strategy, design, operations, and content work together.
The most effective booths typically share a few characteristics:
For more tactical ideas, you can also read our post on G-STAR Korea gaming expo booth design and operation tips.
We have supported game brands at G-STAR through integrated planning, design, production, and on-site execution. Our recent work includes NC’s 2,400㎡ booth at G-STAR 2025 and multi-year G-STAR marketing support for Webzen.
What makes this model effective is continuity. The people involved in the proposal and planning stages remain connected to the project through booth design, fabrication supervision, graphic quality control, and live operations. That helps preserve the original strategy all the way through execution.
For exhibition projects, that continuity matters. When decision-making is fragmented across too many external partners, timelines slow down and the original intent often weakens. An in-house system makes it easier to respond quickly, maintain creative consistency, and solve problems in real time on-site.

G-STAR 2026 runs from November 19–22 (B2C) and November 19–21 (B2B) at BEXCO, Busan, South Korea.
The Early Bird application period opens March 3, 2026 at 14:00 KST and closes April 30, 2026 at 17:00 KST. Regular applications run from May 26 to July 31, 2026.
The base cost is KRW 2,000,000 (approx. $1,300-$1,400 USD depending on exchange rates) per 3m × 3m booth unit, with a minimum of 2 units. Discounts of up to 30% are available by stacking Early Bird, returning exhibitor, and industry association benefits — applicable to up to 50 booth units.
Full refunds are available within 21 days of invoice issuance. After that, cancellation penalties range from 50% to 100% of the participation fee depending on timing.
Yes. G-STAR is an international exhibition and welcomes overseas participants. However, navigating the Korean-language application process, secretariat communications, and on-site operational requirements benefits significantly from local agency support.