ICE Sets Attendance Record

February’s ICE Totally Gaming trade show and conference confirmed that this year’s edition of the show set a record for attendance with an audited figure of 30,213.

The 2017 edition of London’s ICE Totally Gaming trade show was the most successful on record, with attendance independently audited at 30,213, up 6 percent year-on-year.

Arguably the most notable statistic relates to a double-digit increase in the number of non-U.K.-based attendees to ICE, which totaled 20,032, up 18 percent on 2016, and a figure which represents a formidable 66 percent of the audience share.

Excluding host nation the United Kingdom, the top five represented jurisdictions were Malta (1,478 attendees), Germany (1,133), the U.S. (921), Italy (853) and Spain (784). The increase in attendance is more than matched by an increase in the physical size of ICE, which has grown from 21,000 square meters of net space in 2012—its last year at the now-demolished Earls Court convention center—to the 2017 total of 41,000 square meters.

“Firstly, these are excellent figures, which are a reflection on the hard work and commitment shown by of all our stakeholders, not least the community of ICE exhibitors who bring energy, enthusiasm and creativity to their presence In London,” said Kate Chambers, managing director of ICE producer Clarion Gaming. “I am also extremely grateful to our body of critical friends, including those working in the international gaming media, who ensure that we remain relevant to the industry and in tune with the latest developments and trends in the market place.

“To achieve consistent year-on-year increases in attendance does not happen by accident, and I am indebted to the team at Clarion Gaming for their professionalism and commitment to continuous improvement, a philosophy and approach which underpins all of our gaming brands. Over six editions of ICE, the event has grown in size by 42 percent, vindicating the decision to relocate to the purpose-built ExCeL Centre, the only London venue which has the capacity to stage gaming’s most important business event.”

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