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The 2nd World Metaverse Ecology Expo (MEE 2023) Post-Event Report

 



1. Organization
· Guiding Unit: Guangzhou Municipal Industry and Information Technology Bureau
· Organizers: Guangdong Hongwei International Exhibition Group Co., Ltd., Guangzhou Virtual Reality Industry Association
· Organizer: Guangzhou Hongwei Digital Vision Exhibition Co., Ltd.

 

I. Exhibition Data Statistics

(I) Feedback from Exhibitor Survey

1.Analysis of Exhibitor Types:
Data Details:
VR/AR/MR/XR: 26.00%
Digital Exhibition Display: 14.00%
Digital Culture and Tourism: 15.00%
Digital Projection: 18.00%
Digital Entertainment: 9.00%
Digital Creativity: 12.00%
Digital Education: 3.00%
Digital Real Estate: 1.00%
Digital Industry: 2.00%
Summary: The types of exhibitors cover multiple fields, including metaverse-related hardware equipment, industry application solutions, digital exhibition halls, and more.
 
2.Analysis of Exhibitor's Purpose for Participation:
 
Data Details:
Market Research: 33.60%
Brand Promotion: 82.30%
New Product/Technology Display: 28.90%
Product Sales: 87.60%
Market Expansion: 93.10%
Franchise Recruitment: 38.70%
Seeking Cooperation: 52.90%
Customer Maintenance: 32.10%
Summary: The main purposes of exhibitors are to expand the market, sell products, promote the brand, and seek cooperation. These proportions have significantly increased compared to 2022, showcasing the exhibition's trade and commerce characteristics.
 
3.Analysis of Exhibitor Satisfaction Survey:
 
Satisfaction Evaluation of the Organization Form of the Exhibition:
Very Satisfying: 33.17%
Satisfying: 49.25%
Average: 12.56%
Not so Good: 2.51%
Bad: 2.51%
Satisfaction Evaluation of the Fame and Influence of the Exhibition:
Very Satisfying: 31.66%
Satisfying: 46.23%
Average: 19.60%
Not so Good: 1.51%
Bad: 1.01%
Satisfaction Evaluation of the Professionalism of the Exhibition:
Very Satisfying: 32.16%
Satisfying: 48.74%
Average: 17.09%
Not so Good: 1.01%
Bad: 1.01%
Satisfaction Evaluation of the Promotion of the Exhibition:
Very Satisfying: 32.66%
Satisfying: 44.72%
Average: 19.60%
Not so Good: 2.01%
Bad: 1.01%
Satisfaction Evaluation of the On-site Audience of the Exhibition:
Very Satisfying: 29.15%
Satisfying: 43.72%
Average: 25.13%
Not so Good: 1.01%
Bad: 1.01%
Evaluation of the Exhibition Effect for the Exhibitor's Unit:
Very Satisfying: 38.69%
Satisfying: 48.74%
Average: 10.05%
Not so Good: 1.01%
Bad: 1.51%
Number of Times Exhibitors Participated in the Exhibition:
Once: 30.15%
Twice: 13.57%
Thrice: 8.54%
More than 3 times: 47.74%
Intention of Exhibitors to Participate in the Next Exhibition:
Yes: 56.78%
Not sure: 42.21%
No: 1.01%
Summary: The overall satisfaction of exhibitors with the organization form, professionalism, promotion, fame and influence, and professionalism of the on-site audience of the exhibition exceeds 70%; nearly 50% of the enterprises have participated in this exhibition more than 3 times, the repeat participation rate of exhibitors is high, and more than 50% of the enterprises are willing to participate in the next exhibition, but half of the enterprises are still hesitant, and there is still room for improvement in the exhibition.

(II) Analysis of Audience Data

 
1.Analysis of Audience Source:
 
Data Details:
Foreign audience: 2.08%
Domestic audience: 97.92%
Summary: The 2nd World Metaverse Ecology Expo 2023 attracted audiences from multiple countries and regions, with the majority being domestic and a relatively small proportion being foreign.
 
2.Analysis of Domestic Audience Source Regions:
 
Data Details:
Hong Kong, Macao, and Taiwan regions: 0.10%
Northeast China: 1.70%
South China regions other than Guangdong Province: 1.70%
Northwest China: 2.15%
Southwest China: 2.80%
Central China: 4.70%
North China: 7.30%
East China: 11.90%
Guangdong Province: 67.20%
Summary: The domestic audience mainly comes from Guangdong Province, East China, and North China, with the highest proportion from within Guangdong Province. The exhibition attracted audiences from 30 provinces (autonomous regions, and municipalities directly under the Central Government), and the top 5 provinces (Guangdong, Beijing, Shanghai, Hunan, and Jiangsu) account for 79.1%, indicating that the exhibition has a strong appeal to audiences in the amusement industry cluster area.
 
3.Analysis of Audience Decision-Making Power:
 
Data Details:
Other: 8.00%
Investment and Financing Institutions/Public Relations/Media: 2.40%
Government/Industry Associations/Colleges and Universities: 4.20%
Production/Manufacturing/Quality Management: 5.60%
Technical/Research and Development/Design Personnel: 15.50%
Market/Sales/Channel Distribution: 27.30%
Enterprise Executives (Vice President and above): 37.00%
Summary: The audience with the positions of "enterprise executives (vice president and above)" and "market/sales/channel distribution" as decision-makers and those with partial decision-making power account for 64.3%, indicating that the units of the audience attach great importance to the exhibition, the positions of the audience are relatively high, and the quality of the audience is good. At the same time, there are 15.5% "technical/research and development/design personnel" on site.
 
4.Analysis of Audience's Purpose for Visiting:
 
Data Details:
Other: 17.30%
Conference Exchange: 11.02%
Seeking Agents: 4.41%
Understanding the Exhibition: 18.60%
Purchasing Goods: 20.66%
Seeking Cooperation: 23.20%
Market Research: 97.00%
Summary: The main purposes of the audience are market research, seeking cooperation, and purchasing goods, which reflects the leading role of the exhibition in the centralized display, supply-demand docking, cooperation and exchange, and market research of the metaverse and cultural and tourism industries.
 
5.Analysis of Audience Types:
 
Data Details:
Other: 6.43%
Government Agencies: 5.80%
Cultural and Tourism Project General Contractors: 8.41%
Exhibition Hall Project General Contractors: 7.05%
Performance Event Project General Contractors: 6.88%
Industry Distributors/Agents: 13.30%
Industry Manufacturing Enterprises: 8.70%
Industry Technology Research and Development Enterprises: 8.23%
Digital Exhibition Hall Operation Parties: 14.50%
Metaverse Domain Investors/Entrepreneurs: 20.70%
Summary: Among the audience types, "Metaverse Domain Investors/Entrepreneurs" account for the highest proportion, at 20.7%, and "Digital Exhibition Hall Operation Parties", "Industry Distributors/Agents", "Industry Manufacturing Enterprises", and "Cultural and Tourism Project General Contractors" have relatively high proportions. Professional audiences account for 93.57%, with targeted and high-quality audiences.
 
6.Analysis of Audience's Procurement Needs:
 
Data Details:
Others: 22.68%
Brand Promotion/Project Operation/Investment Promotion/Agency/Franchise, etc.: 18.50%
Digital Equipment/Cultural and Tourism Lighting/Smart Wearables, etc.: 39.84%
Digital Creativity/Special Effects Film and Television/Content Production, etc.: 46.66%
Digital Vision/Creative Display/Immersive, etc.: 47.85%
Digital Exhibition Display/Digital Exhibition Hall, etc.: 43.50%
Digital Culture and Tourism/Night Touring Performance/Stage Performance, etc.: 48.60%
Metaverse VR/AR/MR/XR, etc.: 60.23%
Summary: The procurement needs of the audience mainly focus on Metaverse VR/AR/MR/XR, etc., Digital Culture and Tourism/Night Touring Performance/Stage Performance, etc., Digital Vision/Creative Display/Immersive, etc., Digital Creativity/Special Effects Film and Television/Content Production, etc., and Digital Exhibition Display/Digital Exhibition Hall, etc. This clearly reflects the purchasing demands of the B-end market.

II. Organization

 
1.Overseas Cooperative Associations (Continued):
 
Innovation Leadership Forum
Augmented Reality for Enterprise Alliance (AREA)
The VR/AR Association
The Virtual Reality Industry Forum (VR-IF)
Swiss Society Virtual and Augmented Reality Association
Interactive Ontario
TAVAR - Taiwan Association for Virtual and Augmented Reality
International Game Developers Association
 
2.Supporting Media:
 
China Cultural Industry Network
93913 Virtual Reality Network
Sina VR
ARinChina
VR陀螺
87870.com
Digital Display Online
China Projection Network
Digital Signage Network
China Audio-Visual Network
ChinalT.com
CIBA New Economy
BetterWorlds
Luxianghui
Jin Universe Institute of Science and Technology
Frontier Cognition Institute
Kouxiang Academic
 
3.Overseas Cooperative Media:
 
VRTL
VRWorldTech
The Amusement Industry Catalogue
AR/VR Magazine
3D WORLD MAGAZINE
ISA_guide
JAMMA.IT
LOGIN CASINO
Tractica
e-GAME SPECTRUM
Virtual Reality Reporter
Online Casino Reports Editor
Assunmotor.com
Toys.com
Electronics.com
Electrics.com
Software.com

III. Concurrent Events

 
1.2023 Million People's Awards Ceremony:
 
Over 270 winning enterprises, projects, or individuals were selected, covering multiple fields such as VR/AR/MR/XR, digital creativity, and more.
 
2.Metaverse Roadshow | Joint New Product Release Conference of Enterprises:
 
Included new product releases from Guangrui Innovation, the launching ceremony of the 6th China Tiange Award, and experience sharing and exchange docking meeting of Transsion Group on China-Africa trade. The 6th China Tiange Award is hosted by the Shenzhen Virtual Reality Industry Federation, starting from Guangzhou, with preliminary contests in Changsha, semifinals in Suzhou and Qingdao, finals in Shanghai, and awarding at the Metaverse Ecology Conference of the Shenzhen High-Tech Fair. Technical teams from South Korea, Japan, Europe, and the United States are encouraged to participate.
 
3.Digital Multimedia Exhibition Display Design Special Session and Special Docking Meeting:
 
13 guests had in-depth discussions on topics related to digital multimedia exhibition display design.
 
4.2023 "Cool Integration" Metaverse Cross-Border Integration Ecological Forum:
 
Aimed at showcasing the development status of the metaverse and promoting in-depth cooperation among enterprises in different industries, supported by Thunderstorm Capital.
 
5.[Design Exploration · Technology Empowerment] Academic Forum:
 
Successfully concluded at Hall 4.2 of the Guangzhou Canton Fair Complex, with many guests participating and sharing themes.
 
6.VR/AR/MR/XR Terminal Equipment and Content Ecology Forum and Special Docking Meeting:
 
Focused on supply and procurement docking and investment and financing docking in the field of metaverse VR/AR/MR/XR.
 
7.Cultural Tourism Night Tour Planning and Digital Entertainment Space Design Forum and Special Docking Meeting:
 
Attracted many industry experts and owner representatives to attend and discuss related topics.
 
8.Digital Sports Forum and Special Docking Meeting:
 
Invited experts from China's digital sports industry for a dialogue to empower the high-quality development of the industry.

IV. Media Promotion

 
1.Pre-Exhibition Promotion:
 
1.Pre-Exhibition Press Release for the Metaverse Ecology Expo (partial display):
Many media reported on the expo, such as 93913 Virtual Reality Network and VR陀螺.
2.Press Release for the Pre-Exhibition Press Conference of the World Cultural and Tourism Industry Expo (partial display):
Reports from media such as the Guangdong Provincial People's Government Portal and China Education Network Television.
3.Pre-Exhibition Press Release for the World Cultural and Tourism Industry Expo (partial display):
Toutiao, China Net, and other media released relevant information.
4.Enterprise Promotion on the Official WeChat Account before the Exhibition (partial display):
Promoted many enterprises, such as Guangzhou Shixiang Technology Co., Ltd. and Sport Ant.
 
2.During-Exhibition Promotion:
 
Press Release for the World Cultural and Tourism Industry Expo during the Exhibition (partial display):
CCTV News Client, Xinhua News, and other media reported on the event.
 
3.Post-Exhibition Promotion:
 
1.Enterprise Promotion on the Official WeChat Account during and after the Exhibition (partial display):
Reviewed various activities of the expo, such as the demonstration of metaverse application scenarios and the new product release conference of enterprises.

V. Preview of the 2024 Exhibition - Digital Display and Metaverse Ecology Expo

 
The exhibition is actively being prepared, and multiple special exhibitions, special docking meetings, enterprise visits, and industry salons will continue to be held in the future. It will continue to provide opportunities for the industry to explore new markets, find high-quality supply channels for distributors and agents, provide a procurement platform for industry practitioners and operators, and offer a platform for learning theories and seeking technical support for the digital transformation of traditional industries and enterprises.
 
 
Currently, the 2024 exhibition is in active preparation, and we welcome inquiries and participation from friends in the industry.