The Hamburg Games Conference 2021, co-hosted by Gamecity Hamburg and GRAEF Rechtsanwälte, successfully transitioned to a virtual format, establishing new benchmarks for business-to-business (B2B) digital events. The primary objective was to maintain industry connectivity and networking opportunities during a period of restricted physical gatherings, utilizing an innovative, browser-based virtual cruise ship environment developed by Super Crowd Entertainment.
The event attracted over 600 international participants who engaged in a highly interactive digital space. Key performance metrics highlight the efficacy of the platform, which facilitated 463 scheduled business meetings through the MeetToMatch system. These interactions resulted in more than 2,000 total video calls and over 350 hours of dedicated meeting time. Participants spent an average of 4.5 hours on the virtual platform, which featured six distinct decks for networking, touring more than 50 exhibitor booths, and attending expert industry talks.
By integrating spontaneous video-call capabilities alongside structured matchmaking, the conference successfully replicated the dynamic environment of a physical trade show. The event served as a critical venue for showcasing prototype funding recipients and fostering international collaboration within the games sector. The positive reception of this digital-first approach underscored the viability of virtual B2B models for the global games industry, setting a precedent for future hybrid or online event strategies.