THE CONVENTIONS AT THE FRANKENSTEIN PARK

For international visitors, at first glance the term « Frankenstein » represents the epitome of fantasy and science fiction. The Frankenstein Creature is the primary symbol of these specific genres that have been growing and diversifying into the most important branches of popular culture.

As such, the Frankenstein Park hosts major cultural events throughout the year.
The Park is an art-center, a brewing point of contemporary trends and aesthetics, which, like the TED conferences (Technology, Entertainment and Design), welcomes distinguished guests: filmmakers, writers, scientists, futurists, illustrators, painters, architects and sculptors working in various fields of art, technology, research, as well as in the sectors of the entertainment and imagery industry. Those speakers have a mandate to be “propagators of ideas”, and their presentations cover a wide range of topics, such as art, science, medicine, industry, global issues and many other spheres of expertise’s. By continuing to follow the philosophy of TED, the Park makes itself available to the public, schools and universities, for viewing the best conferences on its website, in real time or in the form of archives.

The Frankenstein Park offers many temporary exhibitions, film premieres and retrospectives of famous artists and presentations of young talents deserving to be highlighted. The Park establishes a cutting-edge film and technology film festival, combined with a major international illustration contest, open to creators from around the world, with awards in the fields of Arts and Sciences, as well as a biennale to highlight technological progressions and make them accessible to the public.

Special prizes would be given in these events which are intended for the general public, as well as for artists and professionals in the arts, technology and entertainment industries, and judged by them.

COMIC-CON, Wonder Con, Comics Conventions, and E-Sport.

 
The Frankenstein Park, with its function, its dimensions, and its facilities ((in particular its multiplayer arena) is the ideal space for hosting annual events compatible to the universe and the knowledge that the Park aim to render, following the example of Comic-Con, already on 4 continents and in over forty countries.

In 2017, with its 130,000 visitors and around $160 million of spin-off benefits for its founding city San Diego (USA), Comic-Con (SDCC), the biggest convention of fans in the world, has become a crucial focal point for presentations, promotions, sales and professional exchanges for television, cinema, animation, Manga, Cosplay, graphic novels, comic books, toys, video games and other related products.

With an estimated international audience of 280 million fans of E-sport and the video gaming, both being important parts of Comic-Con, the industry is an economic engine that becomes increasingly powerful. Designated stadiums are being built to host thousands of spectators. The Olympic Committee establishes teams of professional players against the backdrop of the potential recognition.

ESWC – When Hollywood joins the world of sport!

 
The Electronic Sports World CupTM (ESWC) is the annual global competition where the best video game players meet.

In the finals of the 2017 League of Legends World Championship held in Beijing, 45,000 spectators attended at the Beijing National Stadium and 45 million netizens followed through streaming…
With more than 1.2 billion players worldwide, today video gaming is the largest entertainment industry.

The E-Sport market is now approaching $1 billion. This is a real social phenomenon, in which the revenues are growing strongly with greater potentials ahead.
The revenues in E-Sport could reach €3.6 billion by 2021, representing 4% of the video game market, and will exceed €12.6 billion in 2030 with an average annual growth of 37.6% over the period. The number of global audience will grow from 240 to 410 millions.

With its mission and its tailor-made infrastructure, the Frankenstein Park will be regarded as a natural host for these types of events. By importing and sponsoring E-sport events, the Frankenstein Park would obtain international recognitions and establish privileged contacts with major players in the industries concerned. Those annual events would coincidently ensure high annual turnout of visitors and generate cultural and financial benefit

AMUSEMENT PARK AND MUSEUM

 
The amusement park and museum industry: an even more substantial economic engine!
The leisure industry has been expanding to cope with the demands of consumers and visitors who perpetually search for new forms of entertainment. Business analysts have forecast the growth of the amusement park sector. By 2020, this market will have reached $44.3 billion. This sector is currently dominated by the United States, but the Middle East and Asia seem to catch up quickly.
For more information, please see the downloadable document attached on the continued growth and profitability of the amusement park and museum industry.

Sources : SuperData research, Aecom, Tea, Peter Rowe, “Comic-Con by the numbers” San Diego Union-Tribune. © 2017- 2018.

THE CONVENTIONS AT THE FRANKENSTEIN PARK

For international visitors, at first glance the term « Frankenstein » represents the epitome of fantasy and science fiction. The Frankenstein Creature is the primary symbol of these specific genres that have been growing and diversifying into the most important branches of popular culture.

As such, the Frankenstein Park hosts major cultural events throughout the year.
The Park is an art-center, a brewing point of contemporary trends and aesthetics, which, like the TED conferences (Technology, Entertainment and Design), welcomes distinguished guests: filmmakers, writers, scientists, futurists, illustrators, painters, architects and sculptors working in various fields of art, technology, research, as well as in the sectors of the entertainment and imagery industry. Those speakers have a mandate to be "propagators of ideas", and their presentations cover a wide range of topics, such as art, science, medicine, industry, global issues and many other spheres of expertise’s. By continuing to follow the philosophy of TED, the Park makes itself available to the public, schools and universities, for viewing the best conferences on its website, in real time or in the form of archives.

The Frankenstein Park offers many temporary exhibitions, film premieres and retrospectives of famous artists and presentations of young talents deserving to be highlighted. The Park establishes a cutting-edge film and technology film festival, combined with a major international illustration contest, open to creators from around the world, with awards in the fields of Arts and Sciences, as well as a biennale to highlight technological progressions and make them accessible to the public.

Special prizes would be given in these events which are intended for the general public, as well as for artists and professionals in the arts, technology and entertainment industries, and judged by them.

COMIC-CON, Wonder Con, Comics Conventions, and E-Sport.

The Frankenstein Park, with its function, its dimensions, and its facilities ((in particular its multiplayer arena) is the ideal space for hosting annual events compatible to the universe and the knowledge that the Park aim to render, following the example of Comic-Con, already on 4 continents and in over forty countries.

In 2017, with its 130,000 visitors and around $160 million of spin-off benefits for its founding city San Diego (USA), Comic-Con (SDCC), the biggest convention of fans in the world, has become a crucial focal point for presentations, promotions, sales and professional exchanges for television, cinema, animation, Manga, Cosplay, graphic novels, comic books, toys, video games and other related products.

With an estimated international audience of 280 million fans of E-sport and the video gaming, both being important parts of Comic-Con, the industry is an economic engine that becomes increasingly powerful. Designated stadiums are being built to host thousands of spectators. The Olympic Committee establishes teams of professional players against the backdrop of the potential recognition.

ESWC - When Hollywood joins the world of sport!

The Electronic Sports World CupTM (ESWC) is the annual global competition where the best video game players meet.

In the finals of the 2017 League of Legends World Championship held in Beijing, 45,000 spectators attended at the Beijing National Stadium and 45 million netizens followed through streaming…
With more than 1.2 billion players worldwide, today video gaming is the largest entertainment industry.

The E-Sport market is now approaching $1 billion. This is a real social phenomenon, in which the revenues are growing strongly with greater potentials ahead.
The revenues in E-Sport could reach €3.6 billion by 2021, representing 4% of the video game market, and will exceed €12.6 billion in 2030 with an average annual growth of 37.6% over the period. The number of global audience will grow from 240 to 410 millions.

With its mission and its tailor-made infrastructure, the Frankenstein Park will be regarded as a natural host for these types of events. By importing and sponsoring E-sport events, the Frankenstein Park would obtain international recognitions and establish privileged contacts with major players in the industries concerned. Those annual events would coincidently ensure high annual turnout of visitors and generate cultural and financial benefit

AMUSEMENT PARK AND MUSEUM

 
The amusement park and museum industry: an even more substantial economic engine!
The leisure industry has been expanding to cope with the demands of consumers and visitors who perpetually search for new forms of entertainment. Business analysts have forecast the growth of the amusement park sector. By 2020, this market will have reached $44.3 billion. This sector is currently dominated by the United States, but the Middle East and Asia seem to catch up quickly.
For more information, please see the downloadable document attached on the continued growth and profitability of the amusement park and museum industry.

Sources : SuperData research, Aecom, Tea, Peter Rowe, "Comic-Con by the numbers" San Diego Union-Tribune. © 2017- 2018.