Industry shifts end a long era for E3 as major players chart new paths
The Software and Video Game Association of America, known as the ESA, has confirmed the final closing of the Electronic Entertainment Expo, commonly called E3. This event, once the world’s premier gaming industry trade show, ran annually from 1995 through 2019 and drew participants from studios, media, and fans around the globe. The news about E3’s closure was posted on the event’s official site, marking a milestone in the history of video game industry showcases.
The announcement states that after more than two decades with each edition growing larger than the last, it is time to say goodbye to the current format. The closing message on the event page reflects a sense of gratitude for the years of engagement and the community built around the show. The sign-off ends with the gaming shorthand GGWP—good game, well played—a nod to the spirit of competition and camaraderie that defined many esports and casual play sessions alike.
ESA President and CEO Stanley Pierre-Louis explained that the decision to permanently close E3 stems from evolving industry dynamics. Competing events have surfaced, longtime partners have moved on, and audience habits have shifted in response to global changes, including the disruptions caused by the COVID-19 pandemic. These factors together prompted a strategic reorientation toward other formats and opportunities for reaching players and developers alike.
In explaining the shift, Pierre-Louis highlighted a growing appetite within the industry for direct interactions with fans. The market is embracing online conferences that deliver announcements, demos, updates, and panels without the need for a physical venue. Nintendo has already helped popularize this approach with its Direct broadcasts, which routinely unveil new games and products through streamed presentations to a broad, global audience.
The closure of E3 signals a broader transformation in how the video game sector engages with its audience. Large publishers and independent studios alike now have the chance to host their own events, create distinctive formats, and choose venues that best fit their products and messaging. By controlling the presentation and timing, companies can tailor experiences to specific communities, partners, and regions, including North America and beyond.
As the industry pivots toward new ways of communication, the ecosystem is likely to see a mix of smaller, more frequent showcases and long-form live streams that capture the attention of players, press, and developers around the world. The shift invites collaboration, experimentation, and a reimagination of what a “game reveal” or a “big update” can look like in a digital-first era. The result may be a more dynamic landscape where fans can access information directly from developers and publishers on schedules that suit their preferred platforms and times.