SharleyArena Entertainment

Proposed for Esports World Cup

Live games for
arena audiences.

Fans scan the stage QR to join games, predictions and prize draws between matches. Your crew runs each segment from one console.

15 formats4 independent stages3 audience languages

Browser participation · no app install · no fan account

Fan Trivia on the current EWC mainboard
The same round on a fan’s phone

For event teams

At a glance.

Audience participation

15 formats in English, French and Arabic. Fans join by QR, with no app or account.

Show operation

Four independent stages, crew permissions and manual or automatic pacing. Screen feeds for LED walls and OBS.

Event identity

Arena and EWC designs for screens and phones, using the same games and console.

Measurable outcomes

Participation, peak players and returning devices, with CSV exports and an optional reporting API.

Before rollout: confirm dates, stages, content, connectivity, prizes and support. Review the delivery scope →

Audience design

Two audience designs.
One platform.

The same Trivia round in Arena and EWC, on the mainboard and phone.

Platform design

Arena

Sharley’s standard design, with blue accents.

Mainboard · Arena design
Phone · Arena design
Event edition

EWC

EWC artwork, typography and audience layout.

Mainboard · EWC design
Phone · EWC design

Screenshots from the application. Both designs use the same console; custom branding is agreed during setup.

Screen, phone and console

Three connected views.

LED wall / OBS

Mainboard

Prize Wheel finale · EWC design

Game scenes, shared countdowns and results for the host and crowd.

Audience phones

Scan. Join. Play.

Nickname entry · EWC design

Fans enter a nickname and stay connected between games. Reconnecting restores the current round.

In-Arena Control

The operator’s desk

Current Trivia operator workspace

Content, settings, live controls and audience tracking, with a Mainboard preview.

Game catalogue

15 game formats.

Quizzes, crowd votes, phone arcade games and on-stage challenges. Open a format to see its rules and screens.

CS2 demo content shown.

Stage control

Run each stage independently.

Each stage has its own QR, audience, game, language and standings. The console shows who is operating it.

  • One workspace from setup to results.
  • Automatic pacing or manual cues.
  • Live answers, votes, scores and game-specific activity.
  • An expandable, pausable Mainboard preview.
How the workspace works →
Live answer tracking and the Mainboard preview
Content Manager: prepared sets and clear usage status

Content preparation

Prepare content before the show.

Build question, image, sound and clip sets in one library. Stage timings and scoring are saved separately.

  • Organise by game title, search and preview. Add French and Arabic translations.
  • Optional review by a Product Manager.
  • Used / Unused labels to track played content.
  • Direct setup for arcade games and Prize Wheel.
Preparing and checking content →

Player instructions

Simple instructions
on every phone.

Fans see the goal and a short how-to while waiting. When the game starts, the phone shows the controls.

  • Instructions use the stage language.
  • Both designs explain the same rules.
  • Test joining and playing on real phones before doors open.
Trivia instructions · Arena design
Trivia instructions · EWC design

How a segment runs

From the QR to the result.

01

Invite the crowd

Fan Trivia lobby · EWC design

Open the game lobby and invite fans to scan the QR.

02

Start together

Shared start sequence on the wall

The wall and phones share the countdown.

03

Play and reveal

The answer reveal on the mainboard

Fans answer. The operator tracks responses and reveals the answer.

04

Show the results

The final Trivia ranking

Show the ranking, then move the same audience into the next game.

Prizes and rankings

Award prizes.
Track the day’s Champions.

Import the organiser’s prize codes and choose which results qualify. Each code is issued once, privately to the winner’s phone.

Champions ranks fans across games using placement points.

Prize codes and Champions explained →
Prize pools, allocation rules and grant history
Engagement reporting in the current console

Event reporting

Measure participation.

Review participants, peak concurrent players, time on air and returning devices by stage and segment. Export to CSV or use the optional reporting API.

The guide explains each metric and how rehearsal data affects reports.

Read the metric definitions →

Access and safeguards

Controlled access. Clear responsibilities.

Hosted access

Crew receive console accounts and authenticated screen links.

Game validation

The server validates actions and scores. Hidden answers and targets stay private until reveal.

Crew permissions

Assign access by role. Content reviewers can work without stage controls.

Audience data

No required email or phone number. The guide lists stored nicknames, results and device identifiers.

Audience capacity must be tested on the event hardware and venue network.

Deployment, continuity and current limits →

Delivery scope

Plan the EWC deployment.

Confirm these items before setup and rehearsal.

Event and content

Dates, stages, formats, running order and languages. Approved questions, media and brand assets.

Technical setup

Hosting, join links, venue network, LED / OBS and PA routing. Load testing and a rehearsed fallback.

Crew and support

Crew accounts, training and rehearsal. Confirm support hours, remote or on-site coverage and response times.

Prizes and reporting

Prize stock, fulfilment and allocation rules. Report recipients, exports, data retention and integrations.

Event checklist →

Next step

A 30-minute demo call.

See a live round on the phone, the mainboard and the operator console, then go through your stages, content and event requirements.