For those who care about this kind of stuff, I have created a small spreadsheet to collect data on how many players the Dokomi event brought to us. I mostly focused on the Steam side since their analytics tools give the easiest to use data as I can only look at only stats from Germany.
I gave some steam keys to our partners who hosted the stand which players could then win through pulls using a on-site gatcha machine.
We also had a cardboard cutout which I posted an image of with a QR code to the game below and then we also had a bunch of flyers which (a) had information on where to find the stand to play the demo and (b) QR codes to the steam pages of SKA and Liora.
The QR codes were embedded with meta information so that I could track from which medium the traffic was coming from (e.g. Cardboard or Flyer) and on the Steam side, they support tracking on whether or not a visit actually converts into a sale or wishlist.
https://docs.google.com/spreadsheets/d/1iuhQjhlZN5WS4wS7L3eIA54uwWTrH3-lNE2V_tRlyfQ/edit?usp=sharing
To start with the conclusion: In terms of traffic and sales, there wasn't much of an impact. In particular, I was hoping more from the flyers. I will probably need to rethink some parts of the design there for next year.
I have yet to receive any invoice but from by understanding the total costs should be at around ~225€ + 150€ for commisioning our UI designer to create the flyer designs. So if we ignore the latter (as we can use the designs in the future to easily create variations and otherwise reuse them) (and also event ticket + train costs) we roughly broke even on the event.
The main value of the event was definitely networking, if I were to convert that into "value", it was definitely still a win, but the numbers also show that I will need to think about improving and doing something differently for next year to also turn it into a win on the financial side.