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School Of Games KГ¶ln Clash of Realities - Part I VideoMonster School : Play team games - Funny Minecraft Animation
Where Zoom 2. Summit Morning Nov. Freyermuth Cologne Game Lab, TH Köln gsf at colognegamelab. Graduate School for the Humanities Cologne kontakt at felix-zimmermann.
Press Contact: Vanessa Ossa Email: vanessa. For further questions and information concerning the Clash of Realities Conference please contact us below.
Your Name required. Your Email required. Your Message. Home Speakers Young Academics Workshop Summits Game Entrepreneurship Summit Media Education Summit Game Tech Summit Game Studies Summit Game Development Summit.
Get Tickets! About For the eleventh time, the Clash of Realities international research conference is providing the opportunity for interdisciplinary exchange and dialogue.
WHERE All digital CET time zone. Clash of Realities - Part I The digital conference will begin with the Young Academics Workshop on November 18th.
Program November 18, — CET — Young Academics Workshop Atmospheric Propositions: Creating And Thinking the Aesthetics of Playable Atmospheres [ more ] Keynote: Dan Pinchbeck November 19, — CET — Summit Morning Game Tech Summit: High Impact Trends in Games — AI in Natural User Interfaces [ more ] Media Education Summit: Social, Cultural and Civic Participation in Virtual Spaces [ more ] Game Entrepreneurship Summit: How to nurture a culture of entrepreneurship in the videogame industry [ more ] Game Studies Summit: Playful Materialities [ more ] Game Development Summit: Motivation, Expectations, Innovation [ more ] November 19, — CET — Keynote Afternoon.
Keynotes November 19, Joost van Dreunen Princess in Another Castle: Business Model Innovation as a Competitive Advantage in Gaming. Julian Togelius Automating fun?
Janet Murray Gaming the Threshold: Interaction Design between the Material and the Virtual World. Timetable November , All times in CET. I don't Feel at Home in this World Anymore - A Closer Look at Uncanny Atmospheres in Walking Simulator Games.
In the last few decades, video games have become an increasingly mainstream mode of engagement with the ancient past. While seemingly functioning as a throwaway line the protagonist Geralt mutters to himself in The Witcher 3: Wild Hunt, the above-cited quote also serves as an example of how diverse the approach to atmospheres in digital games can be:Primarily, the line acts as a re-centering element, immersing players in the game's world, reminding them that Geralt feels the atmosphere around him.
Transcultural Production, Transcultural Atmosphere: Atmosphere and Popular Culture in Ghost of Tsushima. Sound plays a crucial role in creating virtual worlds.
In the liner notes for his album Ambient 1: Music for Airports, Brian Eno stated that ambient music must be as ignorable as it is interesting.
Systemic Atmospheres in Roleplaying Games - Investigating the Paradox of Imagined Atmospheres within Imagined Spaces.
Atmospheres are imagined spaces that yet manage to impress ourselves upon us physically, with goosebumps, frisson, or the relaxation of the tension Pallasmaa, It is generally accepted that VR offers a broad range of possibilities for narration and sensorial experiences.
Games Tech Summit - High Impact Trends in Games - AI in Natural User Interfaces. Marc Erich Latoschik: From A vatars to Z ero Latency Avatars are the digital replicas of our physical selfs.
They are the embodied interface to virtual words and our alter-ego in the digital realm. In contrast to the physical world, avatars can have almost any conceivable shape and appearance and are not restricted to match our original biological counterparts.
Notably, this freedom consistently causes interesting effects regarding the plasticity of our body schema and resulting changes our self-consciousness: Our body changes our mind.
These effects fuel philosophical questions about dualism and the relationship between mind and matter and initiate envisioning of a multitude of potential futures and consequences of an embodied internet.
The talk will highlight the state of the art, our current findings of known effects, technical limitations and options, and the philosophical questions arising with such a technology.
Media Education Summit - Social, Cultural and Civic Participation in Virtual Spaces. Game Entrepreneurship Summit - How to Nurture a Culture of Entrepreneurship in the Videogame Industry.
Peter Kreutter: An Outside-In View: How the Games Industry Can Link Entrepreneurship and Purpose for Real Social Impact For half a decade now, the non-profit sector has been increasingly affected by the trend toward digitization.
In search of role models in other areas, foundations and other NGOs are turning to the gaming industry. Peter will talk about his personal experiences working for a non-profit organization and how he became fascinated by the entrepreneurial spirit and dynamics of the gaming industry.
He will discuss some ideas of how both sectors can learn from each other for greater social impact and purpose. Jörg Müller-Lietzkow: Are the Public Universities Ready for Game-Entrepreneurs?
During the last 12 years, I was running a Games Lab at the University of Paderborn before becoming President of the HafenCity University of Hamburg.
We saw many great projects and I often wondered, if they might be a good starting point for founding a company. We, like many other universities, had a transfer office and other support mechanisms to accelerate young Start-ups but soon we learned: Good game students are not always interested in the economic aspects which are absolutely necessary for founding and managing a company.
Over the last couple of years, I learned that there is a difference between those projects which are suitable for academia and those ready for the market.
With my impulse lecture I want to state what I think has to be done to foster a more business oriented Start-up culture in this area of studies.
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