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School Of Games Köln


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School Of Games Köln

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School Of Games Köln

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.

Christian Zabel: Where Do Virtual and Augmented Reality Companies Settle? The Role of Clusters and Networking for Young XR Companies in Germany.

Given the high dynamic of around 70 company creations per year in Germany alone, the presentation points out the factors that entrepreneurs from this industry find relevant when locating their companies.

This also highlights interesting insights in which factors are relevant when new companies in this sector are created.

How does play exist in the material world? Is a video game experienced differently on an emulator than the original arcade version?

How do game mechanics migrate from physical board games, dolls, or toys to virtual experiences? Jon-Paul Dyson will provide a quick overview of the collection as well as an interactive discussion of how specific artifacts can open up discussions about questions like these that explore the materiality of play.

A Virtual Tour of the Strong National Museum of Play in Rochester, New York. By Jon-Paul Dyson , Vice President for Exhibits and Director of the International Center for the History of Electronic Games.

Followed by a closing panel with Benjamin Beil , Gundolf S. Freyermuth and Hanns Christian Schmidt. Björn Bartholdy and Johannes Roth: Interview Live Interview with Johannes Roth - Co-Founder and CEO of German Indie developer MiMiMi Games.

With titles like "Shadow Tactics: Blades of the Shogun" or the "Desperados" series, the studio is one of the most successful independent companies in the German developer scene.

Close to the wishes and needs of the players, the studio develops successful products that create a high level of player loyalty.

We will ask Johannes about his company's strategy regarding player motivation… Sonia Fizek: Between Deep Intuition and Deep Data Christoph Safferling: What makes us play?

Keynote Afternoon Nov. Princess in Another Castle: Business Model Innovation as a Competitive Advantage in Gaming. Creative industries are characterized by massive successes and an utter absence of conventional business rationale.

None more so, perhaps, than video games. Interactive entertainment is easily one of the least understood and most innovative entertainment sectors.

But the successes of popular titles often blinds us from the effort and struggles that creative organizations have suffered. We want our games to be fun, or at least engaging.

Designing an interactive experience so that it engages the user is at the core of the art of game design. But can we define what fun and engagement is?

Can we measure it? And could we even create artificial intelligence that designs fun and engaging games? If we managed to do this, it would not only give us an incredibly useful tool, it would also teach us much about design and ourselves.

I will discuss some ideas about fun and engagement, in particular those related to learning, curiosity, and game depth.

I will then show some prototype systems that attempt to create fun or engaging game experiences and discuss about how we could move closer to the goal of automating fun.

Michael D Sego Avary Kent Marty Patton Dr. Ajay Dhawan Pablo Lluch Castells Udayan Banerji Rajesh Verma Dhwani Dagli P.

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Technische Hochschule Köln last amended August Page 2 of 2 Enrollment Information Advanced Standing Cologne Game Lab 3D Animation for Film Flyer Federico Alvarez Igarzabal External Website of Cologne Game Lab For more information go to Download Program-related aptitude Germany Cologne Game Lab aptitude test: Please complete the Cologne Game Lab online application form: Online application form Go to main navigation.

Go to subnavigation. Go to content. Zum Ende Deiner betrieblichen Ausbildungsphase bereiten wir Dich an der School of Games intensiv auf Deine Abschlussprüfung vor der Industrie- und Handelskammer IHK vor.

Klausuren werden simuliert, damit Du die Prüfungen entspannt und mit Top-Ergebnissen meisterst. Die School of Games unterstützt Dich fachlich, coacht Dich umfassend und bietet Dir technischen Support bei der praktischen Prüfung.

Gleich für welche Ausbildung Du Dich entscheidest: Mit Deinem Abschluss an der School of Games stehen Dir vielfältige Jobperspektiven offen.

Intensivausbildung Mit dieser Intensivausbildung stehen Dir viele Türen offen. Doppelqualifikation Zusätzlich kannst Du Dich für eine Doppelqualifikation entscheiden: Kombiniere den Game Artist oder den Game Programmer mit einem anerkannten IHK-Abschluss und stell Dich damit breiter für den Markt auf!

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