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Gamescom Congress EN 2019
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#1
Games explained: Why Koreans are good at games
#2
AI and how we game
#3
Building more inclusive games - insights from female players
#4
Revisiting Historical Traumas in Video Games
#5
Games explained: New Rules
#6
Using Games to Talk About Making Humanity a Multiplanetary Species
#7
The Winnetou factor – learning about money and the future of our civilization from the Apaches
#8
Essence of Play: Accessible Player Experience
#9
5G – digital infrastructure for cloud gaming
#10
Green Gaming - Facts, figures and solutions for video game power consumption
#11
Rainbow Arcade - How Queer Game History can be exhibited
#12
Flight and play - The origin story of "Path Out"
#13
Gamers are over – from hobby to contemporary culture
#14
Games explained: Are extra difficult games a problem?
#15
Games explained: Battle Royale in the schoolyard – the long break between classes as a nucleus for new trends
#16
Games & Learning: Didactically supported use of digital games in the classroom
#17
OER-platform "Media literacy with games"
#18
Potential for (media) education processes through digital games in the school
#19
Stumbling blocks or cheating attempts – how easy should accessibility be?
#20
Curiosity and experimentation: Theatre and games as experiential spaces
#21
Medium-term effects of the serious game Serena Supergreen on motivation, knowledge and preferences for vocational careers
#22
The Art of Coding - World Heritage Digital
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Wednesday, Aug 21