The 13th Clash of Realities Conference officially kicked off with the Young Academics Workshop and the Film & Games Summit this morning. We're looking forward to 3 exciting days! 🎉
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Clash of Realities
Clash of Realities Conference on the Art, Technology and Theory of Digital Games, Cologne Germany
November 19-21, 2019 Cologne, Germany:
For the tenth time, the Clash of Realities international research conference is providing the opportunity for interdisciplinary exchange and dialogue. Experts from the academy, science and research, economics, politics, and the game industry will discuss pressing questions concerning the artistic design, technological development, and social perception of di
13/09/2022
+++Register now+++
Get your free tickets and join us for a spectacular last Clash of Realities at Cologne Game Lab!
https://clashofrealities.com/2022/
08/09/2022
Get Ready for | Sep, 28-30
Sadly, the 13th conference edition is also the last - all the more we are proud of our particularly great 2022 line-up with Eric Zimmerman, Tracy Fullerton, Frans Märyä, Janet Murray, Kelli Dunlap and many more!
Registration will be open from September 12!
Find out about all the summits & speakers and our full schedule here: https://clashofrealities.com
22/06/2022
+++Clash of Realities 2022+++
September, 28-30
Contribute to the Young Academics Workshop here: https://colognegamelab.de/call-for-papers-gts
Deadline extended to June, 30!
12/05/2022
+++Clash of Realities 2022+++
Save the Date & Call for Papers
The 13th International Conference on the Art, Technology and Theory of Digital Games will be back this fall!
Save the Date: September, 28-30
We'd like to invite you to contribute to the conference by answering one of our Call for Papers:
Games Technology Summit | Deadline: May, 15
Film & Games Summit | Deadline: June, 15
Young Academics Workshop | Deadline: June, 20
Games Studies Summit | Deadline: tba
https://colognegamelab.de/call-for-papers-gts/
19/04/2022
+++Call for Papers+++
Clash of Realities – Games Technology Summit 2022
"Technology for Digital World Creation"
How are technological innovations impacting the games industry? What scientific, state-of-the-art ideas & approaches are being pursued? Find out more about the CfPs contents here: https://colognegamelab.de/call-for-papers-gts/
Deadline is: May, 15
19/11/2021
That's it guys, has come to a close! On behalf of the organizers Cologne Game Lab of Technische Hochschule Köln and Universität zu Köln we'd like to thank our supporters Film- und Medienstiftung NRW, EA & Köln.Business as well as our partners Stiftung Preußische Schlösser und Gärten Berlin-Brandenburg, Kunsthochschule für Medien Köln and many more!
A big thank you also goes out to all of the speakers and our great audience. We had a great time within the last 3 days listening, learning and discussing with all of you! Take care and hope to see you next year - hopefully even irl (and with champagne 😉)! 🎉 🔜
19/11/2021
Our next guest Yifat Shaik talked about "Humor, Glitch, Failure and the Art of the Ridicules"! She advocates on behalf of the ridiculous through the exploration of game glitches and the use of humor and comedy as tools of cultural subversion. She specifically explored how underrepresented groups have or can use humor, glitches & mods to create an alternative way to play and create games.
Our last speaker of the day, Alexander R. Galloway now talks about his project "Debord AI" on how he modelled Guy Debord's brain in software. The latter designed and released a game called The Game of War and Galloway decided to research Debord's game and port it to the computer. We accompany him along the steps that were necessary in developing the game software, including designing the game model, pathfinding, and the AI needed for single-player mode...
19/11/2021
The 3rd and last day of has just started!
Jussi Ängeslevä was the first speaker to take the stage with his talk "Augmenting Reality Reality" building on his last talk two days ago. This time around, he tackled the questions "How will the augmentation of reality affect our general perception of the real?" and "What role does the field of aesthetic representation have in this?" With a special focus on the mediation of cultural heritage in public space, he discusses the complex relationship between the virtual and the real and the technological implications behind it.
Now, Rilla Khaled is talking about the concept of "bleed" which is all about the carryover of experience between play and normal life, especially known within LARP circles. She argues for why game and playful designers should embrace bleed as a design tool, and leverage it consciously and conscientiously. For example, the game "He Au Hou", that was realized during one of the latest SKINS-workshops is an ethical space travel that does not reiterate ideas of colonialization. The players do not take over the land they find, the traditional anthem honoring the universe is played etc. The design choices make it impossible to play the colonizer.
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