Digital games hold more value then just entertainment: on mobile platforms like smartphones or tablets digital gaming-worlds can be efficiently used. The array of usage possibilities is wide, it can range from an medical gaming app for the treatment of diseases to a playful educational system for employees. The possibilities are practically limitless. Technological advancements like social gaming mechanisms and the ever evolving virtual reality will further diversify the capabilities of what gaming can do for a company. A good overview of the technological developments and a detailed evaluation of cost and efficiency is hugely important for the success of the implementation of serious games and gamification.

After being greeted by the organizers Denise Anh-Dao Beyschlag (games:net berlinbrandenburg), Ina Göring (Medienboard Berlin-Brandenburg GmbH) and Thorsten Unger (GAME Bundesverband e.V.) the host Stefan Gotthardt of the Volkswagen Digital:Lab gave insights in the work done by the VW institute.

A varying selection of case studies were presented and discussed by the developers and clients under the moderation of Uke Bosse Professor.

1. Case Study “Roche Performers”: Ralph Stock, (Serious Games Solutions) and Wiebke Bernhart (Roche Pharma AG)

2. Case Study “T.R.A.C.Y.”: Prof. Thomas Bremer (University of applied sciences for technological sciences and economy Berlin) and Kai Sostmann (Charité Hospital Berlin)

3. Case Study: „Lern german: mobile language learning game for the Goethe Insitute”/ Case Study: „Scenery based training for psychological fitness” Jörg Hofstätter (OVOS)

4. Case Study: “#berlindustry rocks.” Prof. Thomas Langhanki und Nico Nowarra (Experimental Game)

We want to say thank you to our sponsors from the Medienboard Berlin Brandenburg and our Partner GAME the federal game culture initiative,our host the Volkswagen Digital Lab, our initiative partner Amazon Appstore, Berlin Partner, Gameduell, Paymentwall, ZAB and Cluster IKT and naturally extra gratitude to the speakers.

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