Overview 2016

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Konrad-Adenauer-Saal

09.00 am - 10.00 am: registration & networking

Konrad-Adenauer-Saal

09.00 am - 10.00 am

registration & networking

10.00 am - 10.10 am: Opening speech - Franz-Josef Lersch-Mense, Minister für Bundesangelegenheiten, Europa und Medien und Chef der Staatskanzlei des Landes Nordrhein-Westfalen

10.10 am - 10.20 am: Opening Talk

Konrad-Adenauer-Saal

10.10 am - 10.20 am

Opening Talk

10.20 am - 10.30 am: impulse presentation - Dr. Maximilian Schenk (CEO, BIU)

Konrad-Adenauer-Saal

10.20 am - 10.30 am

impulse presentation - Dr. Maximilian Schenk (CEO, BIU)

10.30 am - 11.30 am: Playing Instead of Steering: The Car of the Future

Konrad-Adenauer-Saal

10.30 am - 11.30 am

Playing Instead of Steering: The Car of the Future

What does the driver do when cars can drive themselves? Play, for example. Insight into an exciting future. What are known manufacturers planning?

SUBJECT 1
KNOWLEDGE –
BETTER RESEARCH –
BETTER CARE
Rheinsaal 1

11.45 am

Our Media Literacy: Reporting from the Basis

SUBJECT 1
KNOWLEDGE –
BETTER RESEARCH –
BETTER CARE
Rheinsaal 1

11.45 am - 12.10 pm

Our Media Literacy: Reporting from the Basis

Before we can convey media competence to our children, we have to ask ourselves honestly whether we ourselves are prepared for the digital future? Creative gaming has been carrying out foundational work with parents, teachers and educators for years, and provides answers.

12.15 pm

Everything Remains Different: The Future of Protection of Minors in the Media

SUBJECT 1
KNOWLEDGE –
BETTER RESEARCH –
BETTER CARE
Rheinsaal 1

12.15 pm - 1.00 pm

Everything Remains Different: The Future of Protection of Minors in the Media

Protection of youth in the media integrates new content, technologies and sales channels, considers unique cultural features and enables global standards. What will youth protection of the future look like? Are there global trends

2.00 pm

Virtual Insanity? Youth Protection and VR

SUBJECT 1
KNOWLEDGE –
BETTER RESEARCH –
BETTER CARE
Rheinsaal 1

2.00 pm - 2.40 pm

Virtual Insanity? Youth Protection and VR

Virtual reality is super-immersive. How are, for example, the Federal Review Board for Media Harmful to Minors (BPjM) and the Entertainment Software Self-Regulation Body (USK) adapting their ruling practice? What have the experiences been like to date? Do the same criteria apply to VR as to "flat" computer games?

2.45 pm

University Projects: A Best Of

SUBJECT 1
KNOWLEDGE –
BETTER RESEARCH –
BETTER CARE
Rheinsaal 1

2.45 pm - 3.30 pm

University Projects: A Best Of

We present some exciting German university projects together with experts from teaching, research and industry. Each project team pitches its game idea. The experts then discuss on the stage.

3.45 pm

Jack of All Trades: How Many Specialists Does the Games Industry Need?

SUBJECT 1
KNOWLEDGE –
BETTER RESEARCH –
BETTER CARE
Rheinsaal 1

3.45 pm - 4.25 pm

Jack of All Trades: How Many Specialists Does the Games Industry Need?

Are German universities and academies producing too many specialists, and is the quality of the games suffering from this? Conversely, is comprehensive training a basic prerequisite for internationally successful games?

4.30 pm

Gamification in Generationenübergreifenden Lernprozessen

SUBJECT 1
KNOWLEDGE –
BETTER RESEARCH –
BETTER CARE
Rheinsaal 1

4.30 pm - 5.15 pm

Gamification in Generationenübergreifenden Lernprozessen

Was ist Gamification eigentlich – und kann es wirklich funktionieren, Elemente, die man von Spielen her kennt, in den Lernprozess zu integrieren? In einer Fishbowl Diskussion zeigt der ehemalige Lehrer André Spang zusammen mit den beiden Kölner Schülern Lia Preylowski und Christoph Marsland und seinen Gästen Dr. Hannelore Vogt (Direktorin der Stadtbibliothek Köln) und Boris Gojic (Microsoft, X-Box und Minecraft EDU), wie Gamification beim generationenübrgreifenden Lernen helfen kann. Sie sind herzlich eingeladen an der Diskussion teilzunehmen.

SUBJECT 2
BUSINESS –
NEW ROUTINES – NEW OPPORTUNITIES
Rheinsaal 2

11.45 am

Fostering Diversity and Inclusion

SUBJECT 2
BUSINESS –
NEW ROUTINES – NEW OPPORTUNITIES
Rheinsaal 2

11.45 am - 12.10 pm

Fostering Diversity and Inclusion

300 employees from 40 countries - Wooga has a truly international team. The Berlin based developer believes inclusion and diversity is a major key to be globally successful. This talk takes us on a journey and shows how far they've come.

12.15 pm

We Are a Team: Motivating Employees

SUBJECT 2
BUSINESS –
NEW ROUTINES – NEW OPPORTUNITIES
Rheinsaal 2

12.15 pm - 1.00 pm

We Are a Team: Motivating Employees

Salaries in the games industry are considered low in comparison with those in other industries. Why do workers nonetheless decide in favour of the games industry? How does employee motivation function here?

2.00 pm

The Real Costs of Let’s Plays

SUBJECT 2
BUSINESS –
NEW ROUTINES – NEW OPPORTUNITIES
Rheinsaal 2

2.00 pm - 2.40 pm

The Real Costs of Let’s Plays

Are let’s play videos and influencers the marketing instruments of the future? Or are the markets overheated, influencers too expensive and let's plays in the meantime too arbitrary and indistinguishable?

2.45 pm

An Unexpected Promotion: eSports and Football

SUBJECT 2
BUSINESS –
NEW ROUTINES – NEW OPPORTUNITIES
Rheinsaal 2

2.45 pm - 3.30 pm

An Unexpected Promotion: eSports and Football

VfL Wolfsburg maintains a FIFA e-sport team. Schalke is pushing onto the market. Besiktas Istanbul has long had a Lol team. What are the lessons and perspectives of the clubs?

3.45 pm

The Future of Funding Games

SUBJECT 2
BUSINESS –
NEW ROUTINES – NEW OPPORTUNITIES
Rheinsaal 2

3.45 pm - 4.25 pm

The Future of Funding Games

What does promotion need to look like in the future in order to advance Germany as a location? Which cooperation possibilities exist between different industries? What roles do the federal states and the federal government have?

4.30 pm

Same, Same but Different: Where Board Games and Video Games Meet

SUBJECT 2
BUSINESS –
NEW ROUTINES – NEW OPPORTUNITIES
Rheinsaal 2

4.30 pm - 5.15 pm

Same, Same but Different: Where Board Games and Video Games Meet

Germany is a board game country. How can the analogue and digital games industry cooperate better?

SUBJECT 3
APITS –
THE COMPUTER GAME AS A MULTIFUNCTION TOOL
Rheinsaal 3

11.45 am

Gamify the Management: Understanding - Gaming - Deciding

SUBJECT 3
APITS –
THE COMPUTER GAME AS A MULTIFUNCTION TOOL
Rheinsaal 3

11.45 am - 12.10 pm

Gamify the Management: Understanding - Gaming - Deciding

Gamification as an interface function of management: what does that mean? What can gamification do? What do the prerequisites for operational implementation look like? Why does successful gamification have nothing to do with technology, but instead with life realities?

12.15 pm

Shopping Playfully – Interactive Steles as Touchpoints for Gamification

SUBJECT 3
APITS –
THE COMPUTER GAME AS A MULTIFUNCTION TOOL
Rheinsaal 3

12.15 pm - 1.00 pm

Shopping Playfully – Interactive Steles as Touchpoints for Gamification

Digital advertising space (digital signage) in practice. Optimisation thanks to the gamification of fundamental communication and sales processes. The customer is individually addressed at the point of sale through interaction with viewers, for example, via smartphone and animated to participate.

2.00 pm

Pimp My Ride: Roller Coaster & Virtual Reality

SUBJECT 3
APITS –
THE COMPUTER GAME AS A MULTIFUNCTION TOOL
Rheinsaal 3

2.00 pm - 2.40 pm

Pimp My Ride: Roller Coaster & Virtual Reality

VR coasters make VR rides out of roller coasters. This makes even relatively unspectacular rides exciting and new. Mack Media (family of the Europapark operator) has become involved in a big way. There is international cooperation.

2.45 pm

The Future Is Augmented!

SUBJECT 3
APITS –
THE COMPUTER GAME AS A MULTIFUNCTION TOOL
Rheinsaal 3

2.45 pm - 3.30 pm

The Future Is Augmented!

Book publishing houses, toy manufacturers and the maintenance industry use applications for smart devices on a daily basis, for a low price and without special hardware. On the possibilities for usage of AR, presentation with audience interaction. AR will be tested directly on your own smartphone.

3.45 pm

Sea Hero Quest

SUBJECT 3
APITS –
THE COMPUTER GAME AS A MULTIFUNCTION TOOL
Rheinsaal 3

3.45 pm - 4.25 pm

Sea Hero Quest

Telekom presents Sea Hero Quest, a sophisticated game about dementia, which collects standard data for the spatial orientation of healthy people and may be able to ease the diagnosis of dementia through the recognition of early symptoms.

4.30 pm

More Motivation and Efficiency in the Industry 4.0 Through Playfulness

SUBJECT 3
APITS –
THE COMPUTER GAME AS A MULTIFUNCTION TOOL
Rheinsaal 3

4.30 pm - 5.15 pm

More Motivation and Efficiency in the Industry 4.0 Through Playfulness

Gamification on the conveyor: breaks are coordinated, work motivation and efficiency are rewarded with free time. That's how gamification functions in industrial production, in “Industry 4.0”.

SUBJECT 4
LEGAL –
A PLEA ON
BEHALF OF FUN
Rheinsaal 4

11.45 am

Welcome and Introduction

SUBJECT 4
LEGAL –
A PLEA ON
BEHALF OF FUN
Rheinsaal 4

11.45 am - 11.55 am

Welcome and Introduction

11.55 am

1 Year Later - A Digital Single Market for Europe?

SUBJECT 4
LEGAL –
A PLEA ON
BEHALF OF FUN
Rheinsaal 4

11.55 am - 1.00 pm

1 Year Later - A Digital Single Market for Europe?

The current status of the European Commission's plan to create a single market in Europe without frontiers for digital products and services. Also discussed will be the consequences of a possible Brexit.

2.00 pm

The New EU Data Protection Regulation

SUBJECT 4
LEGAL –
A PLEA ON
BEHALF OF FUN
Rheinsaal 4

2.00 pm - 2.40 pm

The New EU Data Protection Regulation

What does the new EU Data Protection Regulation mean for the games industry? Again, current developments regarding the Brexit will be examined.

2.45 pm

IP Developments and IP Litigation in Europe and the US

SUBJECT 4
LEGAL –
A PLEA ON
BEHALF OF FUN
Rheinsaal 4

2.45 pm - 3.30 pm

IP Developments and IP Litigation in Europe and the US

3.45 pm

Advanced Drafting / Negotiation of Game Contracts

SUBJECT 4
LEGAL –
A PLEA ON
BEHALF OF FUN
Rheinsaal 4

3.45 pm - 4.25 pm

Advanced Drafting / Negotiation of Game Contracts

The panel will discuss recent trends in game contracts and will examine a number of clauses commonly found in agreements in the interactive entertainment industry – e.g. game development and distribution agreements, celebrity endorsement agreements, and will help identify the key issues to consider, the problems that can arise in practice, what each party may want to achieve and the possible compromise positions.

4.30 pm

eSports: The Next Big Thing

SUBJECT 4
LEGAL –
A PLEA ON
BEHALF OF FUN
Rheinsaal 4

4.30 pm - 5.15 pm

eSports: The Next Big Thing

SUBJECT 5
LIFE –
FINALLY ARRIVED? GAMES
AND THE MIDDLE OF
SOCIETY
Rheinsaal 5

11.45 am

How Games Move Us

SUBJECT 5
LIFE –
FINALLY ARRIVED? GAMES
AND THE MIDDLE OF
SOCIETY
Rheinsaal 5

11.45 am - 12.10 pm

How Games Move Us

Isbister shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

12.15 pm

Cultural Criticism and Critical Culture: Games in the Editorial Office

SUBJECT 5
LIFE –
FINALLY ARRIVED? GAMES
AND THE MIDDLE OF
SOCIETY
Rheinsaal 5

12.15 pm - 1.00 pm

Cultural Criticism and Critical Culture: Games in the Editorial Office

Computer games have no lobby in culture editorial offices. Reporting is the exception. Is this due to the media or the medium? Are games of no significance in terms of content? How do we even discuss games in 2016?

2.00 pm

The Experiment: Teaching eSports in School

SUBJECT 5
LIFE –
FINALLY ARRIVED? GAMES
AND THE MIDDLE OF
SOCIETY
Rheinsaal 5

2.00 pm - 2.40 pm

The Experiment: Teaching eSports in School

The ArlandaGymnasiet, a secondary school in Sweden, has introduced e-sport as a school subject. The school head presents the model project. How did this come about? What competencies are conveyed?

2.45 pm

Digital Hate – An Analogue Problem?

SUBJECT 5
LIFE –
FINALLY ARRIVED? GAMES
AND THE MIDDLE OF
SOCIETY
Rheinsaal 5

2.45 pm - 3.30 pm

Digital Hate – An Analogue Problem?

Hate speech and hate are everywhere, in social networks and in computer games. However, maybe they aren't a problem of games and not an Internet phenomenon. But instead a societal problem.

3.45 pm

The Rise of the Robots

SUBJECT 5
LIFE –
FINALLY ARRIVED? GAMES
AND THE MIDDLE OF
SOCIETY
Rheinsaal 5

3.45 pm - 4.10 pm

The Rise of the Robots

MegaBots stirred up the internet in 2015. The Californian startup built a gigantic robot. Then they challenged the Japanese manufacturer Kuratas with a taunting video. The first battlemech fight in human history will take place in 2017. Meanwhile, MegaBots will have figured out how Real Life competition and eSports can merge in the future. Mankind, beware!

4.15 pm

Digital Dropouts

SUBJECT 5
LIFE –
FINALLY ARRIVED? GAMES
AND THE MIDDLE OF
SOCIETY
Rheinsaal 5

4.15 pm - 4.40 pm

Digital Dropouts

The youth researcher Philipp Ikrath has concerned himself intensively with anti-digital youth movements. This is because there is of course a rebellious counterculture reacting against the digital mainstream. And it is analogue.

4.45 pm

SUBJECT 5
LIFE –
FINALLY ARRIVED? GAMES
AND THE MIDDLE OF
SOCIETY
Rheinsaal 5

4.45 pm - 5.15 pm

OPEN STAGE –
POWERED BY WHU –
OTTO BEISHEIM SCHOOL OF MANAGEMENT
Rheinsaal 6

11.45 am

Wachstum in digitalen Branchen: Leadership, Strategie, Mitarbeiterentwicklung

OPEN STAGE –
POWERED BY WHU –
OTTO BEISHEIM SCHOOL OF MANAGEMENT
Rheinsaal 6

11.45 am - 12.30 pm

Wachstum in digitalen Branchen: Leadership, Strategie, Mitarbeiterentwicklung

Digitale Branchen wie die Gamesbranche, unterscheiden sich hinsichtlich Struktur und Dynamik wesentlich von traditionellen Industrien. Hieraus ergibt sich ein Bündel von Herausforderungen für Führungskräfte, um langfristig Wachstum und Zukunftsfähigkeit sicherzustellen. Die Diskussion der Erfolgsfaktoren, u.a. im Bereich Mitarbeiterentwicklung, ist Fokus dieses Panels.

12.35 pm

Die Macht der Daten – Nutzen oder Schaden, und für wen?

OPEN STAGE –
POWERED BY WHU –
OTTO BEISHEIM SCHOOL OF MANAGEMENT
Rheinsaal 6

12.35 pm - 1.15 pm

Die Macht der Daten – Nutzen oder Schaden, und für wen?

Im realen Leben gibt niemand gerne freiwillig seine Daten heraus. Aber kaum erscheint ein witziges Spiel auf dem Markt, werden alle Bedenken über den Haufen geworfen. Wie kommt es zu diesem paradoxen Verhalten?

2.00 pm

Spiel ohne Grenzen

OPEN STAGE –
POWERED BY WHU –
OTTO BEISHEIM SCHOOL OF MANAGEMENT
Rheinsaal 6

2.00 pm - 2.40 pm

Spiel ohne Grenzen

Zum Thema Barrierefreiheit: Wie inklusiv ist Gaming?

2.45 pm

Twitch - Die Soziale Plattform für Live Video und Community für Gamer

OPEN STAGE –
POWERED BY WHU –
OTTO BEISHEIM SCHOOL OF MANAGEMENT
Rheinsaal 6

2.45 pm - 3.05 pm

Twitch - Die Soziale Plattform für Live Video und Community für Gamer

3.45 pm

Spielfabrique

OPEN STAGE –
POWERED BY WHU –
OTTO BEISHEIM SCHOOL OF MANAGEMENT
Rheinsaal 6

3.45 pm - 4.15 pm

Spielfabrique

Innovation und Gründer in Deutschland fördern: SpielFabrique, ein Deutsch-Französicher Accelerator für Videospiele.

4.15 pm

Gaming Ecosystem in Turkey

OPEN STAGE –
POWERED BY WHU –
OTTO BEISHEIM SCHOOL OF MANAGEMENT
Rheinsaal 6

4.15 pm - 4.40 pm

Gaming Ecosystem in Turkey

## Lunch Break ##
## Coffee Break ##