Clash of Realities 2019 – International Conference on the Art, Technology, and Theory of Digital Games

28.05.2019

For the tenth time, the Clash of Realities international research conference is providing the opportunity for interdisciplinary exchange and dialogue. The Cologne Game Lab of TH Köln is looking forward to welcoming their guests from November 19 to November 21, 2019. Call for Papers for Game Studies Summit: Paratextualizing Games, and Media Education Summit: Digital Games and Children, open until June, 30.

Since 2006, the Clash of Realities international research conference on the art, technology, and theory of digital games has brought together a diverse selection of experts in Cologne. The Clash of Realities conference is hosted by the University of Applied Sciences of Cologne (TH Köln) and has taken place yearly since 2015. This year, 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 digital games, as well as the spreading of games literacy.

The conference is divided into three parts: The Conference Opening Day on November 19, with Young Academics Workshop about Games, Play and Mental Health and an Opening Event, Summit Day and the Main Conference Day.
On November 20, there will be four different Summits on the following topics: Games Studies Summit about Paratextualizing Games (Call for Papers), Media Education Summit about Digital Games and Children (Call for Papers), Game Development Summit about Strange Worlds – and Spatial Experiences in Digital Games, History in Games Summit about contingencies of an Authentic Past, and the Film and Games Summit about Audiovisual Storytelling in a Transmedial Context.
Conference Day on November 21, provides numerous keynote talks and expert-presentations.

Indicative of its European setting, the English language conference offers the opportunity for interdisciplinary exchange among the most important impulses and synergies currently resonating in research, science, and pedagogy as well as in the media and creative industries. The target audience includes game developers, humanists, social scientists, specialists in education and media, up-and-coming creative talents, students and all those interested in and excited by digital games.

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Anietta
Anietta

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