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Virtual Production Reality at MediaTechCon 2019

After having established a common presentation platform for three formerly separated convention formats in 2018, this year’s MediaTechCon edition streamlined the event for more Studio Babelsberg related topics. An Entertainment Track showcased actual developments in digital film production, whereas an Industry Track gave insights on technological backgrounds and marketing trends. VRNow celebrated another annual
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Game VR setbacks at EGX Berlin 2019

Another EGX Berlin edition took place this November, following last year’s premiere show at the Berlin Station. The show once again offered a well animated platform for promoting the gaming culture for newcomers and fans. Tons of playable game release demos, game industry related panels and lectures, merchandise offerings, meeting points, podcasts and streaming services – EGX rolled out a whole range of a
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XR Auditions at IFA 2019

Trending technologies at this year’s European consumer electronic show IFA were AI, 8K and 5G – all a bit fuzzy in terms of definition, marketing lingo and rather scetchy future perspectives. VR was not in the focus, but still served as an innovation booster for brand polishing. Some new players showed up in the XR space, mostly related to sound developments. Immersion now goes for easy listening mode. Ch
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VR consolidation at Gamescom 2019

Gamescom displayed different states of VR on various levels in separated areas on the fair grounds. A planned ‘XR Boulevard’ did not materialize. Devcom offered a glimpse into the future, SPOBIS sticked to flatgames promotion, Gamescom-Congress got stuck in funding incertainties. Nevertheless, by putting together all scattered pieces from all trade areas, this year’s Gamescom served as an indicator
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Getting physical at Devcom and SPOBIS 2019

Just before Gamescom opened the showroom with an impressive gala show, the developer conference Devcom and the eSports convention SPOBIS took care of the warm-up. VR was not in the focus of both conferences. But gaming physicality played a decisive role for both event platforms – and made an enormous difference in the double-faced self-conception of the game industry. Full-body haptics at Devcom It became obvio
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Back to the Future of VR at Wear-It 2019

Wear-It Innovation Summit is a two-day convention on wearable trends and tech-innovations, packed with lectures, workshops and an expo area with demo booths. I went there to find out if any current or future wearable trends may apply to Virtual Reality developments. Current VR treats the headset mostly as an additional screen device instead of an additional bodypart. The community of Wearables does not really make a
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Tentpole VR at Amaze Festival 2019

In contrast to most event platforms of this year’s Berlin Gamesweek, the Amaze Festival positioned VR not in a fringe area, but dedicated half of the show floor to VR installations. Originally coming from an independent fringe area of the game industry itself, Amaze now stands as a central pillar of Berlin Gameweek for experimentation, inspiration and trend indication in an increasingly diversive industry envir
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Marginal VR at Berlin Gamesweek 2019

Berlin Gamesweek offered many exciting events during a week full of playful and business oriented activities. Apart from the stellar event platform Amaze Festival (see here), VR was not in the focus. Traditional Gameweek components had few offers for VR enthousiasts. Associated events like TwitchCon and eSport Summit draw a lot of attention as epiphenomenons related more to the media than to the gaming industry. The
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EFM VRNow Summit at Berlinale 2019

Virtual Reality was quite a topic at the European Film Market section of the Berlinale Film Festival this year. The market presented a whole range of cinematic VR productions on the show floor. And the festival dedicated a whole day to a conference program and project presentations on the relation between film and VR. Showbiz seems to go for Virtual Reality now! Cinematic Market Adjustments VRNow Summit started with
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