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Digital Devcom blinks into Metaverse in 2020

Like so many business events in 2020, Devcom went completely digital in this year’s edition. The developer convention still precedes the Gamescom trade show, which also had to go digital this year. Unlike the years before, the convention was less attached to the main promotion event on the fairground, as the program depended less on physical presence in Cologne this time. Devcom expanded the digital offering fo
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Console VR’s Unfinished Swan Song

Console VR is mostly associated with PlayStation VR although there are many more relations between VR and consoles on the market. Sony’s biggest competitor Microsoft avoids VR on the Xbox but develops for Windows Mixed Reality. Nintendo tested the waters with cardboard toy system Labo VR for the Switch. Oculus established a console-like ecosystem for their standalone VR headset Quest. With the beginning of a ne
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Connecting the dots at Amaze 2020

A Maze, the annual experimental festival of interactive arts in Berlin suffered quite some setbacks for the preparation of this year’s issue. First, a Kickstarter initiative had to make sure that the festival is financially viable. Then the pandemic forced the festival’s overarching event platform Berlin Gamesweek into cancellation. Therefore, A Maze went totally digital for this year’s edition R
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Non-E3 rewires game industry events

The status of the annual Electronic Entertainment Expo as North America’s most important game business event has been debated since the beginnings in 1995. But these discussions came to an end this year when the pandemic situation forced the cancellation of E3 for the first time. Some relevant big industry players already shifted their promotion strategies to the internet or they were going for their own event
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The Multiverse of Virtual Conventions

Since the pandemic outbreak in early 2020, we have seen many cancellations of conventions, trade shows and marketing events. After some improvisations for setting up provisionary online replacements for these cancelled events, we now seem to have entered a ‘new normal’ of online conventions, marketing video streams and promotional webinars. Some of these trends may persist even in a post-pandemic future.
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GameVR stays home and plays into stagflation

Consumer VR is still driven mostly by the game segment. The first quarter of 2020 has seen some remarkable game releases for PCVR headsets, building up on each other with matured product design to go for a more matured market. The time seems ripe for deepening as well as for broadening the VR gaming niche. In times of ‘Stay home and play safe’ campaigns, with increasing game software sales despite hardwar
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VR Events shift into Virus Reality in 2020

I usually report on business conventions for virtual reality developments here. But the first quarter of 2020 has seen a lot of cancelled events due to the Coronavirus shut down all over the globe. Major industry events like GDC, E3, Berlin Gamesweek or even Gamescom had to be cancelled, and we do not know yet for how long this cancellation period will last. After shifting quickly to improvised broadcasted video mess
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VR Training Sessions at LearnTec 2020

Europe’s biggest trade show for digital education and training applications dedicated a whole area to VR and AR on the fairground at Karlsruhe. Whereas a great deal of the education offerings focused on learning tools for schools and institutions, the VR/AR area addressed a more industrial and professionally oriented audience. VR Training Sims The main application field of VR in education consists of training o
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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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