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VR turns media festivals into digital festivities

COVID-19 forced many art and film festivals to go virtual in 2020. For VR this move was not entirely negative. Some festivals used the transition to online editions for setting up impressive showcases of their immersive sidekicks. Cinematic VR suddenly came into a position to represent branded festi
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IFA Special Edition promotes hybrid realities

In contrast to most large scale business and public events, this year’s IFA did actually offer a real-world event instead of going entirely online for pandemic related conditions. The IFA Special Edition took place on-site at the Berlin Messe fairground as well as in local electronic retail st
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Virtual SIGGRAPH thinks beyond 2020

The annual conference on computer graphics SIGGRAPH had to go online in 2020 and mastered the challenge by offering an expanded edition with many insights, inspirations and imaginations on a well organized digital content hub. All established program channels of the real world show were represented
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Gamescom 2020 folds RL down and lifts VR up

Gamescom went entirely online this year. Most areas of the world’s most popular gaming event were maintained on the landing page of Gamescom Now. Gamescom Congress offered a mixture of videos on demand and live workshops on Zoom. Indie Arena Booth, Business Area and brand booths were transpose
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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 fai
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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 t
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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 even
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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
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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 conventi
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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
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