WEBVTT

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Back to the games day, which oddly enough lasts two days.

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So everyone put in obviously an all-nighter playing games,

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and now we are here for the second day.

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And it's really good to, you know, look back 10 years.

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I personally started 12 years ago.

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All the development that has happened since then are just incredible.

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And all the research that we've done,

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the projects that students have developed,

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and we just thought it would be very nice to start off today with a recap of those 10 years.

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And the recap will be given by my two dear colleagues, Martin and Jens,

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and they're going to present now in a moment 10 years and a retrospective of that time.

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So have fun, and we'll see you guys in a moment again.

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Okay, thank you.

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So, 10 years Institute for Games.

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First, we want to tell you something about the history

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about game development at HDM.

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And then afterwards, we want to tell you

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what the Institute is now, what we are doing,

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and things like that.

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So the first students game production took place already lots of years ago, 1997.

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It was a game Rado said and was developed by a students group.

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One of these students was Simon Wiest.

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Some of you might know him, he's a colleague in audiovisual media right now.

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So it's a spaceship puzzle game.

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The doorway, Rado said, is stranded on an unknown planet with his defective spaceship

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and the player must help, Rado said, to get his space transporter back on the road and

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And he has an on-board computer, a friendly computer with the name Corona.

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I think today Corona has a different meaning than at that time.

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So it was already the same spelling then today, Corona.

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Then some years later in the year 2006, we had our first games day.

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Many of you might know the colleague Walter Griha.

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I think as far as I know he introduced these special days to different topics and he also

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started a games day.

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If you look at the guy standing to the very right of the image, it was Andreas Stiegler.

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He was a speaker yesterday.

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already was on that games day.

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Since that, we always have some small games days

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and sometimes also some of the huge ones like today.

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So the huge ones started when we had the institute.

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At that point, the institute still didn't exist.

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Then the next landmark we want to mention

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is the year 2007.

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In this year, the first interdisciplinary students

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game production started.

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It was a game, it's a 3D adventure

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in a typical point-and-click style

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with a really extensive story.

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So the city of Noah,

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so the earth is flooded and there's a huge dam

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and there's a city in between

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and the player is a member of this dam police

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and you need to protect the city

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and at some point you realize

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that there are things going on

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which are not what you expected.

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So this production

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was over two semesters.

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In the first semester

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40 students.

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in the next semester 30 students.

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Two students started that project.

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They got together the team from different study programs

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and they also managed the production.

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The two students were Stefan Radicke and Thomas Fuchsman.

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So Stefan Radicke is one of our colleagues right now.

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Then, in the year 2011, we got the first position for a professorship in the topic of games.

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2012, the first games professor was hired, and 2016 the position was tenured.

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What you can see here is the job description.

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A funny thing, the first time we called this position gaming.

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And then when the position was changed, we realized that probably the guy shouldn't teach

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how to play games, but rather to develop games.

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We changed the name then.

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And the professor was Stefan Radicke.

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Sabia was not much later.

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Then, 10 years ago,

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2030, the Institute for Games was founded.

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Here you can see the other people who were

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doing the jobs there.

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One of the colleagues,

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the one in the middle is sitting here, Uwe Schulz.

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I guess lots of you already also know him.

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He is retired, but today he is

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again here. I think he was a very important

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person in the institute.

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At that time, yeah, or before that, we had a discussion if we should have a study program game development.

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Then Joachim Schatzinski was the first one who said,

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we have all the knowledge already in the HDM, but it's distributed in different faculties,

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different study programs, let's bring together the people.

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And then the rector said, okay, then let's found an institute.

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So that was the beginning of the story.

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We still do not have a study program, game development.

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We still work together in the institute with different study programs

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and run the topic together.

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And if students want to learn something about game development,

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development, they need to think about what should be my position within that huge topic

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and select the respective study program.

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Then 2014 there was the first game zone at the International Festival of Animated Film

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in Stuttgart, which was curated by us. By us means by Sabia. So she is the director

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We curated it several years and there were also always lots of

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HDM productions on the Game Zone.

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It was always a huge and successful event.

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2015,

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we established a publishing label, Lab 148.

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So room number 148 is the games lab.

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We established this label such that students could use it to publish their games.

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And also in this year, two students' games have been published.

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So one of the images we lost, I just realized it.

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So there were two games published, Schacht and Elena, and one image disappeared.

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But I think it doesn't change a lot.

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Okay, 2016, we started the first third-party funded game research project at HDM.

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So 2013, the institute was founded.

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We had some research projects before, but not really with a game topic.

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But this was the first one we applied for really with the institute and had a game topic.

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So it was a serious game about security training for bank employees.

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It was founded or financed by the UBS, United Bank of Switzerland.

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Then, yeah, 2016, Games Lab opened.

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Sorry, I want to mention again.

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2015 we already had the label 148 so we already knew that this will be our games

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lab and one year later it opened so we have quite some games hardware there very

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a variety of devices we have virtual reality lab there and students of the

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different study programs are sitting together there very often in interdisciplinary teams

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where they develop their games.

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And the next landmark we celebrate 10 years of Institute for Games and now we are here and I want

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I want to hand over to Martin at this point.

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Thank you, Jens.

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Which brings us to today and who we are today.

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Jens already said that we started as accounting number

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plus website and this was the founding core of the institute

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but it was of course about the people.

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And we've grown a bit since the very first photo

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that you saw, that you've seen.

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And we've put together the expertise that makes up games.

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In my mind, games are made of three components.

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game design that tells you what the game is about, what you can do there, and Sabia is

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our expert on that from the user experience perspective.

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It has game art, something sensuous that you can observe with your eyes that you can feel,

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and Don over here is our expert on that.

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And all that wouldn't work without the technology beneath it, and that's us in the left corner

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here.

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There's more than this handful of professors though, so the institute works and runs because

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we have friends, associated faculty that support us on a per case basis, two of which I see

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right here, Mathis and Uwe, and also our staff that is mostly people working on third party

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research projects these days, but also on technical infrastructure.

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As Jens already said, we don't have a game studies program here at the AHDM.

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And I think that's a good idea not to do that and it falls well into our philosophy.

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Games are products that are made by a very diverse set of people with very different

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skills and these skills can be trained in different study programs and students from

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the study programs conversely can make games their topic and then bring their individual

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strengths that they've learned there to the entire game.

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We map this to education on several levels starting with bachelor's levels from audio-visual

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media engineering that focuses on how to integrate art and media content into a

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game over media informatic which is computer science of media maybe in

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bachelor on a bit of levels to that has a very strong computer science core over

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mobile a median that focuses on the the on the actual realization of these

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products also from a design perspective and mobile devices and after the

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bachelor's levels our students can concentrate on certain aspects on a

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master's level too which has a large external intake from people who come

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from other programs from abroad or from other schools in Germany for instance

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focusing on computer science and the project and the intricacies of software

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development in the computer science and media master or focusing on the digital

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design which is a new program that Sabia had fund just in this semester right so

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it's very fresh or the visual media creation and technology which is the

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successor of our previous or the visual media master program and also is new in

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the semester as an update of what we did before and then at the final top of this

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what used to be a pyramid before we had more masters is the ability to pursue a

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a PhD in games topics. Now the HDM is not a PhD granting institution per se so we

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work together with other schools on the national level like the University of

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Stuttgart which is right next door on the same campus but also with

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international partners for instance the Glasgow School of Arts and this is

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something that we are very happy to do because it not only gives us an

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international network of experts that we can work with but also opportunities for

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students to qualify further beyond the master's level. And this international

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context also shows in the undergraduate level. We have minor programs such as

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games development and app design development that brings students, young

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people from abroad to us and gives them opportunities to learn with our students

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and with us here in Stuttgart. Of course we have introductionary courses where

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people can learn the basics of game design, game art and game development.

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But I think the core component of the entire education is practical work that happens in

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projects that are often interdisciplinary between the different programs where student

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teams build games.

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And this is a snapshot of not all but most of the games that have been made in the last

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years and every single small picture stands for a student game that was produced here.

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If you want to browse this in more detail, go to our homepage, hdm-stuttgart.de slash

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ifg Institute for Games, and then click on Games and you can scroll through.

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And for some of these you find videos, and others you can play directly in the browser.

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A few of these projects stand out.

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I promised Hauke yesterday if he shows up this morning, there will be two slides of

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the game Eleanor, which he was one of the contributors to.

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And the reason is that Eleanor won a prize.

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won the Blue-White Newcomer Award, second place for Elena,

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in the Deutsche Computerspiele-Prize competition.

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Deutsche Computerspiele-Prize is the most important national

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prize for digital games.

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And I think this is quite an achievement

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to do that with a student game.

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The game Sonomity is also a very successful game

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that did not win a prize, but was nominated twice

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in successive years, once as the best concept

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and once as the best prototype.

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And some of these projects come from teams

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who burn for the topic of games so much that they actually

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found companies.

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There's been like Hanging Gardens Interactive,

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which was the team behind Sonority.

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Demigod Dynamics, which was just recently supported

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by the MFG developer booth in 2022.

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And Lab132 DMBH.

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And Lab132 had a speaker yesterday, Marvin Pohl,

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who gave us the talk about pragmatic game development.

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So they are very active and we are proud to have them as spin-offs.

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Another project stand out because they are games that come with certain benefits.

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So games must be fun.

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In some way they must be entertaining because we play games not because we are paid to do that,

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with the exception of some tenured professors that get this joy of getting paid to do something with games,

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but because we choose to do that.

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And entertainment is good and relaxing and wonderful,

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but sometimes games have benefits on top of that.

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For instance, serious games that try to build a game

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that not only serves the purpose of entertainment,

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but also say, teaches or trains

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or raises awareness for topics.

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This can happen on a large level

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when you build an entire game for that.

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It can happen on a smaller level

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where you have gamification elements,

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where you take the best ideas of game production

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and games as a medium and put them into a, say,

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application context to make the app more immersive,

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more engaging, and more successful.

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And there's a particular type of CS game that's an exergame

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where you try to integrate the entire body movement

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as a controller scheme into the game.

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And when that happens, you can use the game

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to use it actually for training.

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And there have been student projects that did that.

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For instance, Sugar Vamp, which is a gamification of an app that helps children that suffer from diabetes to manage their daily lives.

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And perhaps there's a story about a small vampire.

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There's been a game called Immunity, which is a serious game, which teaches the concepts of human immune system reactions and how the immune system works.

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and that was an interesting timing because in the wintertime 1920 that was

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right before corona hit us and maybe was a bit prescient I don't know how you got

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the idea

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that's much because it was part of the project games and underage to saw games

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in school education. There has been a master thesis by Celina, who I have not seen this

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morning yet, probably because I'm not quite awake yet, but she's around with us, she's

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doing her PhD with Sabir, and in her master thesis she looked at how to build a VR fitness

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training experience where you can use the, I don't know, can you see that here? Where

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You can sit down on an exercise bike, as you could do in any kind of gym or training thing,

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but you actually can travel through a virtual world and get the incentive of seeing things,

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of being somewhere else while doing your training, which is something that makes the training

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more effective and more motivating.

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And this topic of games with benefits, applying games for another thing that is also very

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important, something that carries forward into our work on the research side. I'd

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like to show you two research projects before handing the mic back to you Jens,

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that take this as a topic. One is the project that we finished in December

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2022, which is called Rehality. The topic of the project is the rehabilitation of

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stroke patients. So stroke patients who survived the stroke are often hit with

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with impairment in the movement abilities.

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It gets really difficult just to stretch out your arm,

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to open your hand, to close your hand.

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And these movements must be retrained

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in a very long process in order to gain some mobility back.

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And as it turns out, the medical research found out

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that there are different phases

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where the training is differently effective

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that depend on your brain state.

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If you've watched closely, you'll find out that this person is not a stroke patient.

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That's the funding director of ours.

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He's right there.

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And he's not happy because the system works so well even though that might contribute.

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But here you can see him try out the brain interface component.

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And what we did in this project together with our partners from the Institute

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for Clinical Brain Research of the Tübingen University and a company that specializes

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and medical devices is we built a virtual reality experience

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around this entire brain interface analysis thing

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that patients who can train with the VR system do not need

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to watch a screen that says open your hand in two seconds,

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one second now, which is not really motivating

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after the first few days I guess.

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But they spend some time in the virtual world

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where they can grow a garden say.

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And in this growing a garden, there are game elements, like watering the plants in there.

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And these mechanisms are triggered by the game logic at moments where the brain interface tells us

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that this is a good idea to do so now to foster the training.

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And the medical research on that is still progressing.

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We're hoping for a publication at some point, but the trials are not complete.

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That's still ongoing.

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A more current project started in October 2022 and is still ongoing.

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We're about halfway through.

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And that topic is a gamification for pelvic floor muscle training.

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I wonder what that specific thing is and why you would need that.

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Well, there are medical conditions like incontinence that are also very straining for people who suffer from them.

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And some of that can be alleviated with muscle training of the pelvic floor muscles.

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There are already competing approaches out there, even products where you can measure this muscle contraction and then get training information on that.

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And you can do, even gamified experiences are on the market that do that.

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But the problem is in order to measure these muscle contractions and map that into say an input in a game, you need to wear a complicated device.

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had a device and the partners of our physio game we have a startup that

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specializes in the thing has developed a sensor that you can wear outside your

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body that can measure these contractions and now we're working on mobile game

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experiences where you can on the go play a game but use this muscle contractions

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to control an important aspect of the game and that way we are hoping to

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establish a training regime that improves on this muscle structure with

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with the long-term goal of having also a medical effect,

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and at the same time can be played like a mobile game

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with the same engaging elements that games bring.

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And that's just two of our projects.

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And for the rest of our projects,

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I hand over to Jens again.

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Okay.

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Some other projects, just in short.

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So we have ongoing research

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together with the Hector Research Institute of Education Sciences and Psychology in Tübingen.

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So we have a virtual classroom where we can do empirical studies with students.

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Yeah, maybe that's enough.

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Let's do it short because time is passing by.

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We also have some research projects together with museums.

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One, Artification, was done by Sabia, and Nature World also by Sabia.

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Research projects in cooperation with the State Gallery and the National History Museum.

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And digital games and applications were produced to expand museum experiences.

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The target groups are children, teenagers, young adults.

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And they should learn and have a positive museum experience

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and the games should promote their enthusiasm for art, natural history, things like this.

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Is it correct? Okay. And then another project also done by Sabia called Kuhmus.

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So therefore I have to left the German wording here, Kunst, Musik and Sport. So art, music and sport.

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The intention is to establish professional networks to promote adaptive action related digital innovations in teacher training in these topics, art, museum and sports.

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spots and we didn't write down the partners here because there are so many

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what you can see here are the logos of all the partners so it's really a huge

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project which just started you want to say more or is it fine like this okay

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Then also an ongoing project done by Celina in cooperation with, supervised by Sabia,

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mixed reality exergames for fall prevention. So elderly people, they tend

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to fall down and have serious insurances and if you drain some muscles you can

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prevent from falling and so the idea is to give the people a meaningful

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experience which increases quality of life with the training. We have some

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ongoing PhD projects. So one is about cultural communication with games, one is

27:41.800 --> 27:45.800
One is about autonomous reaction of social robots

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through the detection of behavioral markers.

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And one is about combining the perspectives of game design

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and user experience design with those from movement sciences.

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The first one, Amadeo Vicaro,

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he has his office in Tübingen at the university.

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Milo Olbrecht, I get you all saw him running around quite a lot here,

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organizing these days.

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And yeah, Selina Reds also is here quite a lot

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and also involved in organizing

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and helping with the game, game stay.

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Okay, so thanks for listening

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and we are open for questions.

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Not too many, but maybe.

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Maybe half a question.

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Yeah.

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Excellent, so are there any questions?

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Who would like to ask a question?

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No, no one?

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Then I might ask one.

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That is Martin. That's me. That's you.

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What was your favorite student project since you've joined us?

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I can see some of my students right here, so I'm not telling.

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Sorry.

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Yeah, if you want to know that,

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you need to give me much more alcohol.

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No, actually, there are some impressive projects.

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I'm not going to name names.

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I think what makes projects impressive

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is if students pour themselves into it.

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We have so many students that bring their passion for games

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into the project, and I think that shows in every project,

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small and large.

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What a diplomatic answer. Thank you so much.

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Alright, so thank you very much guys.

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It was lovely to have this time journey, you know, back to the future thingy-me-jig that

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you did.

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Thank you so much.

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And we move on now to our next group of speakers.

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In fact, now comes my favorite part, because now we have two talks from alumni from our

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university. We're starting with Katrin Radke and Kazimir Plus who now run the

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games company called Spellgarden Games and they're gonna give us a talk

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about running a sticky business. I can't wait for that. Actually those two

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are the ones who got the prize that was mentioned right they are the the main

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people behind Elena and they are also alumni as I said Katrin studied mobile

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media and Kazimir studied media informatics and they both finished with

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a big ban in 2016 with their bachelor thesis and I'm personally quite excited

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to see what happens. I mean, I've met you guys at several game zones and other talks

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where we hosted, where we've been on the same panel. So, so great to see you guys and I

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can't wait to see your latest developments. So welcome, Katrin and Kazimir.

