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the
future of Games
Thursday, April 23, 2009
Registration: 18:30-19:00, Conference:
19:00-21:15
Tickets
Location:
Cultuurhuis
Diamantslijperij, Tolstraat 129, 1074
VJ Amsterdam
The conference language is English.
Supporter: University of Applied Sciences, School for Design and Communication
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Gaming in 2020 - how gaming is influencing everybody.
Games for
business development
training
fun
mobile phones
relation management
etc
The development of the
technological tools has made it possible to make computer games and
in the past decades games have conquered the world. What started with
simple games like 'space invaders' and 'pong' seems to be influencing
far more than our free time. And not just kids play games anymore.
Through the development of games we now are getting new perceptions
of our world. By creating new technology and in using new tools we recreate
ourselves, and the world around us.
It is an undemocratic process; there is no legislative body, no scientific
council, nor a political one which has a blueprint how this will influence
our world, how this process should play out.
Like nobody ever voted for printing, for steam engines, penicillin,
telephones, televisions or the internet. But they happened and changed
our lives.
This evening you will be confronted with different outlooks on the future
of games. You are confronted with ideas about a future, based on the
knowledge the speakers now have and the expectations of their development
and influence.
You are invited to join the discussion how the future of games will
change your live.
Event concept:by Carla Hoekendijk
Jeroen
Elfferich,
CEO, Ex Machina
Crossplatform & Social Gaming
Games have the potential
to become the ultimate social objects of the digital age, including
more people than ever before. But it takes more than just a highscore
and a friends list to get there. This presentation will address some
of the highlights (and challenges) facing the games and entertainment
industries within the social media eco system. Key topics will be
the rise and integration of new gaming platforms (web, mobile, broadcast/TV)
and an introduction into social gaming (communities, multiplayer,
social networks)
David
Nieborg,
PhD researcher, Amsterdam School for Cultural Analysis (ASCA)
More of the same?
- The future implications of a game industry oligopoly
In terms of ownership
the game industry is not that different from other sectors in the
cultural industries. The big game publishers get bigger up to a point
where we might see even a smaller set of publishers than we see today.
Insights from research on the concentration of ownership in the film
and television industry shows a decreasing diversity of cultural production
as a result of ongoing mergers. How real is this threat and what will
it mean for playing games in 2020?
Kars
Alfrink,
Interaction
Designer, Leapfrog
Better living through
urban play
In the near future,
well design games that use the new streets as a
platform. As they play these games, people will grok the
complex organism that is the real-time city. We can create serious
urban games that facilitate speculative modelling, so that people
can improve their living environment, or at least express what they
would change about it, in a playful way.
GAF
van Baalen,
Co-owner, Concept and artdirection, Ranj Serious Games
Serious games and ubiquitous play
Ranj has been successfully
developing serious games for over ten years. We are convinced that
using game technology outside the domain of entertainment can make
education and communication processes more efficient, more profound
and provide a much more natural way of learning. The development of
serious games is still in its infancy. Dominant designs are yet to
be discovered but play and gaming will be incorporated in every aspect
of everybodys lives within the next 10 years. It will be as
normal as video was and e-mail is now. Learning while playing and
gaming. Serious games and Ubiquitous Play.
Ellen
de Lange-Ros,
Owner, Faxion
The gamer attitude: the prerequisite for success
in 2020
Since several years,
I'm playing games quite fanatically. While I started playing games,
I noticed some important changes in my attitude towards the world.
For example my learning strategy changed dramatically. Now I notice
that this 'gamer's attitude' helps me greatly in doing my work. It
helped me while I founded my company Faxion and it gives me specific
advantages in projects for my customers.
Around me, I see many friends struggling with the demands of the 21st
century-internet-age. They find it hard to adapt to the quickly changing
world around them. However, the solution to play the game of the 21st
century succesfull is easy: play games! The gamers attitude is just
what's needed to become succesfull in 2020.
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18:30 -
19:00
Registration
& welcome drinks
19:00
- 20:00
Introduction
by our Moderator
Matthijs
Dierckx Kuijper,
Publisher, het Redactielokaal
Part I:
Jeroen
Elfferich,
CEO, Ex Machina
Crossplatform & Social Gaming
David
Nieborg,
PhD researcher, Amsterdam School for Cultural Analysis (ASCA)
More of the same?
- The future implications of a game industry oligopoly
Kars
Alfrink,
Interaction
Designer, Leapfrog
Better
living through urban play
GAF
van Baalen,
Co-owner, Concept and artdirection, Ranj Serious Games
Serious games and ubiquitous play
Ellen
de Lange-Ros,
Owner, Faxion
The gamer attitude: the prerequisite for success
in 2020
20:00 - 20:30
Coffee break with
drinks and snacks.
20:30 - 21:15
Part II:
Open discussion
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Tickets for this Season Event are
....Regular
Ticket: € 30,-
....Discount
Ticket: € 20,- [*]
....Student
Ticket: € 10,-
As a non-for-profit foundation we don't charge
VAT.
[*] see www.clubofamsterdam.com/ticketcorner.htm
How to pay for the tickets?
....a)
Online booking
with credit card:
Ticket
Corner
........www.clubofamsterdam.com/ticketcorner.html
....b)
By bank: send an email with your details,
number of tickets, type of tickets
........and
event name to: ticketcorner@clubofamsterdam.com
........Bank:
Fortis Bank, Club of Amsterdam, Account 976399393,
Amstelveen,
........The
Netherlands, IBAN NL46 FTSB 0976399393, BIC FTSB NL2R
....c)
By
invoice: send an email with your billing
details, number of tickets, type of
........tickets.and
event name to: ticketcorner@clubofamsterdam.com
....d)
At the
registration desk the evening of the
event - unless we are sold out
........earlier:
18:30-19:00
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University of Applied
Sciences, School for Design and Communication
Today's job market has opportunities for a new
type of professional, one who can work within various disciplines on
assignments and projects involving interactive and digital media. The
Interactive Media (IAM) degree programme produces graduates to meet
this market need. We call our graduates 'IAM professionals'. They are
multidisciplinarians with knowledge and skills in five areas: marketing,
communication, management (and project management), technology and interactive
media design.
Our students are not generalists,
but are specialised in one of the three specialist courses we offer
in combination with the multidisciplinary basic knowledge of our core
programme. IAM students can devise, design, develop and manage effective
solutions for interactive media assignments. They can also advise commissioners
about the marketing, communication, technology, design and cultural
aspects of interactive media.
www.international.hva.nl/schools/school-of-design-and-communication/iam/index.htm
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Jeroen Elfferich
CEO, Ex Machina
Jeroen Elfferich is founder and CEO at Ex Machina, the independent,
Amsterdam-based company that enables social gaming across mobile, web
and broadcast. Jeroen's passion is extending the social context of technology
and believes online gaming is its cutting edge. Jeroen has a background
in Artificial Intelligence and Sociology and founded several successful
online and technology ventures since 1996. Hes been working on
online gaming technology since 1998. Julius, Ex Machinas proven
and robust cross-platform connected games management system, is in use
at leading media companies, publishers and operators around the world.
www.exmachina.nl
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David
Nieborg
PhD researcher, Amsterdam School for Cultural Analysis (ASCA),
Lecturer at the University
of Amsterdam
His research focuses on the interaction among participatory culture,
game technology and the political economy of the game industry. He contributes
to discussions surrounding game culture in various journals, (online)
magazines and national newspapers.
www.gamespace.nl
home.medewerker.uva.nl/d.b.nieborg
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Kars Alfrink
Interaction
Designer, Leapfrog
In his independent practice, Kars Alfrink straddles the line between
interaction- and game design. He thinks play is a crucial characteristic
of any meaningful user experience and pursues projects
that help him test this belief. Kars has designed social web applications,
casual mobile games and multi-touch systems.
Besides designing, Kars
enjoys teaching at the Utrecht School of the Arts. Currently, he is
coaching a group of students who are pursuing a European Media Master
of Arts in game design.
Kars is the initiator and
co organizer of This happened Utrecht, a series of lectures dedicated
to the stories behind interaction design.
In his spare time, Kars
practices a traditional Japanese martial art, and tries to keep up with
geek culture.
http://leapfrog.nl
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GAF van Baalen
Co-owner, Concept and artdirection, Ranj Serious
Games
Since 1999 Ranj Serious Games applies game technology
to serious industries. Using advanced technology and powerful
game principles, Ranj makes education and communication processes more
efficient and profound, but also more entertaining. Ranj is IP holder
of an elaborate online serious and casual games portfolio and has developed
an unique online browser based isometric engine.
For the past 10 years Ranj has fine tuned its sophisticated serious
games development, in which field experts and the game development teams
translate problem solving challenges in appealing and entertaining gameplay.
The underlying strength of this unique development process is best explained
by an example: SharkWorld
With SharkWorld aspiring project managers gain experience with project
management. It covers both economic aspects and social aspects of project.
The game is propelled by an underlying suspense story. It deliberately
blurs the line between reality and fiction, to form a lifelike test
case. The player interacts through websites, cut scenes, e-mail, newspaper
articles, chat, voice-mails and text messages on a real life phone.
It can be played independently as a standalone application or embedded
in a learning or training program.
SharkWorld and other Award winning products:
http://gdc.ranj.nl
www.ranj.nl
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Ellen
de Lange-Ros
Owner, Faxion
Ellen de Lange-Ros is owner of Faxion, a company inspiring and advising
organisations on customer satisfaction, market research and customer
orientation. In line with it's motto 'Facts in Action', Faxion focuses
on getting the facts of customer research into actions in organisations.
Ellen started Faxion at the 1st of October 2006. Until then, she worked
at KPN where she worked at KPN Research since 1999 on several innovation
projects. From 2002 until 2005, Ellen was responsible for the customer
satisfaction measurements within KPN´s division Fixed. In this
period, improving customer orientation was one of the strategic goals
of KPN. A corporate improvement process was started to improve customer
satisfaction & loyalty and during the next years, many improvements
were realised. The customer satisfaction measurements were an important
accelerator for the whole process and the improvements realised. Since
2005, Ellen worked on Customer Care in the consumer market. Further,
she worked on innovation projects on chat in a business context and
opportunities in the gaming market.
Before Ellen started at
KPN, she worked at Twente University for five years on quality management
and she has written a PhD thesis on Continuous Improvement in Teams
(1999).
www.Faxion.nl
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Matthijs Dierckx Kuijper
Publisher,
het Redactielokaal
Matthijs Dierckx Kuijper
is co-founder and publisher of Control, the Dutch industry magazine
for game developers. In the past he was the founding editor and later
publisher of some well known Dutch game magazines such as PC Zone, GameQuest
and PlayNation. Dierckx Kuijper recently initiated a couple of game
development projects in cooperation with a well-known game studio.
www.redactielokaal.nl
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Cultuurhuis
Diamantslijperij
Tolstraat
129
1074 VJ Amsterdam
former Royal Asscher Diamond Factory
Public Transport
See:
www.9292ov.nl
From Centraal Station:
- tram 4 station Lutmastraat
By
car from outside Amsterdam
Coming from A2 take exit
S110/Nieuwe Utrechtseweg, direction Centrum. From here you follow Amsteldijk
(water to your right) to the Smaragstraat, where you turn left. Turn
right at the Saffierstraat and follow until you reach the Diamantstraat,
where you turn right. This street ends at the Tolstraat, directly opposite
our building.
Coming from A9 follow Ringweg Zuid and take exit S109. On the roundabout
follow S109 in the direction of Europaplein. Via the Vrijheidslaan you
reach Van Woustraat that crosses the Tolstraat. Turn right into Tolstraat.
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You can find resources related to this topic in the sections about
Books
Articles
Links
Club
of Amsterdam Journal
and for more events
Agenda
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Club
of Amsterdam
Phone +31-20-615 4487
info@clubofamsterdam.com
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