devcom 2020

Virtual Pavilion & Booths

Baltic Sea Games – part of devcom 2020!

BSG hosted a pavilion with virtual booths for game studios and incubator of the Baltic Sea region.

Schedule

  • Womenize! @devcom, Session I – 20.08., 14h CEST
  • Womenize! @devcom, Session II – 25.08., 14h CEST
  • Talk with Twisted Ramble Games – 25.08., 17:30h CEST
  • Förderung von Computerspielen I (Ger.) – 26.08., 14h CEST
  • The Finnish Game Industry – 28.08., 14h CEST
  • Förderung von Computerspielen II (Ger.) – 28.08., 15:30h CEST

Panel: How do we incubate for non-entertainment game production?

As part of devcom’s sessions, Baltic Sea Games hosted a panel with the title “How do we incubate for non-entertainment game production?”

Moderator: Ruth Lemmen

Panelists:

  • Kerstin Schütt of Twisted Ramble Games
  • Natasha Skult of Turku Game Hub
  • Sebastian Deterding of Digital Creativity Labs (York, UK)
  • Mikkel Lodahl of Dania Games
  • Per Backlund of University of Skövde

More info: A lot has been written on and said about serious games, impact games, applied games and gamification. And although there is a progressive consensus about their various definitions, their distinctive nature and the general game design approach, this knowledge has not yet gained ground within incubation programmes.

Perhaps because in spite of predictions to the contrary, the game business for non-entertainment markets has not yet grown into a full-fledged market of its own or proven as successful in terms of revenue and market share as the market for entertainment games. Comparatively few businesses build their portfolio and shape their business profile for a serious games / gamification market. Many game companies are still considering gamification and serious games as their contingency plan. It seems, however, that there has not been much discussion on how to approach incubation or mentoring for companies aiming at building up a business as serious game specialists.

The questions arising are: Is a different approach for their incubation necessary? Does it require another business model and entrepreneurial skill set than those needed for entertainment game incubation? And if so, what would serious game incubation need to pay attention to beyond the interesting issue of how to design such games?

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