Open Policy Workshops

Welcome to Policy Workshops at NG24 Spring on 22-23 May. Open for all pass holders, the workshops take place in the Slagt 1 meeting room on the second floor of the conference venue.

Following the invite-only Nordic Policy Summit on 21 May, the Policy Workshops at NG24 Spring on 22-23 May are open for all pass holders. The workshops take place in the Slagt 1 meeting room on the second floor of the conference venue. This is the program:

22 May

14:00 – 14:45 CEST
Shift in Skills: How are AI tools transforming the process of making games?

In recent years, AI tools are becoming increasingly intertwined with the game-making process. While the full application range and their implications have not yet fully been explored, there is a big discussion inside the industry with regards to how AI is going to change workflows for studios of all sizes. We would like to take up this discussion and explore with you what this entails for creating games, focusing especially on the capabilities of AI in the areas of game analytics, game production and game enhancement.

Presenters: Thomas Bremer und Tony Pravemann (DE:HIVE – HTW Berlin)

15:00-15:45 CEST
Empowering Sustainable Gaming: How Mentors and Leaders Can Guide Studios to Eco-Friendly Success

The good news: more and more initiatives and projects around sustainable gaming are popping up, but just as several initiatives to join forces and make it easier for studios to know where to get help from. The less good news: smaller studios often lack the resources to even tap into these information pools. This is where mentors, consultants, business developers etc come into play: they are close to the studios and would be the perfect conduit for salient topics such as how to create games or run your business more sustainably. Talk to us and find out how you as mentor or team leader could help teams find their way through the maze of actionable avenues to sustainability.

Moderators: Christine Sauter (BSG Go!-BGZ) + Jesper Krogh Kristiansen (Game Habitat) + Odile Limpach (SpielFabrique/Strategies) + Maria Wagner (SGA) + Jiri Kupiainen (SGA)

16:00-16:45 CEST
Ctrl+Alt+Equal: Crafting a new narrative for gender in gaming

A discussion around the key strategies proposed by the Fair Game with regards to ensuring equal access, well-being, and support to groups who do not see themselves as “cis men”, while informing those who are unaware of the plight and points of exclusion of these groups. Intersectional theory is a key driver for their approach, i.e. understanding that gender experiences are complex and depend on multiple social factors, across categories such as race, class, sexuality, age, ability, language, etc. The question is, where do we start? Which area of the multifaceted issue could be the most powerful to change this hetero-white-male dominated landscape, from users to portrayal in games to game developers and leaderships in education and employ?

Moderators: Emil Lundeval Hammar (RDA)

17:00-17:45 CEST
The League: Strengthening regional and local game support across Europe

Join us in forming a League of European game hubs and clusters to increase regional support for early-stage game companies. We prioritise hands-on engagement, knowledge-sharing, and collaboration to tackle common challenges. This initiative empowers regional game hubs to scale up support efforts collectively, maximising impact within their local ecosystems and allocated resources. Discover if your hub qualifies and meet the League’s founding members.

Moderators: Tim Leinert (Arctic Game), Jesper Krogh Kristiansen (Game Habitat), Oliver Langkowski ( Berlin-Brandenburg).

23 May

10:45-11:15 CEST
MENTAT: Mission Evaluation and Negotiation Training Assessment Tool

What makes a game development studio survive?
MENTAT is a software tool that helps game developers assess their ability to define, communicate, and negotiate their mission and vision for their games, especially when facing external pressures or constraints. The tool provides feedback and guidance on how to align developers’ goals with their stakeholders, partners, and customers, and how to cope with changes and uncertainties in the game industry.
This tool, based on a study of Danish game developers, leverages machine learning and data driven insights to let users explore what has made game development studios successful in the past and to consider how this applies to present and future studios. During this session we will present an interactive demo of the tool.

Moderators: Alessandro Canossa (RDA)

11:30-13:15 CEST
Identify your leadership and mentor skills-level

Being a mentor or a leader requires a complex set of skills and competences. Your experience, knowledge and social competences all accumulate into your unique approach. But have you ever mapped out your own spectrum of competences? Do you understand your own strengths and weaknesses!
In this session/workshop we will demo our skills matrix tool, and show how you can utilize this tool to identify and measure your own competence levels. The workshop part involves working in pairs to discuss a your skills with another participant.

Requirements: for the workshop part of this session, you will need to bring a laptop with Excel, so that you can edit and test the skills matrix sheets.

Take-away: This is an introduction to a self-evaluation tool. You will be able to take the tool home and continue working with it. You can use it for yourself, or you can choose to introduce it to your colleagues, teams or mentees.

Moderator: Allan A. Kirkeby (Game Hub Denmark, Dania Games)

16:30-17:00 CEST
Playing At The Plant

The talk is a presentation of the design challenges of educational gamification at a medical factory. AGAVE is a gamification project that examines how gamification and games can be used as educational tools for industrial operators at Novo Nordisk factory in Kalundborg, Denmark. The factory is the biggest insulin production plant globally. The challenge was to train trade school educated industrial operators how to handle very complicated, highly regulated production process through the use of games.

The talk focuses on the design-process of the games: the analysis of the factory, the design and testing of the games and the implementation of the games in the factory. Expect advanced design theory applied on a very complicated gamification domain.

Presenter: Anders Højsted (University of Copenhagen, DK)

The workshops takes place in the “Slagt 1” meeting room on the 1st floor of the conference venue.


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