Creative City Berlin

Knowledge

Games - Market Data

The digital games market booms. Games are the most important growth driver of the entertainment branch: According to PricewaterhouseCoopers [PwC], an estimated 1,7 billion euro of revenues was generated with digital games in 2006, which is equal to a jump of 13,7 percent in comparison to the year before. For 2007, growth figures of 17,3 percent are expected, boosting revenues to two billion euro. ... more


Games - Training and Education

When DigiPen, the very first game-focussed school, opened in the USA in 1985, the first case of a computer game to be put on the index in Germany had happened just one year before. Ever since, a lot has been done. In December 2007, the European Union has declared computer and video games as a part of culture. What a progress! ... more


Games - Field Report

Since 2006, Christoph Brosius has been a student at the Games Academy Berlin participating in the very first course of "game producing". After two semesters with another two terms to go, he takes stock of his experiences: ... more


Web 2.0 - an overview

The keyword "Web 2.0" enjoys great popularity among the media. Let alone google with with an impressive amount of 208.000.000 hits on this art term which comprises plenty of technical, social and economic trends that in turn have developed within the last few years. Web 2.0 was coined by the publisher Tim 'Reilly in 2004 when he was thinking about a title for a developers conference to characterize the new age of the internet use. ... more


eSport - an overview

The term eSports is comprised of the two terms “electronic“ and “sport“. eSports defines competitive gaming of computer and video games on single or multiplayer modes. eSports is to be understood as sports in general and requires both skills (hand eye coordination, speed of reaction) and a tactical understanding of the game (clear view on the game, game knowledge). ... more