Although videogames are primarily products of the entertainment industry, over the last few years, they have come to convey political messages in the same way as movies and television. We are witnessing the emergence of “independent games” dealing with such “serious” subjects as ecology, civics and cybersecurity. In the paradoxical context of “gamization” of society, how do videogames manage their social role differently than other media? What is their world view?
Panel moderated by Olivier Mauco (Games in Society)
In partnership with Games for Change Europe
With François Alliot (Nerial), Alexandre Knetig (ARTE), Karol Zajaczkowski (11 bits Studio), Katharina Tillmanns (Games for Change Europe)