Once again, this year gamescom has set a visitor record: 373,000 people visited the world's largest trade fair for computer and video games in Cologne from August 20 to 24, 2019. For WHU, which was part of gamescom for the fifth time already, the topic "Diversity" was particularly important this year.
Together with the Initiative Women into Leadership (IWiL), the WHU Foundation organized a tour through the fair. At the invitation of the "game - Verband der deutschen Games-Branche e.V.," 25 female executives had the opportunity to get their impression of the dynamics of the games industry and the extent of the fair. Sabine Hansen, co-founder of IWiL and Kellogg-WHU Alumna, on the idea of the format: "I was able to get a taste of the gamescom air at a WHU event last year and was sure that this would also enrich our IWiL mentors and mentees."
Accordingly, a lot of time was planned for the exchange with leading representatives of the gaming industry to discuss topics such as the relevance of diversity, gamification, and the future of the gaming industry.
Sabrina Auer, CSR & Education Specialist at Ubisoft Düsseldorf, spoke with the participants about the open and unique working atmosphere in the gaming industry: "Diversity is one of the pillars of Ubisoft. We are convinced that a respectful working atmosphere, in which the individual abilities of different people find free space, enriches us immensely. Particularly creative, exciting, and varied games can only be created in such an open-minded environment that accepts team members as they are."
Michaela Bartelt, Head of Worldwide Localization at Electronic Arts, for example, shared her views on the significance and possibilities of games: "Digital games have a permanent place in modern media alongside films, books or music. They fulfill the great desire to make the media reality shaped by television interactive, offer impulses for action and opportunities for social exchange, promote media competence, and keep older people fit. And above all: they entertain and are fun! But they are also leading technology carriers and innovation drivers. Under the keyword gamification, playful elements find their way into other areas of life; for example, in pedagogy, learning skills that gamers develop through computer games can be used in everyday professional life. I think we are just at the beginning of a fascinating development."
The opportunity to play some of the games and to talk to developers of "Serious Games" was at the end of an eventful day. The next gamescom in 2020, will take place from August 25 to 29.