As hostess Dr. Angela Frank welcomes the participants with the request to find new and motivating narratives and applications. Prof. Dr. Steffen P. Walz explains the context of the conference, e.g. which technologies known from games exist that could be useful for SDGs and where have playful approaches already contributed to more sustainability in the context of the 17 SDGs. Sven Schmidt talks about the future opportunities that arise from cross-innovation between creative professionals, start-ups, game developers*, universities and SMEs and why this collaboration is critical for achieving Agenda 2030. Prof. Sebastian Stamm points out that game designers are above all the system designers of tomorrow and will play a decisive role in shaping future motivating processes.
In his keynote "How can games create space for playful impact?" Matthew Manos gives examples where playful elements and ways of thinking trigger innovation and change and lead to innovation in the creation of new products and services. He asks how we create more time and space to play in the work environment and thereby increase productivity and satisfaction in the team.
In the panel on digital sustainability, Daniel Classen (Lightshape) reports on how mixed and virtual reality applications can make the collaboration and visualization of products and projects more sustainable and make sustainability digitally visible. Ralf Geiger (VAUDE) shows how VAUDE gives its products a second life through recycling, repair or social commitment and how the cooperation with iFixit Europe contributes to this. Matthias Huisken (iFixit Europe) talks about his mission to maximize the life span of products through repair instructions and tools and thus reduce the consumption of resources in the community.
Antonia Bartning, creator of the board game "Pitchyourgreenidea" talks about her experiences with customers who playfully approach a sustainable business model or company and the enthusiasm she encounters.
Georg Hobmeier describes the journey of Causa Creations and how a project for the militarization of Europe's external borders in 2007 led to the realization that games are ideally suited to bring socio-political sustainability issues into society in an attention-grabbing way.
Frieda Preuß (Spiegel Institut) leads through a playful, interactive, creative exercise that allows participants to explore their content wishes for the next Creatables Conference and pass them on to the team.
How can we best help children with learning difficulties? How can technology help to improve the learning plan? Can technology really cure Learning difficulties? With these questions Misti Frantzen (Master Cody) describes how critical game design is for the therapy and healing of dyslexia and dyscalculia in children and what a change this has brought about in the minds of teachers and politicians.
Susanne Grube meets the challenge to dust off the visit to the Natural History Museum in Stuttgart for children and adults with the development of a game app, project Natureworld, which brings the ecological habitats of the earth to life and makes it digitally experienceable.
There are different futures and we can do our part to change the world in a certain direction! Tobias Reitz asks companies how they imagine their future and in which world they want to live. With a holistic view and a self-developed playful method quäntchen + glück accompanies companies in their transformation into new business models, corporate culture and methods of cooperation.