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Cologne Game Lab
- Greening Games Education
- Greening Games Suststainability Kit
- Serious Games
- Technology-Enhanced Learning in the Age of Technology that Learns
- Künstliche Intelligenz: Liebe Autoren, wer hat Angst vor Sydney?
- Spielen für die Zukunft
- "Dinge werden zu Daten - und Daten zu Dingen"
- "Games üben in die digitale Kultur ein"
- A Game to Promote Literacy and Psychosocial Well-being among Syrian Refugee Children
- Affective Computing in Online Higher Education: A Systematic Literature Review
- Alter Egos
- Anpassungen eines Unangepassten
- Automation of Play
- Can You Ink While You Blink?
- Can You Pass? Thresholds of Queer Cultural Spaces in Seoul
- Design Principles for Affective Online Learning
- Design Recommendations for User-Centered Games for Multiple Sclerosis Balance Rehabilitation: An Evidence Review
- Designing and Implementing Gamification: GaDeP, Gamifire, and Applied Case Studies
- Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games
- Die Feinde des Kinos
- Digitale spielebasierte Risikoprävention für impulsive und sensationslüsterne Jugendliche – Mixed Methods Evaluationsergebnisse einer motivierenden Intervention
- Editorial
- Enhancing Presentation Skills: Key Technical Features of Automated Feedback Systems
- Experiences of Placelessness
- Fandom, Algorithm, Prompting: Reconsidering Webcomics
- Film and Games as Alter Egos
- From Media History of Digital Games to Games in the Age of the Anthropocene
- Game Designer als Akteure der politischen Bildung
- Games Versus Reality? How Game Designers Deal with Current Topics of Geography Education
- Heimat im globalen Dazwischen
- Hoffen und Bangen
- How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making
- Informal Social-Emotional Learning in Gaming Affinity Spaces
- Introduction
- KO oder OK?
- Leitbild Holografie
- Liebesfilme, Geschlechtskrankheiten und eugenische Ehe
- MILSDeM
- May the Plan be with you!
- Multimodal and Immersive Systems for Skills Development and Education
- Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic
- Online-Feedback als Dialog
- Pau-Brasil and String Instrument Bows Telecouple Nature, Art, and Heritage
- Pedagogical Practices in a Gaming Affinity Space and the Motivating Sting of Elden Ring
- Protecting Threatened Species and Music Traditions
- Quo Vadis German Game Studies? A Commentary.
- Remote Collaboration in Higher Game Development Education
- Remote Collaboration in Higher Game Development Education. Online Practices and Learning Processes of Students between Professional Routines and Psychosocial Challenges
- Schrift und Bild in transmedialen Erzählungen
- Table Tennis Tutor: Forehand Strokes Classification Based on Multimodal Data and Neural Networks
- Teaching Environmentally Conscious Game Design
- Teaching and Learning Game Design with the Concept of Gameplay Loops
- The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
- The Gameplay Loop Methodology as a Tool for Educational Game Design
- The Spectated, the Social, the Beautiful and the Caring
- Through the Ludic Glass
- Verstädterung, Wohneigentum und Raumkonstitution
- Virtual Virtuoso
- Vom Beta- zum Metaversum
- Übermenschenbilder
- “I think I Get Why y’all do this Now”
- MILeS 2022
- MILeS 2023
- Proceedings of the First International Workshop on Multimodal Immersive Learning Systems (MILeS 2021)
- Computational Thinking Education for Diversity and Inclusion (CoTEDI) – An Overview from an Inventory Survey
- Conceptualising Immersive Multimodal Environments for Psychomotor Skills Training
- Educational Robotics at Schools Online with Augmented Reality
- Evaluating an Immersive Learning Toolkit for Training Psychomotor Skills in the Fields of Human-Robot Interaction and Dance
- Examining the Impact of Data Augmentation for Psychomotor Skills Training in Human-Robot Interaction
- Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems
- Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases
- Game and Humanitarian
- Gameplay Definition: a Game Design Perspective
- Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement
- Gamifire
- Gamifire
- How Insights Into Entertainment Games Can Improve the Design of Educational Games on Complex Societal Problems
- IMPECT-POSE
- IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process
- Immersive Training Environments for Psychomotor Skills Development
- Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition
- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment
- Make an IMPECT on the Dancefloor!: An Immersive Learning Environment for the Development of Dance Choreography Skills
- Merging Gameplay and Learning in Educational Game Design
- Novices Make More Noise! But How Can We Listen to it?
- Novices Make More Noise! The D&K Effect 2.0?
- Personalized Game Design for Balance Rehabilitation in Multiple Sclerosis
- Players' Reflections on Digital Games as a Medium for Education: Results from a Qualitative Study
- Preface
- Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for Dyadic Teams
- Read Between the Lines
- Sense the Classroom: AI-Supported Synchronous Online Education for a Resilient New Normal
- Serious Games for Education and Training in the Humanitarian Sector: State of the Art
- Shaping and Evaluating a System for Affective Computing in Online Higher Education using a Participatory Design and the System Usability Scale
- The Gameplay Loop
- Visual and Tactile Information Provision in Golf: Conceptualization of a Training Application Incorporating Wearable Devices and Extended Reality
- WEKIT.One
- XR Golf Putt Trainer: User Opinions on an Innovative Real-Time Feedback Tool
- Sense the Classroom: AI-supported Synchronous Online Education for a Resilient New Normal
- Meaningful Acoustics for Board Games
- Personal AcCompanion AI
- Sub-optimal Bots
- Games | Game Design | Game Studies
- Games | Game Design | Game Studies
- Lernen als soziale Praxis Im Internet:
- Playing at a Distance
- Sleeper Agent in Post 9/11 Media
- The Making of Modern Subjects
- Wer war WM?
- Comics and Agency
- Der Televisionär
- Games studieren - was, wie, wo?
- Games studieren - was, wie, wo? Staatliche Studienangebote im Bereich digitaler Spiele
- Gaming the Metaverse
- Im Spielrausch
- Intersectionality and the City
- Mental Health | Atmospheres | Video Games
- New Game Plus
- Paratextualizing Games
- Playful Materialities
- Playing Utopia
- A Conceptual Framework for Supporting Expertise Development with Augmented Reality and Wearable Sensors
- A Game Design Methodology for Generating a Psychological Profile of Players
- Antura & the Letters (Arabic)
- BA »Digital Games«
- Conócete
- Dem Mittleren fern
- Der Weg in die Alterität
- Design, Spiel, Metaversum: Zukünfte in der digitalen Kultur
- Die Perspektive der Experten
- Don't Litter on My Parade
- Feiern im Film; am Beispiel der Adaptationen von The Postman Always Rings Twice
- Foreword
- From Analog to Digital Image Space
- From Streets to Theaters
- Game Design Mise-en-scène practice
- Game Design and Game Studies
- Game Studies
- Game Studies und Game Design
- Games lehren und lernen in Deutschland
- Gamification of Terror — Power Games as Liminal Spaces
- I Don't Feel at Home in this Game Anymore
- Im Spiegel der Spiele. Games in der digitalen Kultur
- Introduction
- Locked In Generative AI: The Impact of Large Language Models on Educational Freedom and Teacher Education
- MA »Digital Games«
- MA »Game Development and Research«
- Material Infrastructures of Play : How the Games Industry Reimagines Itself in the Face of Climate Crisis
- Metaverse (Re)Visions
- Mündige Entscheidungen in digitalen Spielen
- Only a Researcher's Struggle?
- Operatives Ambient
- Paratext | Paraplay
- Player-Centred Educational Game Design
- Playing with Batman
- Preface
- Preface
- Preface and Acknowledgements
- Preface and Acknowledgments
- Preface and Acknowledgments
- Programmieren, was andere spielen sollen
- Reading Between the Lines
- Slow Play
- Teaching Interactive Storytelling and Game Design
- Towards the Ludic Cyborg
- Transmedia
- Use and Conservation of the Threatened Brazilian National Tree Paubrasilia echinata Lam.
- Utopian Futures
- Vegas, Disney, and the Metaverse
- Video Games and Literature
- Vom Drama zum Game
- Vorwort
- We Are Everywhere, But Where Are We?
- Wolfgang Menge: Authentizität und Autorschaft
Projektleitung aus dieser Einrichtung
- KI-rekonstruierte historische Kleidung in Virtual Reality für Museen, Spiele und Filmproduktionen; Bartholdy Björn und Fuhrmann Arnulph; EFRE/JTF-Programms NRW 2021-2027
- KulturXpand - Design und Entwicklung einer Plattform zur Erstellung innovativer, interaktiver und inklusiver Kulturerfahrungen durch Endnutzer:innen; Bojahr Philipp; EFRE/JTF-Programms NRW 2021-2027
- Universelle Erstellung von emotionalen und diversen Avataren durch generative KI; Klemke Roland; EFRE/JTF-Programms NRW 2021-2027
- Spreading Open and Inclusive Literacy and Soil Culture through Artistic Practices and Education; Guardiola Emmanuel; European Commission - HORIZON EUROPE
- Sustainable TRAnsiTion for Europe’s Game IndustriES; Fizek Sonia; European Commission - HORIZON EUROPE
- Preparing multi-actor projects in a co-creative way; Klemke Roland; European Commission - HORIZON EUROPE
- No end to the road: Fellowship für Neue Künste; Bojahr Philipp; Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen
- Game Starter Foundry; Limpach Odile; KölnBusiness Wirtschaftsförderungs-GmbH
- Forschungskooperation mit NS-Dokumentationszentrum der Stadt Köln; Bojahr Philipp; NS-Dokumentationszentrum der Stadt Köln
- Computational Thinking Education for Diversity and Inclusion; Klemke Roland; European Commission - ERASMUS+
- Interactive learning game for refugee and migrANT children's inclUsion and integRAtion; Guardiola Emmanuel; European Commission - ERASMUS+
- Barrierefreies Gaming in Wissenschaft, Praxis und Bildung; Bojahr Philipp und Tillmann Angela; Bundesministerium für Bildung und Forschung
- Remote Enhanced Asymmetric Collaboration for Human-Robot Interaction; Klemke Roland; Ministerium für Wirtschaft, Industrie, Klimaschutz und Energie des Landes Nordrhein-Westfalen
- Innovative Solutions to Eliminate Domestic Abuse; Guardiola Emmanuel; European Commission - HORIZON EUROPE
- Model für hybrid teaching; Klemke Roland; Bundesministerium für Bildung und Forschung
- Erika-Fuchs-Haus 4.0; Bojahr Philipp; Stadt Schwarzenbach an der Saale
- Fellowships für junge Erwachsene zur Erprobung hybrider Produktionen im Raum zwischen 0 und 1 Projektantrag; Bojahr Philipp; Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen
- Virtual Reality for Vocational Education and Training; Klemke Roland; European Commission - ERASMUS+
- Building higher education resources for sustainable video game production, design and critical game studies; Fizek Sonia; European Commission - ERASMUS+
- Luxembourg / America. A History Game about Migration; Guardiola Emmanuel; Œuvre Nationale de Secours Grande-Duchesse Charlotte
- Multimodales Immersives Lernen mit künstlicher Intelligenz für psychomotorische Fähigkeiten; Klemke Roland; Bundesministerium für Bildung und Forschung
- Materialgestütztes argumentierendes Schreiben mit digitalen Medien im sprachsensiblen Geographieunterricht: Entwicklung eines digitalen Adventurespiels zu einem Raumnutzungskonflikt in Köln; Guardiola Emmanuel; RheinEnergie Stiftung
- VR Installation für das Höhlenerlebniszentrums im Höhlensystem Windloch im Mühlenberg Engelskirchen; Bojahr Philipp; Gemeinde Engelskirchen
- Greening Games Education
- Greening Games Suststainability Kit
- Serious Games
- Technology-Enhanced Learning in the Age of Technology that Learns
- Künstliche Intelligenz: Liebe Autoren, wer hat Angst vor Sydney?
- Spielen für die Zukunft
- "Dinge werden zu Daten - und Daten zu Dingen"
- "Games üben in die digitale Kultur ein"
- A Game to Promote Literacy and Psychosocial Well-being among Syrian Refugee Children
- Affective Computing in Online Higher Education: A Systematic Literature Review
- Alter Egos
- Anpassungen eines Unangepassten
- Automation of Play
- Can You Ink While You Blink?
- Can You Pass? Thresholds of Queer Cultural Spaces in Seoul
- Design Principles for Affective Online Learning
- Design Recommendations for User-Centered Games for Multiple Sclerosis Balance Rehabilitation: An Evidence Review
- Designing and Implementing Gamification: GaDeP, Gamifire, and Applied Case Studies
- Die (Spiel-)Welt muss romantisiert werden! – Die Rezeption europäischer Romantik in Walking Simulator-Games
- Die Feinde des Kinos
- Digitale spielebasierte Risikoprävention für impulsive und sensationslüsterne Jugendliche – Mixed Methods Evaluationsergebnisse einer motivierenden Intervention
- Editorial
- Enhancing Presentation Skills: Key Technical Features of Automated Feedback Systems
- Experiences of Placelessness
- Fandom, Algorithm, Prompting: Reconsidering Webcomics
- Film and Games as Alter Egos
- From Media History of Digital Games to Games in the Age of the Anthropocene
- Game Designer als Akteure der politischen Bildung
- Games Versus Reality? How Game Designers Deal with Current Topics of Geography Education
- Heimat im globalen Dazwischen
- Hoffen und Bangen
- How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making
- Informal Social-Emotional Learning in Gaming Affinity Spaces
- Introduction
- KO oder OK?
- Leitbild Holografie
- Liebesfilme, Geschlechtskrankheiten und eugenische Ehe
- MILSDeM
- May the Plan be with you!
- Multimodal and Immersive Systems for Skills Development and Education
- Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic
- Online-Feedback als Dialog
- Pau-Brasil and String Instrument Bows Telecouple Nature, Art, and Heritage
- Pedagogical Practices in a Gaming Affinity Space and the Motivating Sting of Elden Ring
- Protecting Threatened Species and Music Traditions
- Quo Vadis German Game Studies? A Commentary.
- Remote Collaboration in Higher Game Development Education
- Remote Collaboration in Higher Game Development Education. Online Practices and Learning Processes of Students between Professional Routines and Psychosocial Challenges
- Schrift und Bild in transmedialen Erzählungen
- Table Tennis Tutor: Forehand Strokes Classification Based on Multimodal Data and Neural Networks
- Teaching Environmentally Conscious Game Design
- Teaching and Learning Game Design with the Concept of Gameplay Loops
- The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
- The Gameplay Loop Methodology as a Tool for Educational Game Design
- The Spectated, the Social, the Beautiful and the Caring
- Through the Ludic Glass
- Verstädterung, Wohneigentum und Raumkonstitution
- Virtual Virtuoso
- Vom Beta- zum Metaversum
- Übermenschenbilder
- “I think I Get Why y’all do this Now”
- MILeS 2022
- MILeS 2023
- Proceedings of the First International Workshop on Multimodal Immersive Learning Systems (MILeS 2021)
- Computational Thinking Education for Diversity and Inclusion (CoTEDI) – An Overview from an Inventory Survey
- Conceptualising Immersive Multimodal Environments for Psychomotor Skills Training
- Educational Robotics at Schools Online with Augmented Reality
- Evaluating an Immersive Learning Toolkit for Training Psychomotor Skills in the Fields of Human-Robot Interaction and Dance
- Examining the Impact of Data Augmentation for Psychomotor Skills Training in Human-Robot Interaction
- Experts’ Evaluation of a Proposed Taxonomy for Immersive Learning Systems
- Exploring Immersive Learning Environments in Human-Robot Interaction Use Cases
- Game and Humanitarian
- Gameplay Definition: a Game Design Perspective
- Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement
- Gamifire
- Gamifire
- How Insights Into Entertainment Games Can Improve the Design of Educational Games on Complex Societal Problems
- IMPECT-POSE
- IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process
- Immersive Training Environments for Psychomotor Skills Development
- Implementing Cloud-Based Feedback to Facilitate Scalable Psychomotor Skills Acquisition
- Learning Success, Engagement and Fun: Evaluating an Educational Game in Higher Education as Replacement for a Homework Assignment
- Make an IMPECT on the Dancefloor!: An Immersive Learning Environment for the Development of Dance Choreography Skills
- Merging Gameplay and Learning in Educational Game Design
- Novices Make More Noise! But How Can We Listen to it?
- Novices Make More Noise! The D&K Effect 2.0?
- Personalized Game Design for Balance Rehabilitation in Multiple Sclerosis
- Players' Reflections on Digital Games as a Medium for Education: Results from a Qualitative Study
- Preface
- Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for Dyadic Teams
- Read Between the Lines
- Sense the Classroom: AI-Supported Synchronous Online Education for a Resilient New Normal
- Serious Games for Education and Training in the Humanitarian Sector: State of the Art
- Shaping and Evaluating a System for Affective Computing in Online Higher Education using a Participatory Design and the System Usability Scale
- The Gameplay Loop
- Visual and Tactile Information Provision in Golf: Conceptualization of a Training Application Incorporating Wearable Devices and Extended Reality
- WEKIT.One
- XR Golf Putt Trainer: User Opinions on an Innovative Real-Time Feedback Tool
- Sense the Classroom: AI-supported Synchronous Online Education for a Resilient New Normal
- Meaningful Acoustics for Board Games
- Personal AcCompanion AI
- Sub-optimal Bots
- Games | Game Design | Game Studies
- Games | Game Design | Game Studies
- Lernen als soziale Praxis Im Internet:
- Playing at a Distance
- Sleeper Agent in Post 9/11 Media
- The Making of Modern Subjects
- Wer war WM?
- Comics and Agency
- Der Televisionär
- Games studieren - was, wie, wo?
- Games studieren - was, wie, wo? Staatliche Studienangebote im Bereich digitaler Spiele
- Gaming the Metaverse
- Im Spielrausch
- Intersectionality and the City
- Mental Health | Atmospheres | Video Games
- New Game Plus
- Paratextualizing Games
- Playful Materialities
- Playing Utopia
- A Conceptual Framework for Supporting Expertise Development with Augmented Reality and Wearable Sensors
- A Game Design Methodology for Generating a Psychological Profile of Players
- Antura & the Letters (Arabic)
- BA »Digital Games«
- Conócete
- Dem Mittleren fern
- Der Weg in die Alterität
- Design, Spiel, Metaversum: Zukünfte in der digitalen Kultur
- Die Perspektive der Experten
- Don't Litter on My Parade
- Feiern im Film; am Beispiel der Adaptationen von The Postman Always Rings Twice
- Foreword
- From Analog to Digital Image Space
- From Streets to Theaters
- Game Design Mise-en-scène practice
- Game Design and Game Studies
- Game Studies
- Game Studies und Game Design
- Games lehren und lernen in Deutschland
- Gamification of Terror — Power Games as Liminal Spaces
- I Don't Feel at Home in this Game Anymore
- Im Spiegel der Spiele. Games in der digitalen Kultur
- Introduction
- Locked In Generative AI: The Impact of Large Language Models on Educational Freedom and Teacher Education
- MA »Digital Games«
- MA »Game Development and Research«
- Material Infrastructures of Play : How the Games Industry Reimagines Itself in the Face of Climate Crisis
- Metaverse (Re)Visions
- Mündige Entscheidungen in digitalen Spielen
- Only a Researcher's Struggle?
- Operatives Ambient
- Paratext | Paraplay
- Player-Centred Educational Game Design
- Playing with Batman
- Preface
- Preface
- Preface and Acknowledgements
- Preface and Acknowledgments
- Preface and Acknowledgments
- Programmieren, was andere spielen sollen
- Reading Between the Lines
- Slow Play
- Teaching Interactive Storytelling and Game Design
- Towards the Ludic Cyborg
- Transmedia
- Use and Conservation of the Threatened Brazilian National Tree Paubrasilia echinata Lam.
- Utopian Futures
- Vegas, Disney, and the Metaverse
- Video Games and Literature
- Vom Drama zum Game
- Vorwort
- We Are Everywhere, But Where Are We?
- Wolfgang Menge: Authentizität und Autorschaft
Projektleitung aus dieser Einrichtung
- KI-rekonstruierte historische Kleidung in Virtual Reality für Museen, Spiele und Filmproduktionen; Bartholdy Björn und Fuhrmann Arnulph; EFRE/JTF-Programms NRW 2021-2027
- KulturXpand - Design und Entwicklung einer Plattform zur Erstellung innovativer, interaktiver und inklusiver Kulturerfahrungen durch Endnutzer:innen; Bojahr Philipp; EFRE/JTF-Programms NRW 2021-2027
- Universelle Erstellung von emotionalen und diversen Avataren durch generative KI; Klemke Roland; EFRE/JTF-Programms NRW 2021-2027
- Spreading Open and Inclusive Literacy and Soil Culture through Artistic Practices and Education; Guardiola Emmanuel; European Commission - HORIZON EUROPE
- Sustainable TRAnsiTion for Europe’s Game IndustriES; Fizek Sonia; European Commission - HORIZON EUROPE
- Preparing multi-actor projects in a co-creative way; Klemke Roland; European Commission - HORIZON EUROPE
- No end to the road: Fellowship für Neue Künste; Bojahr Philipp; Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen
- Game Starter Foundry; Limpach Odile; KölnBusiness Wirtschaftsförderungs-GmbH
- Forschungskooperation mit NS-Dokumentationszentrum der Stadt Köln; Bojahr Philipp; NS-Dokumentationszentrum der Stadt Köln
- Computational Thinking Education for Diversity and Inclusion; Klemke Roland; European Commission - ERASMUS+
- Interactive learning game for refugee and migrANT children's inclUsion and integRAtion; Guardiola Emmanuel; European Commission - ERASMUS+
- Barrierefreies Gaming in Wissenschaft, Praxis und Bildung; Bojahr Philipp und Tillmann Angela; Bundesministerium für Bildung und Forschung
- Remote Enhanced Asymmetric Collaboration for Human-Robot Interaction; Klemke Roland; Ministerium für Wirtschaft, Industrie, Klimaschutz und Energie des Landes Nordrhein-Westfalen
- Innovative Solutions to Eliminate Domestic Abuse; Guardiola Emmanuel; European Commission - HORIZON EUROPE
- Model für hybrid teaching; Klemke Roland; Bundesministerium für Bildung und Forschung
- Erika-Fuchs-Haus 4.0; Bojahr Philipp; Stadt Schwarzenbach an der Saale
- Fellowships für junge Erwachsene zur Erprobung hybrider Produktionen im Raum zwischen 0 und 1 Projektantrag; Bojahr Philipp; Ministerium für Kultur und Wissenschaft des Landes Nordrhein-Westfalen
- Virtual Reality for Vocational Education and Training; Klemke Roland; European Commission - ERASMUS+
- Building higher education resources for sustainable video game production, design and critical game studies; Fizek Sonia; European Commission - ERASMUS+
- Luxembourg / America. A History Game about Migration; Guardiola Emmanuel; Œuvre Nationale de Secours Grande-Duchesse Charlotte
- Multimodales Immersives Lernen mit künstlicher Intelligenz für psychomotorische Fähigkeiten; Klemke Roland; Bundesministerium für Bildung und Forschung
- Materialgestütztes argumentierendes Schreiben mit digitalen Medien im sprachsensiblen Geographieunterricht: Entwicklung eines digitalen Adventurespiels zu einem Raumnutzungskonflikt in Köln; Guardiola Emmanuel; RheinEnergie Stiftung
- VR Installation für das Höhlenerlebniszentrums im Höhlensystem Windloch im Mühlenberg Engelskirchen; Bojahr Philipp; Gemeinde Engelskirchen