Transatlantic
Gaming Summit

  • Luther Game Jam © Goethe-Institut
  • Harmonix © Goethe-Institut
  • Gamer at MIT © Goethe-Institut
  • Luther Game Jam © Goethe-Institut
  • Gruppenphoto © Goethe-Institut Boston
  • Pax Overview © Goethe-Institut Boston
  • Win a Trip to Gamescom © Goethe-Institut Boston
  • Gameplay © Goethe-Institut Boston
  • Stand © Goethe-Institut Boston

Group Picture

We are amazed at the creativity and skills the close to 40 participants displayed at the 48-hour Game Jam, May 19-21 at the Goethe-Institut Boston! Eleven games were created and a jury chose the three winners: Harmoni-us, Struggling Dreams and You Are What You Read. Congratulations to all!

Check out all Games

game jams


Art Games

8 Game Jams worldwide - coming soon to Boston!

PAX East 2017 © Goethe-Institut Boston


PAX East

German Computer Game Designers at PAX East in Boston, March 2017.

Szene

About the Project

The ‘’gaming phenomenon’’ plays a significant role in the academic center of Boston: top universities such as MIT, Northeastern University or Dartmouth College have been integrating gaming modules into their academic teaching programs for years. Meanwhile, gaming is also a prominent economic competitor to, for instance, the movie industry. Likewise, impressive gaming centers have been established at Germany universities (Cologne Game Lab, Berlin, Kassel, Stuttgart….).
Our project focuses on the exchange of important players in the German and US gaming scene. We’d like to introduce German game designers to their US counterparts and foster connections between them. We’d like to establish a transatlantic network of leading players, primarily in the Indie Game Scene. An exchange of ideas and products and cooperation across borders is our goal. Building on the academic potential in the Boston/Cambridge area, we are especially reaching out to academic counterparts in Germany. Together with our partners we are exploring the following questions:
How can the limits of games be expanded?
How can you bridge the divide between academia and the real world?
How do you market new, playable ideas?