GamesBeat & Oculus - Mental Health, Diversity, and Games

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Part of what makes GamesBeat special is the audience it attracts and the community we've forged. As lead writer, Dean Takahashi has always been focused on bringing the best people into the room together to network, inspire each other and make deals happen. Now that room is a next-level virtual reality event space. Over the next four months, GamesBeat and Oculus will present a series of exclusive interactive VR gaming events to our confederation of gamers, developers and publishers, industry CEOs, executives, and venture capitalists.

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For those with Oculus headsets, please use your Oculus Venus app for viewing in VR: https://www.oculus.com/experiences/event/757003524889058/

Pre-register for the next conversation to join in Zoom for Q&A and networking following the livestream: https://zoom.us/webinar/register/WN_FPpobA8bTs-lIkPOBa0tWA

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Full Series Details:

December 9: Mental health, diversity, and next steps in the industry
First, Eve Crevoshay of Take This, a nonprofit on mental health in games, will talk about the challenges that marginalized people face when it comes to games and the Internet. Then we'll talk about what it'll take to change the industry, from the Riot Games allegations to the next steps for the industry to create a truly inclusive culture. Are we doing enough to change?

January 27: The Metaverse - The future of VR and virtual beings
Artificial people are coming, enhanced by AI, animation, and gaming. What will they contribute to society? How will they change our lives in the wake of the next generation of VR, which is going beyond far games, to enhance creativity, create connections between people, offer events, community, and more?

February 17: Science Fiction, tech, and games
What was once science fiction is real technology. Science fiction, tech, and games inspire each other, and the creators who are pushing society forward, accelerating new ideas and turning fantasy into reality. In this panel, we'll discuss the promise of the Metaverse, the leap forward from the internet into immersive, connected worlds.







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