Immerse, Experience, Discover
The Exhibition of Immersive Technologies
The exhibition at nextReality.festival 2026 is a standout highlight, offering visitors the opportunity to experience the future of immersive technologies up close. Set in Hamburg's historic Speicherstadt, the exhibition brings together a wide range of projects, startups, and sponsors showcasing their innovative XR solutions.
The exhibition is open to all interested parties free of charge – with or without a ticket. Take the opportunity to experience innovative technologies and exchange ideas with experts.
Exhibition Areas
Nominated Projects XRC26
The best projects of the nextReality.Contest are presented at dedicated booths. Here, visitors can meet the developers in person, experience interactive demos, and discover the nominated XRC26 projects through short pitch sessions.
Start-up Alley
This area is reserved for up-and-coming companies presenting their latest XR innovations and services. Here you'll experience the fresh ideas and technologies that will shape the industry in the years to come.
Sponsor Booths
Our sponsors showcase their latest products and services. Regular live demonstrations provide insights into the benefits and application possibilities of the technologies on display.
Our Exhibitors
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Carbon Dream$ Land
Carbon Dream$ Land is a satirical co-op VR game for up to four players: a serious game about climate change, set in the most absurd amusement park of the future, complete with oil slides, coal carousels and greenwashing as the main event. As customizable robots, the team fights its way through the fossil-fuel madness, topples gigantic oil towers and recycles their wreckage into wind turbines, all leading up to a showdown with Donnie Dino, a fire-breathing tyrant with a golden tie and his own propaganda TV studio. Instead of dry lecturing, the game relies on irony, environmental storytelling and distinctive Quill art. With this project, Pixelcloud beat hundreds of international submissions and was the only German studio selected for the EU’s EMIL XR funding. Developed over 15 months by around 20 creatives, with support from the Skopos Institute, Aalto University in Helsinki and Filmakademie Baden-Württemberg. Available for free on the Meta Quest Store and SteamVR.
Project Nominated for XRC26 -
Dance of Drauganna
DANCE OF DRAUGANNA is a narrative & interactive VR Rhythm-Dance Game in which the players open up other realities through dance movements and thus interactively understand the creation of our universe and possible future scenarios. An interdisciplinary synthesis of dance art, biology and physics to explore life in the universe.
Project Nominated for XRC26 -
Magical Girl : what makes me shine?
This 360-degree VR rhythm game explores the conflict between media ideals and one’s own body. Drawing on the “magical girl” motif – the ideal many grew up with – it addresses physical exhaustion and self-image. Rather than pushing players to meet impossible standards, it delivers a powerful message: you are perfect just as you are. After a height calibration, players dance to become the perfect magical girl. Stage 1: A fast-paced world in which players follow the ideal magical girl and have to hit the notes on time. At the end, they receive an external rating. Those satisfied with it stay in Stage 1 – only those who question the rating move on to Stage 2. Stage 2: The game switches to hand tracking – no scores, no pressure. Players are free to explore whatever they like: drawing in the fog, reflecting on themselves and, finally, reading a letter from a grown woman to her childhood ideal.
Project Nominated for XRC26 -
Mary Shelley - The Lost Memory
Mary Shelley – The Lost Memory is a collaborative AR escape room for groups from grade 7 upwards. Players take on the role of an expert team tasked with repairing a faulty AI reconstruction of the writer Mary Shelley. In her digitally reconstructed study, they search for objects, solve puzzles and reactivate language, graphics and database modules. With every puzzle solved, the digital Mary Shelley regains more of her memories, abilities and means of expression. The experience links literary history with current questions about artificial intelligence, digital identity and responsibility. Up to four people explore the AR space together on smartphones or tablets, sharing information and acting as a team. Accompanying teaching materials allow it to be used in German, ethics and civics classes. Developers: Heartucate GmbH and spec.studio GmbH Funding: Mitteldeutsche Medienförderung (MDM) and FFF Bayern
Project Nominated for XRC26 -
Now! A Realities Odyssey
“Now! A Realities Odyssey” is a cross-reality exit game that combines model making, VR and AR: a lovingly detailed miniature model of a space shuttle serves as the central game space. Using photogrammetry, it was transferred into virtual reality and expanded into an interactive space players can walk through with a VR headset. One person from the group is sent on the mission, while the others hold a tablet over the model to locate them inside it and follow their interactions from the outside. To find out what happened aboard the abandoned shuttle, players have to solve puzzles together by finding and combining clues across all three game levels. The ship’s story unfolds as a collaborative game, built on communication across the different layers of reality. It thrives on the contrasts between reality and mimesis, materiality and digitality, miniature and life-size, and challenges players to shift between perspectives, dimensions and realities.
Project Nominated for XRC26 -
Si la Soledad lo fuera Todo / „Wenn die Einsamkeit alles wäre"
An encounter with an embodied AI called Majo. One to five minutes, in VRChat on Quest and Pico. Premiered 15 July 2026, streamed to around 200 people. I made Majo just the way I like her: Latina, cute, warm, easy to talk to. Well, except for her mind, which runs on servers located in the Northern Hemisphere, and everything you tell her is recorded, turned into a profile, and sold. That contradiction is the work. The question I keep asking myself: when comfort, attention, and intimacy are manufactured and extracted, what is left that is truly ours, and who pays for that warmth? The screens and the map surrounding this bar trace only part of the real chain behind her and others like her: cobalt, water, moderators, “chatters”… the people of the Global South (and beyond) who finance the closeness that is handed over to the hands of a few in the upper echelons of power. Majo is going to be nice to you. That’s the point. Look at how much it costs.
Project Nominated for XRC26 -
SkyTrip Explorer
The SkyTrip Explorer transforms a former German Armed Forces truck into a mobile experience world with a striking zebra look. Up to ten passengers share the journey together, each becoming an animal avatar. Haptic feedback and wind make the virtual environment instantly tangible, true to the motto “Experience Reality Virtually.” Following the success of the first journey to Namibia, a new journey to Kenya was developed in 2025–2026 together with GIZ and the Kenya Tourism Board. Thanks to its mobile outdoor format, the Explorer comes directly to wherever people gather: zoos, city festivals, events and roadshows. Its easy access makes the experience available to a wide range of audiences and conveys species conservation and biodiversity in an emotional, shared way.
Project Nominated for XRC26 -
The White Saboteur
The White Saboteur is a persistent, immersive world in which every visitor becomes an agent of its disappearance. Their gaze alone melts icebergs that never return, leaving each subsequent visitor to inherit a landscape already transformed by those before them. As the exhibition unfolds, no two visitors ever enter the same world. A paired screen renders the fossilized remains of each encounter in real time, creating a contemplative reflection on our appetite for consuming both the planet and the technologies through which we experience it. Written and directed by BARTHÉLEMY ANTOINE-LOEFF & HUGO ARCIER With sound compositions by OLIVIER GIROUARD Based on scientific data provided by Dr. Heidi Sevestre, Dr. Richard Hann, Dr. Léo Decaux and Cap au Nord Produced by Pierre-Arthur Goulet – Risette In coproduction with Actrio Studio, N°130, Zéro de Conduite Production With the support of the CNC – Immersive Experiences Creation Fund, the City of Paris, Région Hauts-de-France – Pictanovo, FilmFernsehFonds Bayern and Film- und Medienstiftung NRW CONCEPT Writing & dramaturgy: Barthélemy Antoine-Loeff & Hugo Arcier Visual & CGI development: Hugo Arcier INTERACTIVE DEVELOPMENT Prototype R&D: Theo de Nanassy Interactions and architecture: Alice Zanuttini, Aymeric Betton, Max Schindele Visual development: Robin Maulet, Viktor Schenk, Jörgen Engdahl SOUND Sound design & music composition: Olivier Girouard Sound design & interactive audio systems: Pierre-Marie Blind Additional sound & choir recording: Christian Kohler PRODUCTION Pierre-Arthur Goulet (Risette) – Michael Geidel (Actrio Studio) Hugo Arcier (N°130) – Fabienne Giezendanner (Zéro de Conduite Production) With the support of Cité des Sciences et de l’Industrie – Paris Technical partner: Diversion www.thewhitesaboteur.com
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Tinker Dungeon - An Ectraction Dungeon Crawler
“Tinker Dungeon” is a multiplayer extraction dungeon crawler with a creative, physically built cardboard look. Players explore dungeons to save an enchanted kingdom, crafting and upgrading inventive tools such as hot glue guns and paperclip bows from collected materials like cardboard, scrap metal and electronics. Depending on play style, the experience can be cooperative or competitive.
Project Nominated for XRC26 -
XRwise: Lernen, trainieren und erleben in Cross-Reality
What if a seminar, an evacuation drill or an exhibition could take place on site and in virtual space at the same time? Try it out at our demo. XRwise is an open platform where universities, companies and cultural institutions design their own virtual spaces. No coding skills are needed, and the spaces run on PC, Mac, VR headsets and in the browser. With the XRwise Creator, you build spaces from 3D models, videos, presentations and interactions. The XRwise Broadcaster brings camera, sound and lighting live into the virtual space, so you can learn and train together wherever you are. Universities use XRwise for seminars and labs, and companies use it to safely train processes and safety scenarios. Museums make their collections tangible in space. XRwise is run by the Berlin-based nonprofit XRwise gUG, together with HAW Hamburg and Hamm-Lippstadt University of Applied Sciences. Come by and help shape it!
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YULLBE WUNDERLAND
In Miniatur Wunderland’s short VR adventure, you’re equipped with a VR headset and set off on a roughly 10-minute single-player or multiplayer experience. You move freely around the approx. 80 m² play area, the “YULLBE WUNDERLAND GO” room.
Project
Would you like to exhibit?
If you'd like to join us as an exhibitor, get in touch with us!