Speakers

The Games for Change Festival highlights world-class presenters and speakers from various communities and brings them together to share their work, stories and knowledge all on the same stage.

  • A

  • Michael Agustin

    Co-founder & Chief Product Officer, GameSalad

    Michael Agustin co-founded GameSalad with the intention of making game creation a lifestyle accessible to everyone, not simply a tool for the technically literate. In a previous life, Michael designed tools and artificial intelligence (AI) at Edge of Reality for console games such as Pitfall: The Lost Expedition and Sharktale. He was also part of Apple’s Platform Experience Group assigned to work on the MacOS X operating system. Most recently, he was a designer and programmer at Three Rings for the online game Bang! Howdy.

    Michael earned a master’s degree in entertainment technology from Carnegie Mellon University where his primary research was focused on the rapid ideation and prototyping of games. He received his Bachelor’s degree in computer science, with a minor in business, from The University of Texas at Austin.

    Presenting:

    Understanding the LandscapeL An Overview of Approaches, Platforms, and Intended Outcomes for Teaching Kids Game Design

  • Glenn Albright, PhD

    Co-Founder & Director of Applied Research, Kognito Interactive

    Dr. Glenn Albright – Co-Founder & Director of Applied Research at Kognito InteractiveDr. Glenn L. Albright is the co-founder & Director of Applied Research at Kognito. Dr. Albright is a Psychologist who received his Ph.D. from City University of New York in the area of Experimental Cognition. Dr. Albright’s passion for learning and its application in the field of behavioral health fuels his activities at Kognito where he is involved in the assessment of training simulations as well as facilitating integration of learning theories into Kognitoís human interaction game engine. He is particularly interested in application of recent findings in the field of neuroscience in developing simulations to enhance learning effectiveness and bring about permanent changes in behavior

    Presenting:

    Case Study: At-Risk

  • Chelo Alvarez-Stehle

    Journalist, documentary and new media producer Chelo Alvarez-Stehle has worked for over 13 years exposing stories of human trafficking through her creative and outreach work. In Japan, she worked on documentaries for NHK and became Spain’s El Mundo daily correspondent and continued working for the paper after moving to California. Canal+ Spain turned one of her print reportages on trafficking in the Himalayas into TIN GIRLS documentary film, and was the interviewer, assistant director and consultant. In Nepal, Chelo co-founded the Masala Project, an income generation spice factory for trafficking survivors.Her latest short documentary Sold in America: A Modern-Day Tale of Sex Slavery, is currently screening in film festivals worldwide. She is producer/director for Sands of Silence: Fighting Sexual Slavery and Trafficking, a transmedia project that includes a feature documentary film, SANDS OF SILENCE: A Personal Journey into the Trafficking of Women, and the digital strand SOS_SLAVES: Changing the Trafficking Game.

    Presenting:

    Game Demo Spotlight

  • Nyssa Arcos Evans

    Nyssa Arcos Evans is a 7th grade Globaloria/ Technology teacher at East Austin College Prep Academy in Austin, TX. Established by the World Wide Workshop Foundation, Globaloria is the first social learning network for game design in which students design web-games focused on math, science, and civics. Prior to joining EACPA, Nyssa taught K, 1st, 2nd, 3rd, and 5th grade bilingual. During her tenure with Pflugerville ISD, Nyssa participated in a Model Technology Pilot utilizing Promethean Technologies in the classroom. Students achieved high levels of academic success in math and science, due largely in part to the use of technology. In addition, she participated in a pilot of the ST Math & Music program of the MIND Research Institute. In 2009, Nyssa was one of thirteen teachers nationwide to be named a Great Books Great Teacher by the Great Books Foundation. She holds a B.S. from Texas Christian University and an M.S. in Education Media Design & Technology from Full Sail University.

    Presenting:

    Real World Games For Change Challenge

  • Robert Atkinson

    Dr. Robert Atkinson is an Associate Professor with a joint appointment in the School of Computing, Informatics, and Decision Systems Engineering in the Ira A. Schools of Engineering and the Division of Educational Leadership and Innovation in the Mary Lou Fulton Teacher’s College. His research explores the intersection of cognitive science, informatics, and educational technology. He has obtained—both independently and collaboratively—over $20 million dollars in grant support from a variety of sources including the National Science Foundation, Office of Naval Research, and the Intel Corporation. His research appears in a variety of highly respected academic journals including Journal of Educational Psychology, Applied Cognitive Psychology, Learning and Instruction, Review of Educational Research, and Educational Psychologist. 

    Presenting:

    Covert and Overt Measures of Engagement within an Educational Multimedia Environment

     

  • B

  • Ryan S. J. D. Baker

    Ryan S. J. d. Baker is Assistant Professor of Psychology and the Learning Sciences at Worcester Polytechnic Institute, with a collaborative appointment in Computer Science. His research is at the intersection of Educational Data Mining and Human-Computer Interaction. He uses methods for data mining and quantitative field observation to study the interactions between students and educational software, including serious games, in order to better understand how students respond to educational software, and how these responses impact their learning and learning experiences. He and his colleagues have developed automated detectors that make inferences in real-time about students’ motivation, meta-cognition, and affect, and have used the detectors to conduct basic research in these areas. He is Associate Editor of the Journal of Educational Data Mining, and in the Fall of 2010 was co-editor of the Handbook of Educational Data Mining.

    Presenting:

    Observational and Log Analysis Methods for Assessing Engagement and Effect in Educational Games

     

  • Emer Beamer

    Emer Beamer is a social designer and conceptor, who has co-founded two idealistic organizations, NairoBits in Kenya and Butterfly Works in the Netherlands. She has co-designed a series of innovative learning programs which are currently used in 16 countries, from Europe to Africa to Asia.Butterfly Works co-designs for a better world. Our studio is based in Amsterdam and works globally with a core team of 15 designers and organisers. We work in emerging economies because we believe in undiscovered potential. Through serious media, social branding and experiential learning we share knowledge, trigger creativity and build sustainable businesses.

    Presenting:

    International Aid Programs, Social Media, Gaming and Mobile…The New Frontier

  • Rudy Bednar

    Executive Producer, ABC News All Media

    Presenting:

    Engaging the News

  • Jason Behr

    Designer at 343 Industries

    A veteran game designer, since joining the industry in 1998 Jason has been searching for ways games can inspire beyond entertainment. His credits include serving as Lead Level Designer on Nintendo’s award-winning hit Metroid Prime series, an experience that continues to define his creative commitment to usability, quality, and innovation. Married and living in Seattle, he’s now hard at work creating worlds for Microsoft’s 343 Industries.

    Presenting:

    Trends in Gaming: Direct Impact

  • Jean-Michel Blottiere

    Conference Chair / e-virtuoses and Games for Change Europe Festival – CEO / NX Publishing

    Jean-Michel started his career in Digital Entertainment Worlds in 1982. He created Tilt, the very first magazine devoted to Videogames in France in 1982, and Pixifoly, the first TV show devoted to Multimédia Contents in 1983. Since then, he has produced TV shows – Microkids Multimédia -, worked with major TV Groups – Canal +, France Televisions, TF1. He used to be head of programming at CanalWeb, head of Imagina in Monte-Carlo… He started NX Publishing in 2003.

    He is Program Chair of FMX – www.fmx.de, Conference Chair of e-virtuoses – www.e-virtuoses.net, Conference Chair of ENJMIN Video Games Workshops www.enjmin.fr

    Presenting:

    Games For Change Europe Showcase

  • Francois Boucher-Genesse

    François Boucher-Genesse worked in several game companies, most notably at Bungie as a gameplay designer on Halo 3, before finding a passion for games with purposes beyond pure entertainment. He offers design consulting services for different educational games groups, and is actively working with the Center for Game Science at the University of Washington (the team behind FoldIt! and Refraction). He has a computer engineering background, and is finishing his Master’s in education at the University of Quebec in Montreal (UQAM).

     

    Presenting:

    Microtalks: Development Post-mortem and Research Results for Mecanika, a game to learn Newtonian concepts

  • Eric Brown

    CVO and COO, Impact Games

    Presenting:

    Engaging the News

  • Bethany Bryant

    Vice President, Digitalmill

  • Asi Burak

    As Co-President, Asi leads on the curation, development and execution of programs and services to raise the production, quality and influence of social impact games, and serves as a spokesperson for the organization. Jointly, he and Michelle work on the strategic vision of the organization and oversee all programmatic initiatives. Prior to coming on board as Co-President, Asi joined Games for Change as Executive Producer in the Spring. He is the award-winning Executive Producer who co-founded Impact Games and created the internationally acclaimed “PeaceMaker” and “Play the News” gaming platforms. He also served as a consultant to companies such as Newsweek and McCann Erickson, around the strategic use of games to further brand engagement. He is often interviewed by international media (BBC World, ABC, Al-Jazeera, NPR, The New York Times, Time, Wired), and has been invited to speak at conferences and institutions including The Sundance Film Festival, The Skoll World Forum, SXSW, GDC, and The US Army War College. A native of Israel, Asi was VP of Marketing and Product at Axis Mobile (acquired 2008), where he introduced pioneering mobile apps and games to a worldwide market (Asia, Europe, U.S.). He holds a Masters of Entertainment Technology from Carnegie Mellon and a BA in Design from the Bezalel Academy in Jerusalem.

    Presenting:
    Welcome Remarks by NYU and Games for Change

  • Michelle Byrd

    As Co-President, Michelle leads on institutional relationship and partnership efforts, along with fundraising, business affairs, financial management, and communications strategy. Jointly, she and Asi work on the strategic vision of the organization and oversee all programmatic initiatives. Michelle began consulting with Games for Change earlier this year working to strengthen the organization’s relationship with its international partners. Prior to joining the staff, Michelle served for 12 years as the Executive Director of the Independent Filmmaker Project (IFP), the oldest and largest organization of independent filmmakers in the US. During her tenure she raised more than $15 million, oversaw a staff of 15, tripled the membership to 10,000, and established programs to annually support and mentor 300 projects in development. Her track record includes executive producing high quality, celebrity-attended events for broadcast and online, including IFP’s Gotham Independent Film Awards. She was also responsible for a diversity of new strategic partnerships including those with the United Nations Department of Public Information, The New York Times and the Sundance Institute. Michelle has served as a juror on the documentary competition at the Sundance Film Festival, been awarded the “Made in New York” career tribute by Mayor Bloomberg and appeared on both Variety’s Annual “Indie Impact List: 50 Who Made a Difference” and The Hollywood Reporter’s Women in Entertainment “Power 100” List.

    Presenting:
    Welcome Remarks by NYU and Games for Change

  • C

  • Idit Harel Caperton, PhD

    Founder and President, World Wide Workshop

    Dr. Idit Harel Caperton is a pioneer in using new-media technology for creative learning, innovation, and globalization through constructionist learning theory. She founded the World Wide Workshop in 2004 to leverage her unique blend of award-winning research, business acumen, and leadership in spreading innovative new-media learning projects for benefiting kids and youth around the world. Most recently, the foundation launched Globaloria to invent ways of using social networking and Web 2.0 tools to teach computing and game-making in schools worldwide. Idit was named the 2010 Recipient of the Jessie McCanse Award for Individual Contribution to Media Literacy by the National Telemedia Council. She is a published author and speaker worldwide, and serves on Advisory Boards and Committees at the MIT Media Lab, Harvard Graduate School of Education, CUNY Macaulay Honors College, CU-ATLAS Institute, PBSKids Next Generation Media, MEET in Israel, TIG in Canada, and Saybot.com in Shanghai.  Idit a PhD from the MIT Media Lab.

    Presenting:

    Understanding the Landscape: An Overview of Approaches, Platforms, and Intended Outcomes for Teaching Kids Game Design

  • Elaine Charnov


    Director, Education, Programs and Exhibitions, The New York Public Library

    Elaine joined the New York Public Library in October 2008 as the inaugural Director of Education, Programs and Exhibitions, developing innovative projects across 89 branch and 4 research libraries. She has established a division of teaching and learning, expanded collaborations with New York based arts and cultural organizations, as well re-oriented the exhibition program to focus on the extraordinary research collections.

    From 1989-2008 Elaine was a staff member at the American Museum of Natural History. She served as the Artistic Director of the Margaret Mead Film & Festival securing its reputation as a leading venue for global documentary film. She conducted media and culture workshops around the world on “orphan” cinema, indigenous media production, and animated documentary.

    In 2001 she was appointed Director of Public Programs/Education, producing nearly 200 events per year for children, families and adults. She founded popular on-going series and large-scale festivals.

    Presenting:
    Games and Cultural Space

  • Maria Elena Chavez-Echeagaray

  • Robert Christopherson

    Robert is a Ph.D candidate in Education Technology at Arizona State University with a concentration in Arts, Media and Engineering. He currently contributes to the instructional and affective interaction design for the Affective Metacognitive Tutoring group directed by Dr. Kurt Van Lehn and Dr. Win Burleson. In addition, under the direction of Dr. Robert Atkinson, Robert leads several multidisciplinary teams chartered to investigate the use of physiological measures (i.e., eye movement, pupil dilation, facial expressions, EEG and skin conductance) to analyze learning environments, multimedia platforms, and user experience. His interests are in affective computing, self-regulated learning, effective feedback, and psychophysiological measures of affect and cognition. His has experience developing multimedia learning environments and instructional modules for corporate, educational and government entities and holds both a M.S and B.S in the field of Digital Instruction and Communication.

    Presenting:

    Covert and Overt Measures of Engagement within an Educational Multimedia Environment

  • Ruth Cohen

    Senior Director, Education Strategic Initiatives & Director, Center for Lifelong Learning, American Museum of Natural History

    Ruth Cohen is senior director of education strategic inititiaves and director of the center for lifelong learning at the American Museum of Natural History, where she directs all out of school programs for children and their families, pre-K through high-school, and the year-long opportunities for adults and families to engage in science and cultural education and experiences at the Museum. Her background includes executive positions at PENCIL, The Sundance Institute and Playwrights Horizons, as well as serving as a consultant to more than 20 national and international non-profit arts and educational organizations.

    Presenting:
    Games and Cultural Space

  • Jeff Curley

    Jeff Curley is Deputy Director of iCivics Inc., an online education program spearheaded by Justice Sandra Day O’Connor. Jeff co-founded iCivics in 2009 and helped develop iCivics.org which has served more than two million games to middle and high school students in all 50 states. Through games and interactive media, iCivics aims to empower the first generation of ‘digital natives’ to become knowledgeable civic participants and leaders. Jeff is on the Steering Committee for the Campaign for the Civic Mission of Schools and is a volunteer-teacher in DC public schools. A graduate of Davidson College, he lives in Washington DC.

    Presenting:

    Case Study: iCivics

  • D

  • Drew Davidson

    Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories across texts, comics, games and other media. He is the Director of the Entertainment Technology Center – Pittsburgh at Carnegie Mellon University and the Editor of ETC Press. http://waxebb.com/

    Microtalks: Fun and Frustration = Learning and Games

  • Derk de Geus

    Derk co-founded Paladin Studios, an independent game studio. He currently runs the business and is creative director for Paladin’s games. He is responsible for strategy, marketing, sales, creative direction and product management. In addition he occasionally waters the plants and is the public face of the studio. Derk has given several keynote presentations on games and technology.
    He is a fan of “Good Business”, a concept revolving around respect for coworkers, striving for mutual success and facilitating a healthy working place as an employer. This dimension of entrepreneurship is something he believes is essential for sustainable success.

    Derk has studied media design and animation, and has read hundreds of books on entrepreneurship, management, psychology, spirituality and creativity. He loves composing music, programming, photography, drawing, writing and reading. He is 28 years old and has the ambition to become a self-made millionaire before 30. He is slightly behind schedule.

    Presenting:

    Case Study: Enercities

  • Adrian Dede

    Adrian, education generalist, MS US Partners in Learning (PiL) program. Partners in Learning builds public / private partnerships throughout the world to help achieve three central goals: digital literacy for all, stronger and more competitive workforce, and improved quality of life. She helps coordinate three of MS PiL programs including Interrobang,  Innovative Education Forum and Innovative Educator program. Adrian received her BA from American University in Political Science. Before coming to Microsoft, Adrian worked as an Education Assistant at Heart Rhythm Society. She has also held a variety of Internships as a Research Analyst at the Harvard Graduate School of Education, conducting field research for ongoing education related psychology studies.

    Presenting:

    Microtalks: Multiple-choice is for Wimps! Play InterroBang-Change the World!

     

  • Girlie Delacruz

    Dr. Girlie C. Delacruz is a senior researcher at the National Center for the Research on Evaluation, Standards, and Student Testing (CRESST) at UCLA. Her research interests lie at the intersection of assessment and learning theory through the use of various forms of technology including computers, video games, mobile devices, sensor-based networks and social media in both military and educational contexts. Her current work investigates the use of various knowledge representations and computational models to support the design and evaluation of technology-based learning and training environments. She has published numerous articles in scholarly journals and has written book chapters on the topic of using games and technology for learning and assessment.

    Presenting:

    Games as Formative Assessment Environments: Making Assessment Criteria Explicit and Incentivizing use of Feedback

  • Andrew DeVigal

    Multimedia Editor at The New York Times

    Andrew DeVigal is an innovative leader in digital journalism. As the multimedia editor at The New York Times, he has pioneered efforts to redefine multimedia journalism and pushed the medium in telling and explaining stories by working collaboratively across the newsroom and recruiting top talent from a wide range of industries from interactive programmers to radio broadcast journalists and leading award-winning editorial projects.

    Presenting:

    Engaging the News

  • Mallika Dutt

    Mallika Dutt is the President and CEO of Breakthrough, a global human rights organization that uses the power of media, pop culture and community mobilization to inspire people to take bold action for dignity, equality and justice. Prior to founding Breakthrough, Ms. Dutt served as Program Officer for Human Rights at the Ford Foundation’s New Delhi Office and as the Associate Director of the Center for Women’s Global Leadership at Rutgers University. She is a founder of SAKHI for South Asian Women. Ms. Dutt is a member of the Council on Foreign Relations and currently serves on the Boards of WITNESS, the Open Society Institute US Programs, and Games for Change, and on the Rights Working Group Steering Committee.

    Presenting:

    Trends in Gaming: Facebook

  • E

  • Simon Egenfeldt-Nielsen

    Simon Egenfeldt-Nielsen (PhD, Psychologist) is CEO of Serious Games interactive. He did a PhD on the educational use of computer games and after that worked as an assistant professor at IT-University of Copenhagen for 5 years on games and learning projects. He founded Serious Games Interactive in 2006. Today it has offices in three countries and more than 20 employees. It’s currently among the leading in the field. He has studied, researched and worked with computer games for more than 10 years. Over the years he has been involved in developing more than 30 games. He has served on the Digital Game Research Association Board for 3 years, co-founded Game-research.com and authored four books on video games. He regularly gives talks around the world.

    Presenting:

    Games For Change Around The World: Global Inspiration and Interpretations

  • Ken Eklund

    Principal, Writerguy

    Designer of a new breed of collaborative and socially relevant games, Ken Eklund is a leader in the emerging genre of alternate reality games (ARGs), especially those that create playful “what if?” spaces that invite massive public participation. Ken created WORLD WITHOUT OIL, the groundbreaking collective imagining of our next oil shock, for ITVS, and was Community Lead for EVOKE, the World Bank Institute’s innovative social entrepreneurship initiative nominated for G4C’s Direct Impact Award this year.

    Ken created RUBY’S BEQUEST, the first grassroots visualization of health care futures, for Institute For The Future; GISKIN ANOMALY, an immersive geolocated cultural tour of Balboa Park, San Diego; ZOROP, which explored world peace by connecting strangers, with Annette Mees. He has designed games professionally for over 20 years.

    Ken launches massively participatory narratives that encourage viewers to interact directly with real-world challenges and have fun collaborating democratically on positive solutions and action.

    Presenting:

    Trends in Gaming: ARGs

  • Jason Eppink

    Assistant Curator of Digital Media at the Museum of the Moving Image

    Jason Eppink creates interactive experiences, curates events and exhibitions, and throws raging art parties as the Assistant Curator of Digital Media at the Museum of the Moving Image in New York City.

    When he’s not doing that, Eppink engages in public space magic, open source scheming, moving image mischief, photon reappropriation, and linguistic subterfuge.

    Good Magazine proclaimed him one of the top 100 most important, exciting, and innovative people making our world better and changing the way we live.
    http://jasoneppink.com

    Presenting:
    Games and Cultural Space

  • F

  • Sandra Faggioni

    Business Development and Investor Relationship Manager

    Sandra is a business development manager specialized in the digital creation industry; she works for the Northern France Chamber of Commerce ( Valenciennes, France). She is also the general manager of the e-virtuoses (www.e-virtuoses.net), which hosted the first European G4C festival in May 2011 and an active member of several professional associations related to video games, animation, post-production and sound design.

    As part as her missions, Sandra helps new studios (including foreign investors) to set-up, assist existing companies to growth (both domestically and internationally) and liaise companies with the 3 digital schools of Valenciennes (Supinfocom, Supinfogame and the Institute of Design) .

    The Northern France Chamber of Commerce is focused on digital creation and especially on the serious game industry; beyond having created its 3 higher education world renowned schools, it offers digital workshops and equipments for start-up companies and soon a next generation campus on a 37 acres business park…

    Presenting:

    Games For Change Europe Showcase

  • Mike Farley

    Geography Department at University of Toronto Schools

    Mike Farley has been teaching Geography for 10 years in the Toronto District School Board and currently at University of Toronto Schools (Ontario, Canada). He has been using computer simulations with his students for over 5 years. A number of his activities have been published in the Monograph, a magazine for Geographic and Environmental educators in Ontario. He has presented workshops on “social change games” at a variety of teacher conferences. Mike has also served as an advisor and reviewer for a selection of teacher resources, such as the textbooks “Global Connections” and “Canadian Geography: A Sense of Place”. For more information and for free downloads of all of his simulation activities, visit http://mikefarley.weebly.com/.

  • Thomas Fennewald

    Thomas Fennewald is a doctoral graduate student at Indiana University where he studies in the Inquiry Methodology program under the supervision of Phil Carspecken, Barbara Dennis, and Richard Lesh. When not (and sometimes also while) working on game related projects he serves as a research methodology consultant and project evaluator. He is currently a game designer and research consultant on several projects in educational and serious gaming aimed to promote self-reflection. In his doctoral research, he is designing methodology that can be used to assist game designers in creating environments that foster reflective thinking.

    Presenting:

    Examining Reflective Awareness in Gaming Experience

  • Simon Ferrari

    Simon Ferrari is a videogame designer, researcher, and critic. He is a doctoral student in the Digital Media program at the Georgia Institute of Technology. Simon has worked a research assistant on Ian Bogost’s Newsgames project for three years, serving as an editor for the project blog. Along with Bogost and Bobby Schweizer, he is the co-author of Newsgames: Journalism at Play. Simon also writes freelance criticism for Kill Screen and Paste magazines.

    Presenting:
    Motivating DIY Development for Change

  • Nick Fortugno

    Nick Fortugno is a game designer of digital and real-world games based in New York City, and a founder of Playmatics. Games by Playmatics include the CableFAX award-winning Breaking Bad: The Interrogation and the upcoming social/mobile game about government policy, Shadow Government. Before Playmatics, Fortugno was the Director of Game Design at gameLab, where he was a designer, writer and project manager on dozens of commercial and serious games, and served as lead designer on the downloadable blockbuster Diner Dash and the award-winning serious game Ayiti: The Cost of Life. Nick teaches game design and interactive narrative design at Parsons The New School of Design, and has participated in the construction of the school’s game design curriculum. Nick is also a co-founder of the annual Come Out and Play street games festival, and Amsterdam since 2006, and co-creator of the Big Urban Game for Minneapolis/St. Paul in 2003.

    Moderating:
    Case Study: Enercities

    Presenting:
    Zen and the Art of Serious Play

  • Tracy Fullerton

    Tracy Fullerton, M.F.A., is a game designer, educator and writer with fifteen years of professional experience. She is currently an Associate Professor in the Interactive Media Division of the USC School of Cinematics Arts and Director of the Electronic Arts Game Innovation Lab. In December 2008, she was installed as the holder of the Electronic Arts Endowed Chair of Interactive Entertainment. Tracy is the author of Game Design Workshop: A Playcentric Approach to Designing Innovative Games. This design textbook is in use at game programs worldwide. Recent credits include faculty advisor for the award-winning student games Cloud, and flOw; and game designer for The Night Journey, a unique game/art project with media artist Bill Viola. She is currently designing a game for the CPB’s History and Civics initiative in partnership with KCET, Activision, the USC Game Innovation Lab, the Center for Civics Education and other key contributors.

    Moderating:
    Games and Cultural Spaces

  • G

  • Alex Games

    Alex has fifteen years of experience conducting design and research on games and simulations for learning in both the public and private sector. His work at the University of Texas at Austin, the University of Wisconsin-Madison, and Michigan State University’s Games for Entertainment and Learning Lab, focused on exploring ways to use gaming and game design as an avenue to empower and engage underserved youth populations in science, technology, engineering and math activities. He has years of experience working with non-profits and community-based organizations such as the Information Technology Empowerment Center (www.iteclansing.org) to create networks that empower youth to learn the technology skills necessary for today’s workplace. As part of his doctoral dissertation, he played a central role in the research and development of Gamestar Mechanic (www.gamestarmechanic.com), a game-based learning environment sponsored by the Macarthur Foundation and designed to teach children the habits of mind that professional game designers apply in the analysis and construction of computer games and interactive software systems. He is the author of numerous journal articles and book chapters, and has been featured as a speaker at international conferences such as Games, Learning and Society, the Games for Change Festival, and the International Conference of the Learning Sciences. He currently serves as Education Design Director at Microsoft.

    Presenting:

    Empowering Minority Youth to Engage STEM Learning

  • Adrienne Garber

    Adrienne A. Garber is a researcher at the Lit2Quit Lab where she develops mobile games to mimic the physiological and emotional effects of smoking.

    Ms. Garber has worked on innovative technology projects for the Columbia Center for New Media Teaching and Learning, EdLab at Teachers College, Carnegie Mellon’s Language Technologies Institute and Carnegie Mellon’s Field Robotics Center.

    She is a doctoral candidate in the Instructional Technology and Media program at Columbia University. Her academic areas of interest include multimedia learning, gesture-based computing, and human computer interaction, as applied in corporate training and professional education.

    Ms. Garber is also a fellow at Columbia Technology Ventures and a licensed attorney whose practice areas include corporate finance for emerging companies, technology transactions and intellectual property.

    She earned her B.S. from Lehigh University, an M.S. from Carnegie Mellon University, a J.D./M.B.A from Duquesne University, and most recently her Ed.M. from Teachers College, Columbia University.

    Presenting:

    Microtalks: Lit to Quit: A Mobile Game for Smoking Reduction Using Breathing Techniques

  • Alan Gershenfeld

    Founder and President, E-Line Media

    Alan Gershenfeld is founder and President of E-Line Media, a publisher of digital entertainment that engages, educates and empowers. Prior to E-Line, Alan was CEO of netomat, a leader in mobile-web community solutions. netomat originated as network-based art project and was selected as a Technology Pioneer at the 2007 World Economic Forum at Davos. Before netomat, Alan was member of the executive team that rebuilt game publisher Activision from bankruptcy into an industry leader. As Senior Vice President of Activision Studios Alan oversaw titles such as Civilization: Call to Power, Asteroids, Muppet Treasure Island, Spycraft, Pitfall, Zork and Tony Hawk’s Pro Skater. Before Activision, Alan worked as a filmmaker and writer. Alan currently serves on the Board of FilmAid International and on the Advisory Boards of Creative Capital, Global Kids, We Are Family Foundation, Startl and the Joan Ganz Cooney Center (Sesame Workshop). He is also former Chairman of Games for Change.

    Presenting:

    Trends in Gaming: Game Making Tools

    Understanding the Landscape: An Overview of Approaches, Platforms, and Intended Outcomes for Teaching Kids Game Design

    Game-Making Tools: A Hands on Workshop for Educators

  • Jessica Goldfin

    Assistant to the President at the John S. and James L. Knight Foundation

    Presenting:

    Case Study: Macon Money

  • Ron Goldman

    CEO of Kognito Interactive

    Ron Goldman is the co-founder & CEO of Kognito Interactive, an award-winning developer of role-playing training games in the areas of health and behavioral health. Ron has extensive experience as an entrepreneur in the areas of new media, games, and entertainment. Ron is a frequent speaker at conferences about the future of gaming technology for learning and social change and about innovative business models. Ron also established and manages the bi-monthly NYC Health Games events and acts as a mentor for students participating in the Baruch College & Merrill Lynch Entrepreneurship Competition in NYC.

    Presenting:

    Case Study: At-Risk

  • Jessy Jo Gomez

    Jessy Jo Gomez is a high school senior at the NYC Museum School. She actively participates in a youth organization called Global Kids, which revolves around human rights and social issues. Participation in a program called Playing 4 Keeps introduced her to Games for Change. She was the keynote speaker at the GK annual conference and emceed a past conference. Jessy Jo also was awarded a full scholarship to Parsons The New School for Design, and was admitted into the Design and Technology department where she will pursue her passion in video game design.

    Presenting:

    Trends in Gaming: Youth Designing Games

  • Javier Gonzalez-Sanchez

    Javier is a doctoral student on Computer Science with a concentration in Arts, Media and Engineering at Arizona State University. His research interests focus on the application of software architecture and engineering methodologies, combined with human-computer Interaction technologies on the creation of learning environments and tutoring systems that looks forward to cover the cognitive and affective dimensions of the user. Javier has a MS in Computer Science degree from the Center for Research and Advanced Studies of the National Polytechnic Institute and a BS in Computer Engineering degree from the University of Guadalajara.He has twelve years of professional experience as software engineer and software engineering consultant, and nine years of experience as faculty member.

    Presenting:

    Covert and Overt Measures of Engagement within an Educational Multimedia Environment

  • Al Gore

    Former Vice President Al Gore is co-founder and chairman of Generation Investment Management, a partnership that is focused on a new approach to sustainable investing. He is also co-founder and chairman of Current TV, an Emmy Award-winning, independent cable and satellite television news and information network based on viewer-created content and citizen journalism. In addition, Gore is a senior partner with the venture capital firm Kleiner Perkins Caufield & Byers, a member of the board of directors of Apple and senior adviser to Google.

    Gore spends the majority of his time as chairman of the Alliance for Climate Protection, a non-profit focused on solutions to the climate crisis.

    Gore was elected to the U.S. House of Representatives in 1976, 1978, 1980 and 1982 and the U.S. Senate in 1984 and 1990. He was inaugurated as the forty-fifth Vice President of the United States on January 20, 1993, and served eight years. During the Administration, Gore was a central member of President Clinton’s economic team. He served as President of the Senate, a Cabinet member, a member of the National Security Council and as the leader of a wide range of Administration initiatives.

    He is the author of the bestsellers Earth in the Balance, An Inconvenient Truth, The Assault on Reason, and Our Choice: A Plan to Solve the Climate Crisis. He is the subject of an Oscar-winning documentary and is the co-recipient, with the Intergovernmental Panel on Climate Change, of the 2007 Nobel Peace Prize for “informing the world of the dangers posed by climate change.”

     

  • Wanda Gregory

  • Emmanuel Guardiola

    Emmanuel Guardiola – creative director

    With 12 years as game designer, he works for publisher (Ubisoft) and independent studios (Eden Games, Widescreen games…). Expert in game design methodologies, his track list includes 30 titles as Prince of Persia series or Ghost Recon Advance Warfighter. Emmanuel Guardiola is now creative director of the game design company Seaside Agency, actively involved in the fields of entertainment games, serious game and experimental design.

    Author of the book, Writing for game (Dixit, Paris, 2000) he manages game design teaching at the French national school of game and new media (ENJMIN). At the same time, he drives research on psychosociological model of the player during the play at the CEDRIC, computer sciences lab of the CNAM in Paris.

    Presenting:

    Games for Change Europe Showcase

  • H

  • Maya Harris

    Vice president for the Ford Foundation’s Democracy, Rights and Justice program

    Maya Harris is vice president for the foundation’s Democracy, Rights and Justice program. She leads the program’s worldwide efforts to strengthen the rule of law, improve government transparency and accountability, and create opportunities for civil society to thrive and fulfill the promise of human rights.

    Before joining the Ford Foundation in 2008, Maya was executive director of the American Civil Liberties Union of Northern California, the largest ACLU affiliate in the United States. She oversaw the affiliate’s litigation, public education, lobbying and grassroots organizing work on issues ranging from racial and criminal justice to reproductive, immigrant and LGBT rights. In 2006, she served as lead counsel for the ACLU-NC in League of Women Voters v. McPherson, which restored the voting rights of more than 100,000 Californians who were wrongfully disenfranchised.

    Prior to the ACLU, Maya conducted research and policy advocacy on policing issues at PolicyLink and worked in civil litigation at the law firm of Jackson Tufts Cole and Black, LLP. She was dean of Lincoln Law School of San Jose, and has also served as an adjunct law professor teaching gender discrimination and contracts.

    Maya has written policy reports and published commentary on civil rights issues in numerous media outlets. She is also a contributing author to “The Covenant with Black America” (Third World Press, 2006), a collection of essays by African Americans, which climbed to No. 1 on The New York Times best-seller list.

    She received her J.D. degree with Distincton from Stanford Law School and a bachelor’s degree from the University of California at Berkeley.

    Presenting:

    Al Gore Keynote

  • Laura Pincus Hartman

    Laura Pincus Hartman is Director of External Partnerships for Zynga.org, the philanthropic arm of Zynga Game Network.  She is also Vincent de Paul’s Professor of Business Ethics in DePaul University’s College of Commerce, and Special Assistant to the President for DePaul’s Haiti Initiatives.  Hartman helped to establish Zynga.org, though which Zynga players have contributed more than $12 million toward the both domestic and international social causes.  As a globally recognized scholar, educator, trainer, service-provider, advisor and author of over 80 books, cases and articles, Hartman has consulted at multinational for-profits, non-profits and educational institutions in the field of business ethics on issues related to the alleviation of global poverty through profitable corporate partnerships, corporate governance, responsibility and culture, the employment relationship, global labor conditions and standards, and the impact of technology on employment relationships.  She is based in Chicago.

    Presenting:

    Philanthropy, Movements and Making Media Matter

  • Robert Hawkins

    Robert Hawkins has managed a number of projects in the World Bank including EVOKE (www.urgentevoke.com), the ICT (Information and Communication Technology) for Education component of the Education program in the World Bank Institute, the Africa Virtual University project and the World Links for Development project.  Prior to joining the World Bank Institute, Robert spent four years working for the World Bank Africa region, promoting ICT connectivity, policy, and capacity building. Prior to joining the Bank, Mr. Hawkins worked at the White House on NAFTA legislation and worked for the United States Information Agency in Seville, Spain. He  also taught in Madrid, Spain.  He received his MA from the Johns Hopkins School for Advanced International Studies (SAIS), with a concentration in economics and Latin American studies and his BA from the University of Notre Dame.

    Presenting:

    Case Study: EVOKE

  • Joerg Hofstaetter

    Joerg studied Architecture at the Academy of Applied Arts in Vienna, Studio Zaha Hadid. In 2004 he founded ovos, a Vienna-based online design studio with a focus on branded entertainment and serious games. At ovos a core team of 15 people with the most diverse backgrounds works on national and international projects. Among other projects ovos currently develops Ludwig, a 100% curriculum-based Educational Game on renewable energies where adventurers aged 11+ can save a billion people while they learn physics. Joerg currently teaches Digital Strategies at the Art University Linz and Vienna University of Technology. His Twitterbio says: Founder and CEO ovos, digital Architect, Edupreneur; Chocoholic, Dad.http://www.joerghofstaetter.com

    Presenting:

    Game Demo Spotlight

  • Tamara Hudgins

    Tamara Hudgins is the Executive Director of Girlstart, whose mission is to increase girls’ interest and engagement in STEM through innovative, nationally-recognized informal STEM education programs. Founded in Austin, Texas, in 1997, Girlstart is one of the few community-based informal education nonprofits in the nation specifically dedicated to empowering and equipping K–12 girls in STEM. Tamara’s professional background is in nonprofit management and development, with more than 15 years in the sector. Prior to joining Girlstart, she has served as executive director of a community foundation in central Texas, executive director of an arts organization and associate director of a museum in Chicago. She earned her Ph.D. in Art History at the Philosophical Faculty, Charles University (Prague), and holds M.A. and B.A. degrees in Art History from School of the Art Institute and Ohio State University, respectively. She has taught at the graduate level at School of the Art Institute of Chicago, the Central European University, and the Prague College of Studies in Art and Architecture.

    Presenting:

    Outside the Classroom: Kids Designing Games

  • J

  • Ellen Jameson

    Ellen Jameson completed her MSES in Applied Ecology at SPEA, Indiana University Bloomington, in 2007.  She is currently a visiting scholar with the Center for Research on Learning and Technology at Indiana University, and consultant on curriculum and game design for One Planet Education Network. Her research interests include developing methodologies to investigate games as mediated modeling tools focusing on human-environment interactions, for research, education, and as a way for communities to explore and test their own environmental strategies and institutions. Her past work as a content specialist for Quest Atlantis has included designing, building, and implementing educational MMOG narratives which are centered around social-ecological systems. In her current work for One Planet Education Network, she continues to explore the potential of social role-playing games to foster knowledge through experience, and how this process might contribute to everyday choices and long-term appreciation of the complex world around us.

    Presenting:

    Examining Reflective Awareness in Gaming Experience

  • Barry Joseph

    Director, Online Leadership Program, Global Kids and Co-Founder Games For Change

    Barry Joseph is the Director of the Online Leadership Program, holds a BA from Northwestern University and an MA in American Studies from New York University. Barry came to Global Kids in 2000 through the New Voices Fellowship of the Academy for Educational Development, funded by the Ford Foundation. He has developed innovative programs in the areas of youth-led online dialogues, video games as a form of youth media, the application of social networks for social good, the educational potential of virtual worlds like Second%Life, the educational application of mobile phones and alternative assessments models, and more, always seeking to combine youth development practices with the development of high profile digital media projects that develop 21st Century Skills and New Media Literacies. Barry speaks frequently around the country at conferences and leads professional development trainings for a wide variety of educational, civic and cultural institutions and published articles in a wide variety of publications. He is one of the co-founders of Games For Change.

    Presenting:

    Outside the Classroom: Youth Designing Games

  • K

  • Dr. Wendy Katz

    Dr. Wendy Katz is the Coordinator of Readjustment Services for Operations Enduring Freedom, Iraqi Freedom and New Dawn at the U.S. Department of Veterans Affairs New York Habor Health Care System. She is an Assistant Clinical Professor of Psychiatry, NYU Medical Center.

    Dr. Katz provides psychological assessment and treatment to combat veterans and active duty military personnel who have returned from their deployments to Afghanistan and Iraq. Also, she counsels family members who are dealing with the issues attendant to returning combat veterans’ civilian life. Her clinical expertise includes post-deployment readjustment issues, posttraumatic stress disorders (PTSD) and pain management.

    She is currently a subject matter expert for Kognito Interactive’s project on PTSD & suicide prevention training simulation for families of returning veterans.

    Dr. Katz received a Ph.D. in psychology from Columbia University and completed a two year fellowship in Pain Management and Substance Abuse at Columbia University Medical Center.

    Presenting:

    Case Study: At-Risk

  • Suzanne Kirkpatrick

    Real-world Games for Change Challenge Winner

    Commons, Creator & Lead Game Designer

    Suzanne is a creative technologist and UX designer currently enrolled in the Master’s Degree program at the Interactive Telecommunications Program at New York University, where she studied hardware and software engineering and interactive design. Besides her full-time enrollment at ITP, she is also a Graduate Researcher at NYU-Polytechnic’s Social Game Lab and the NYU Tisch Dean’s Scholar 2010-2011.

    At the Social Game Lab, she researches and designs the user experience and user interface for a cooperative multiplayer game on the iPhone, and a Kinect math game targeted at pre-adolescent youth. In the HCI space, her current research interests are focused on the emotional and social effects of physical movements in gaming and virtual worlds, and the application of organic materials as digital media controllers.

    Suzanne completed her undergraduate degree at Stanford University, and has 8 years of professional experience in the tech industry and Silicon Valley, managing programs and projects for both public and private sector organizations, including Cisco Systems, United Nations Development Program, and Microsoft Corporation.

    http://itp.suzkirkpatrick.com

    Presenting:

    Real World Games For Change Challenge

  • Allyson Knox

    Allyson Knox is an academic program manager at Microsoft.  Since 2005 she has worked on the Microsoft’s US Partners in Learning team managing grants and projects focused on array of issues including scale, workforce development, career preparation, STEM afterschool, service-learning and student-lead gaming and learning.  Prior to working at Microsoft, she worked at the US Chamber of Commerce – Institute for Competitive Workforce as a senior program officer.  She has a MEd from Harvard, MA from Michigan State University, and BA from University of Michigan.

    Presenting:

    Microtalks: Multiple-choice is for Wimps! Play InterroBang-Change the World!

  • Kim Hee Kwan

    Deputy Minister of Planning & Coordination Bureau (Minister of Justice)

    Presenting:

    Games For Change Around the World: Global Inspiration and Interpretations

  • L

  • Nien Lam

    Real-world Games for Change Challenge Winner

    Commons, Developer & Game Designer

    Nien Lam is a programmer and designer based in New York City. He is a graduate student at NYU’s Interactive Telecommunications Program. His areas of focus are gaming, computer vision, mobile applications and wearable devices.

    His work has been featured in the NY Daily News, NPR, The Huffington Post and CNN’s Anderson Cooper 360.

    http://www.nienlam.com

    Presenting:

    Real World Games For Change Challenge

  • Matthew Landes

    Matthew is currently experimenting with developing game influenced apps to support learning and change objectives (reward systems and data visualization). He runs an internal game mechanics advisory group and a serious games tech talk series. He also project manages several education/documentation related engineering efforts (corpora management and findability). At Google, he has led and supported a variety of internal programs focused on technical leaders, people managers, and intact teams. Prior to joining Google, Matthew consulted for a variety of companies including Sony Computer Entertainment (PlayStation), Microsoft, Hewlett-Packard, Convergys, and DigitalThink.

    Presenting:

    Microtalks: Playing the Data Stream: Ghosts in the Machine

  • Frank Lantz

    For over 15 years, Frank Lantz has taught game design at NYU and is currently the director of the NYU Game Center. In 2005, he co-founded Area/Code, a game studio that created cross-media, real-world, and social games. In 2011 Area/Code was acquired by Zynga, and is now Zynga New York. Before starting Area/Code, Frank was the director of game design at Gamelab, and worked as a game designer for POP&Co. His writings on games, technology and culture have appeared in a variety of publications.

    Presenting:

    Game Demo Spotlight

  • Marc Lesser

  • Brad Lewis

    Bradford H. Lewis, MSW is a Program Officer for Learn and Serve America at the Corporation for National and Community Service (CNCS), an independent federal agency where he has served since 1994. He manages a grant portfolio and works on technology initiatives, youth voice, and community-based issues. As a member of the design team for InterroBang, he has worked closely with Microsoft US Partners in Learning to bring the game to fruition. A member of the Social Media Working Group for CNCS, he has been a part of bringing cutting edge technology to the national service world. Mr. Lewis was also a guild leader in an MMORPG; has been a panelist and speaker at Games for Change and Games for Health; and is active on the Serious Games Initiative. Mr. Lewis received his Master’s Degree in Social Work (MSW) from Columbia University in 1983, is married and has two sons.

    Presenting:

    Microtalks: Multiple-choice is for Wimps! Play InterroBang-Change the World!

  • Jamie Lin

    Real-world Games for Change Challenge Winner

    Commons, Interaction & Game Designer

    Jamie Lin is a graduate student at NYU’s Interactive Telecommunications Program. Her interests and background span fields from psychology, design, to technology. Her goal in life is to fuse behavioral research and narrative into games and other interactive stories. Her secret childhood dream is to be a National Geographic camerawoman or engineer the worlds first unicorn.

    She is also a recent Game Design finalist in Microsoft’s 2011 Imagine Cup competition.

    www.jamietlin.com

    Presenting:

    Real World Games For Change Challenge

  • Matt Locke

    storythings.com, and former Head of Cross-Platform, Channel 4

    Before starting Storythings, Matt was Head of Multiplatform Commissioning at Channel. Prior to this Matt was Commissioning Editor for Education at Channel 4, where he was responsible for a £5m annual budget, commissioning many cross platform and transmedia projects. Matt was hired by Channel 4 to shift the Education department’s focus from linear TV to solely cross-platform commissioning – the only time a mainstream broadcaster has shifted an entire department’s budget from TV production to cross-platform production. From 2001-2007, Matt Locke was Head of Innovation for BBC New Media. Matt is on the Advisory Boards of the National Media Museum, The Edinburgh TV Festival 2011, The Children’s Media Conference and The Brighton Photo Biennial. He also sits on the BAFTA Children’s Committee and the BAFTA Learning & Events Committee.

    Presenting:

    Public Media and Games

  • Kati London

    Director of Product at Zynga New York

    Kati London is Vice President and Senior Producer for Area/Code, which creates cross-media games and entertainment. London designs and develops opportunities for interacting with others – whether that be for people and plants, residents of Gaza City and Tel-Aviv or gamers playing tag with tiger sharks in the Great Barrier Reef. Her collaborative projects have been featured in the Museum of Science & Industry, the Dutch Electronic Arts Festival and the Design Museum of London. She frequently speaks on digital/physical hybridization.

    At Area/Code, London works with clients that include the BBC, the Carnegie Institute/Girls Math and Science Project, Disney Imagineering, the United Kingdom’s Department for Transport, Nike, Discovery Channel, CBS, MTV and the Peter G. Peterson Foundation.

    Presenting:

    Case Study: Macon Money

  • Silvia Lovato

    Head of PBS Kids Go! Interactive

    Silvia Lovato oversaw development of the successful PBS KIDS Video player, which now delivers over 115 million streams per month and spearheaded the team that developed the PBS KIDS Video for iPad app. Silvia was instrumental in creation of the PBS KIDS GO! block and site in 2004, and has overseen the PBS KIDS GO! digital strategy since then. Prior to joining PBS, she was at washingtonpost.com.

    Presenting:

    Public Media and Games

  • M

  • Colleen Macklin

    Colleen Macklin is Associate Professor of Art, Media and Technology at Parsons The New School for Design in NYC and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a lab focused on experimental learning and social engagement through games. Projects include a curriculum in game design for the Boys and Girls Club, a set of statistical games for the Red Cross Climate Centre, and big games such as Re:Activism and the sport Budgetball, which is played every year on the national mall in Washington, DC by college students and members of the legislative and executive branch. She is a member of the game design collectives Local No. 12 and The Leisure Collective. Her work has been shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

    Presenting:

    Understanding the Landscape: An Overview of Approaches, Platforms, and Intended Outcomes for Teaching Kids Game Design

    International Aid Programs, Social Media, Gaming and Mobile…The New Frontier

  • Vittorio Marone

    Vittorio Marone is a doctoral researcher at the Graduate School of Education at the University of Padua, Italy. His research focuses on interactive narrative and user-generated content through the use of digital games in collaborative environments for educational and training purposes. He holds a B.A. and an M.A. in Foreign Languages and Literatures, a Master’s Degree in Distance Education and a Ph.D. in Cultural Studies. Former editor in chief of the Italian edition of Stuff Magazine, he has worked on the “Cl@ssi 2.0” project, promoted by the Italian Ministry of Education, University and Research, on the integration of new didactic technologies in Italian schools. He is a member of SIREM (Italian Research Society on Media and Education) and DiGRA (Digital Games Research Association). He is also the author of the book “La Quotidianità dell’Assurdo” (“The Everyday Absurd”, Archetipolibri, Bologna, 2010), on the influence of cinema and television in post-totalitarian countries.

    Presenting:

    Microtalks: The Sack School: Little Big Planet 2 as an Educational Environment for a Community of Learners and Contributors

  • Katie McMillan Culp

    Katherine McMillan Culp is a senior research scientist at the Center for Children and Technology, part of Education Development Center, Inc. She has been studying innovative programs to improve the quality of technology use in K-12 classrooms and informal educational settings since 1991. Dr. Culp is currently Co-Principal Investigator, with Cornelia Brunner, on two research and development projects investigating how digital games can complement instruction in the middle grades and help students engage with difficult science concepts and literacy skills. This work is funded by the Institute for Education Sciences of the U.S. Department of Education and the Bill & Melinda Gates Foundation. Dr. Culp is also the senior research advisor to the Regional Educational Laboratory for the Northeast and Islands (REL-NEI). She is a graduate of Amherst College (1988) and holds a doctorate in developmental psychology from Teachers College, Columbia University (1999).

    Presenting:

    Microtalks: Games as Metaphor Primers

  • Matthew Meschery

    Director of Digital Initiatives, ITVS

    Matthew Meschery is the Director of Digital Initiatives at the Independent Television Service (ITVS) where he oversees the development of new media content as well as ITVS’ digital activities. He specializes in developing scalable and replicable cross-media strategies and technological solutions for filmmakers and arts organizations. Matthew is one of the prime architects of an internal initiative at ITVS to support independent filmmakers creating original online content as well as new media extensions of their documentary films that are broadcast on public television in the U.S. This initiative has funded media makers across the country creating a spectrum of new media projects including original web video series, mobile applications, digital games and social media campaigns.
    Presenting:
    Games and Public Media

  • Keith Millis

  • Erin Mote, PhD

    Chief of Party at USAID GBI Alliance

    Dr. Erin Mote has close to a decade of experience forging alliances with private corporations, NGOS and governments to drive the development of corporate strategies that promote a double bottom line of profit and social good including work with Diageo, Chevron and Wal-Mart. In her current capacity as Chief of Party for the USAID Global Broadband and Innovations Alliance she is charged with driving connectivity, mobile solutions and innovation throughout USAID’s global development portfolio. In this role, she leverages a new modality for collaboration forged by NetHope – an uncommon alliance of 32 international NGOS, high tech and communications private sector forms and leading global private foundations – to drive scalable ICT solutions to extend the reach of USAID’s development dollars through innovative public-private partnership.

    Presenting:

    International Aid Programs, Social Media, Gaming and Mobile…The New Frontier

  • Alyce Myatt

    Director, Media Arts at the National Endowment for the Arts

    Alyce Myatt is Director of Media Arts at the National Endowment for the Arts. She previously served as the founding executive director of Grantmakers in Film + Electronic Media after working as a consultant to independent media organizations and the philanthropic community. As a consultant her clients included the Center for Digital Democracy, the Council on Foundations, Free Speech TV, the National Alliance for Media Arts and Culture, Emerson College, TVE Brasil, the Heinz Endowments, and the Annie E. Casey and Skillman Foundations. Prior to her return to consulting, she was vice president of programming for PBS and was a program officer for media at the John D. and Catherine T. MacArthur Foundation. Over the years she has provided program development, production and planning services to a variety of clients in television, radio, and for the Internet. Her production credits include the Smithsonian, Nickelodeon, and the ABC News magazine, “20/20.”

    Presenting:

    Public Media and Games

  • N

  • Gabe Newell

    Gabe Newell is the President and founder of Valve Corporation, an entertainment software and technology company based in Bellevue, Washington.

    Valve’s debut title, Half-Life®, earned over 50 Game of the Year Awards and was named “Best PC Game Ever” in the November 1999, October 2001, and April 2005 issues of PC Gamer, the world’s best-selling PC games magazine.

    Valve’s portfolio of entertainment titles also includes Counter-StrikeTM, Day of DefeatTM, Left 4 DeadTM, PortalTM, and Team Fortress®. This portfolio accounts for over 30 million retail units sold worldwide, and more than 88% of the PC online action market

    In addition to producing best selling entertainment titles, Valve is a developer of leading-edge technologies, such as the SourceTM game engine and Steam, a broadband platform for the delivery and management of digital content with over 30 million accounts.

    Before starting Valve in August 1996, Gabe held a number of positions in the Systems, Applications and Advanced Technology divisions at Microsoft, where he worked for 13 years. His responsibilities included running program management for the first two releases of Windows, starting the company’s multimedia division, and, most recently, leading the company’s efforts on the Information Highway PC.

    Presenting:

    G4LI Keynote

  • Dan Norton

    Founding Partner and Creative Director, Filament Games

    Dan Norton is a founding partner and Creative Director at Filament Games. He specializes in crafting educational game design documents and storyboards that originate from learning objectives. He is proud to have designed games about a uniquely broad range of topics, ranging from marine turtle ecology to legal argumentation. His games have won multiple awards, including the National STEM Video Game Challenge Developer Prize and the 2010 CODiE for Best Educational Game or Simulation. His work has also garnered recognition and/or awards from organizations as diverse as the ACLU, Tech & Learning, The Washington Post and ecstatic children on message boards.

    Presenting:

    Case Study: iCivics

  • O

  • Amy O’Neil

    Red Redemtion Ltd.

    Amy Joy O’Neil joined indie computer game developer Red Redemption in 2008. Since then she has served in administrative, design, and production roles within the company. As part of the development team for strategy game Fate of the World, Amy researched, designed and built policies and impacts for the game’s environmental crises and species extinctions. Before joining Red Redemption, she eared her BA in International Studies from University of Nebraska Omaha in 2006, and her MA in International Relations from Oxford Brookes University in 2007.

    Presenting:

    Games for Change Europe Showcase

  • P

  • Krishan Patel

    Krishan Patel leads CFY’s program and product strategy – ranging from CFY’s digital learning offerings, including MyHomeLearning.com to the components that support CFY’s direct service program for students, parents and teachers in low-income communities nationwide. After supporting CFY to scale its operations to serve 17,000 families and hundreds of teachers per year in NewYork, Los Angeles, Atlanta, Philadelphia and the San Francisco-Bay Area, he is currently focused on leveraging digital learning to extend the learning environment within and outside the classroom.

    Before CFY, Krishan lead innovative strategy and technology projects as a management consultant in PwC’s Diamond Advisory Services public sector and telecom practice. His work ranged from the implementation of Chicago Public School’s student information system to developing the City of New York municipal broadband strategy around education.

    Presenting:

    Game Changing: Extending Learning Both Within the Classroom and Without the Classroom

  • Mayur Patel

    Mayur Patel joined Knight Foundation in 2009. As vice president of strategy and assessment, he is responsible for aiding ongoing strategy development, strengthening research and knowledge management capabilities and assessing the impact and effectiveness of the foundation’s efforts.

    Patel was previously a project associate with the Global Economic Governance

    Programme at the University of Oxford, involved in research on international institutions and economic affairs, and was a doctoral fellow with the World Trade Organization (WTO) in Geneva. He has served as a consultant to Oxfam’s offices in the UK and in Nairobi, Kenya , and as a policy adviser on trade and investment to Realizing Rights, an NGO based in New York. He has previously worked with the United Nations Development Programme (UNDP) in Zimbabwe on issues of civic engagement and parliamentary support.

    A Rhodes Scholar, Patel is completing a doctorate in international development at the University of Oxford, from which he also earned a master’s degree. Prior to attending Oxford, he was awarded a bachelor’s degree in international relations from the London School of Economics and Political Science (LSE). He is a Junior Fellow with the EVA Business and Policy Forum based in Helsinki. In 2003, Patel was a recipient of a Goldman Sachs Global Leaders Award.

    Presenting:

    Case Study: Macon Money

  • Allyson Peerman

    Corporate Vice President of Public Affairs for AMD

    Allyson Peerman is AMD’s Vice President of Public Affairs, responsible for the company’s Government Affairs, Community Affairs and Corporate Responsibility efforts worldwide. In this role, Allyson oversees the company’s public opinion matters, issues management, charitable giving, external affiliations, education issues and corporate responsibility leadership. She is also President of the AMD Foundation.

    Allyson has 32 years experience in the field of public and community relations, including 22 years with AMD. She is an active member of the Austin community, where she currently serves as President of the Austin Area Research Organization; on the boards of KLRU and the Austin Leadership Forum; and on the University of Texas College of Education Foundation Advisory Council.

    Allyson is a recipient of the Sam Walton Business Leader Award for her efforts in education, and was named a “Hero for Children” by the Texas Education Agency. She was the first recipient of the Rostow Leadership Award given by The Austin Project; was recognized by the Lone Star Girl Scouts Council as a “Woman of Distinction;” and named a “Profiles in Power” winner by the Austin Business Journal.

    Presenting:
    Trends in Gaming: Youth Designing Games

  • Ken Perlin

    Professor of Computer Science, NYU Media Research Lab, and Director, Games for Learning Institute

    Presenting:

    G4LI Advancing Research on Games for Learning

    G4LI Welcome/Introduction

    Game Demo Spotlight

  • Jan Plass

    Jan L. Plass, Ph.D. is Professor of Educational Communication and Technology in the Steinhardt School of Culture, Education, and Human Development at New York University, where he co-directs the Games for Learning Institute. He is the founding director of the CREATE Consortium for Research and Evaluation of Advanced Technology in Education. His research is at the intersection of cognitive science, learning sciences, and design, and seeks to enhance the design of highly interactive visual environments. His current focus is on cognitive and emotional aspects of information design and interaction design of simulations and educational games for math and science education. Dr. Plass received his MA in Mathematics and Physics Education and his Ph.D. in Educational Technologies from Erfurt University (PH Erfurt, Germany).

    Presenting:

    Games For Learning Institute Welcome/Introduction

    Games For Learning Institute Advancing Research on Games for Learning

  • Sonja Prilic

    Sonja Prlic is a director, dramaturge, author and researcher. She studied Comparative Literature, Theater Science and Dramaturgy in Vienna and Frankfurt and is currently PhD candidate at the focus area „Science and Art“, a cooperation between Mozarteum Salzburg and University of Salzburg. She has co-founded the artist group gold extra and produces artworks in and in between Fine Arts, Performance and Hybrid Media. gold extra is engaged  in constant research in innovative art forms to create the matching formal environment for their ideas. Recent projects are “Black Box”: Robot theater, „Same Time Same Station“: Media theater. Their first videogame „Frontiers“ attracted great attention in Europe and is exhibited in ZKM Media Museum, Karlsruhe. She was awarded with several prizes such as the “Austrian Playwright Grant” or the “Author and Producer Award Bremen”. She will present the game together with her colleagues Tobias Hammerle and Karl Zechenter.

    Presenting:

    Game Demo Spotlight

  • Q

  • Subhi Quraishi

    Subhi Quraishi is the CEO of ZMQ, a Technology for Development Organization. Subhi specializes in developing effective technological solutions in low-resource settings which effectively reaches out to the bottom-of-the-pyramid markets. He has been a pioneer in using mobile phones to reach out to grass-root communities.

    He is the prime architect of various Freedom HIV/AIDS program, the largest social initiative to combat HIV/AIDS using mobile technology and gaming. The program has effectively reached to over 35 million people in Asia and Africa using variety of mobile phone games. The initiative is scaled up to combat other communicable diseases like tuberculosis, malaria, cholera and dengue; lifestyle diseases; and women health related issues like reproductive health, pre-natal & post-natal care. (http://www.freedomhivaids.in)

    Subhi has established Mobile for Development Lab (http://www.m4dev.org) to design scalable and sustainable technology solutions to connect people and enable development using mobile and other ICTs technologies for BoP markets.

    Presenting:

    International Aid Programs, Social Media, Gaming and Mobile…The New Frontier

  • R

  • Dan Rauzi

    Senior Director, Technology Programs, Boys & Girls Clubs of America

    As Senior Director, Technology Programs for Boys & Girls Clubs of America, Dan Rauzi plans and administers the essential components of youth technology programs for Boys & Girls Clubs.

    He plans and coordinates technology curriculum development, overseeing the creation of technology curriculum for Club members, including basic computer skills, digital media skills and the organization’s media safety program.

    Rauzi has overseen the successful implementation of the Club Tech programs, a partnership between BGCA, Microsoft and Comcast, to teach technology skills to Club members. Part of the program team from its inception in 2000, he leads the program content and curriculum development and technology program training teams.
    He was also instrumental in the development of the NetSmartz Workshop, an Internet and media safety program, and has been interviewed by local and national news outlets on media safety.

    Before joining Boys & Girls Clubs of America, Rauzi was the executive director of a social service agency that included two youth centers in Birmingham, Ala. He has also taught high school math, computer science and chemistry in New Jersey and has extensive experience in summer camps and youth centers.
    Rauzi has a bachelor’s of arts degree in philosophy from Don Bosco College, and a teaching certificate in natural sciences from St. Peter’s College in Newark, N.J. He also has a certificate for teachers in computer science from Pace University in New York, N.Y. and a master’s of arts degree in systematic theology from the Pontifical College Josephinum in Columbus, Ohio.

    Presenting:

    Outside the Classroom: Youth Designing Games

  • Gabriel Recchia

    Gabriel Recchia received his bachelor’s degree in Symbolic Systems from Stanford University in 2007. He is now a fourth-year cognitive science PhD student at the Indiana University Cognitive Computing Laboratory, and also serves as a game developer and designer for Transformative Games and Simulation (transformativegames.com). His research interests include the interaction between human learning mechanisms and the statistical structure of the environment, the use of games as platforms for scientific research, and in the ways that game design mechanics can provide opportunities for players to engage in reflective and meaningful experiences.

    Presenting:

    Examining Reflective Awareness in Gaming Experience

  • Michella Rivera-Gravage

    Michella Rivera-Gravage is a multimedia artist, whose work tells personal and social stories.  Her works employ locative and social media to create participatory and distributed projects. In 2006, she earned her MFA in Digital Art/New Media from the University of California, Santa Cruz, specializing in social and interactive media. Michella is currently the Director of Digital and Interactive Media at the Center for Asian American Media (CAAM), where she develops and implements the social media strategy for the organization and oversees all new media projects, including hapas.us, a media-sharing site for multiracial Asians and an iPhone game called “Filipino or Not,” now available in the iTunes store. Michella also teaches Digital Cinema and Cinema 2.0 classes at the San Francisco Art Institute.

    Presenting:

    Game Demo Spotlight

  • Ian Roberts

    Creative Director, Red Redemption Ltd.

    Ian Roberts has been Creative Director of Red Redemption since 2007. Since joining the company in 2005, he has also served as Lead Designer on all of its titles. A lifelong gamer and interactive media enthusiast, he also has an in-depth background in media, film, literature and cultural research in the forms of academic study, writing, lectures and teaching.

    Presenting:

    Games for Change Europe Showcase

  • Otis Robinson

    Otis Robinson is in his first year as a Globaloria Educator teaching 8th grade Science, Video Game Design and Social Media at I.S. 364 in Brooklyn, NY. His main area of focus as an educator revolves around games involving health and nutrition. This position fuels his passion in the areas of social media, science and technology. He has the opportunity to be a part of an experimental pilot in order to learn how to expand the program within the school community.

    Previously, as a Science Teacher at Queens Gateway to Health Science High School in Jamaica, NY, Otis found his interest peaked in the areas of digital and social media due to his usage of various graphic organizers and his awareness of the lack of technological resources. Otis holds a Master of Arts degree in Life Science Education from Teachers College, Columbia University and a Bachelor of Science degree in Biology from Morgan State University.

    Presenting:

    Game Design in the Classroom: A Globaloria Case

  • Juan Rubio

    Program Associate, Global Kids

    Juan Rubio is a Program Associate at Global Kids Inc. He manages and facilitates games based learning projects at diverse school programs in New York City. In cooperation with the New York Public Library, Mr. Rubio led NYC Haunts, a geolocative game designed by middle school students at MS 391 in the Bronx. He holds an MA in Media Studies from The New School University. He also studied Radio, TV and Film at the School of Communications of Howard University in Washington DC. In 2007, he produced the conference “Adolescence in Latin American Film” at the Art Department of Universidad Pedagogica in Honduras. His work has been shown at Manhattan Neighborhood Network, Paper Tiger Television, and at Queens Museum. Originally from Honduras, he is also fluent in Spanish.

    Outside the Classroom: Youth Designing Games

  • Susana Ruiz

    Susana Ruiz is a media artist and scholar working in the intersections between game design, documentary, computational art, and civics. In partnership with mtvU and a team of socially conscious collaborators, Susana developed the multiple-award winning game Darfur is Dying. She is a co-founder of the game design collective Take Action Games, which seeks to address critical social issues via innovative gameplay. Their game RePlay: Finding Zoe/ReJouer: Où est Zoé? produced in collaboration with the Metropolitan Action Committee on Violence Against Women and Children won several awards including the Ashoka Changemakers global competition “Why Games Matter: A Prescription for Improving Health and Health Care,” and the Adobe MAX Award for Social Responsibility. Susana presents at numerous media and academic venues and has been interviewed by major news outlets including The New York Times, NPR, TIME, and ABC World News. She received a BFA from The Cooper Union for the Advancement of Science and Art and an MFA from the University of Southern California, where she is currently pursuing doctoral work.

    Moderating:

    Case Study: EVOKE

  • S

  • Rev. Syed Salahuddin

    Co-founder, Babycastles

    As a former student of NYU’s ITP program, Syed been involved in various transmedia projects that explore relationships and create dialogues between humans and machines. At ITP he mainly focused on creating games that wove gameplay into social spaces that took the form of arcades, LARPS, and ARGs. Recently he has been running a D.I.Y. independent video game arcade called Babycastles. Babycastles provides a space for people to exhibit their work within a social context of an Arcade. Currently, Syed is working with the Social Game Lab team as a consultant on their current game development endeavors.

    Presenting:
    Games and Cultural Space

  • Suzanna Samstag

    I first came to Korea in 1980 as a Peace Corps volunteer and have lived here ever since. My long interest in Korea was sparked by a passion for its traditional music and dance, but I’m also fascinated by other aspects of Korean culture as well—including its gaming culture. I become the Chapter Leader of G4C Korea in 2007. We’re working with major game developers and government agencies in the production of some of Korea’s first and most exciting social issue games including ones dealing with North/South relations as well as law and order inspired by Peacemaker and icivics. G4C Korea also runs game building camps where kids learn about social issues such as environment, energy and teenage health by creating their own games and we represent the social issue games community on many game-related study groups and forums.

    Presenting:

    Games For Change Around the World: Global Inspiration and Interpretations

  • Ben Sawyer

    President of Digitalmill, Inc.

  • Jesse Schell

    Professor of Entertainment Technology at Carnegie Mellon University and Owner, Schell Games

    Prior to starting Schell Games in 2004, Jesse was the Creative Director of the Disney Imagineering Virtual Reality Studio, where he worked and played for seven years as designer, programmer and manager on several projects for Disney theme parks and DisneyQuest, as well as on Toontown Online, the first massively multiplayer game for kids. Before that, he worked as writer, director, performer, juggler, comedian, and circus artist for both Freihofer’s Mime Circus and the Juggler’s Guild.

    Jesse is also on the faculty of the Entertainment Technology Center at Carnegie Mellon University where he teaches classes in Game Design and serves as advisor on several innovative projects. Formerly the Chairman of the International Game Developers Association, he is also the author of the award winning book The Art of Game Design: A Book of Lenses. In 2004, he was named one of the world’s Top 100 Young Innovators by Technology Review, MIT’s magazine of innovation. His primary responsibility at Schell Games is to make sure everyone is having fun and creating beautiful things.

    More of Jesse’s information can be found on his website: www.jesseschell.com.

    Presenting:

    Closing Keynote

  • Kerri Schlottman

    Kerri Schlottman is the Director of External Relations for the nonprofit Alliance for Young Artists & Writers where she supports creative teens in grades 7-12 by providing scholarships and opportunities for exhibition and publication. Kerri has served the visual and literary arts communities in Detroit and New York City for more than 10 years, holding director-level positions in Development, Operations and External Affairs. Prior to joining the nonprofit sector, she held editorial roles in major advertising companies including Leo Burnett and McCann Erickson. In addition, Kerri sits on the board of directors for Kids in Conflict, a nonprofit organization in South Africa providing conflict resolution in potentially volatile domestic situations. Kerri is also the author of three novels, forthcoming through Paper Doll Publishing.

    Presenting:

    Lunch and A Presentation of Games Designed by Teen Winners of the Scholastic Art & Writing Awards
    Building a Community of Practice and Resources for Educators

  • Karen Schrier

    Karen Schrier is an educator, designer, and producer. She just received her doctorate from Columbia University, where she wrote her dissertation on ethics and games. While earning her doctorate, she worked as the Director of Interactive Media at ESI Design, an Executive Producer at Scholastic, and a Producer at Nickelodeon. She also co-edited a series of books on ethics and games called “Ethics and Game Design.” Karen serves on the editorial board of the Journal of Game Design and Development Education (JGDDE), was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, and taught design at Parsons and Hunter College. Karen holds a master’s degree from MIT and a bachelor’s degree from Amherst College. Starting in the fall of 2011, she will be an Assistant Professor at Marist College.

    Presenting:

    Designing Games for Ethics

  • Gilson Schwartz

    Director at Cidade do Conhecimento

    Gilson Schwartz, PhD, is a sociologist, economist, journalist and entrepreneur. An Associate Professor at the Department of Film, Radio and TV of the School of Communication and Arts, University of São Paulo, in 1999 he created and leads to this day the City of Knowledge research project (http://www.cidade.usp.br) at the Institute of Advanced Studies of the University of São Paulo (USP), the largest and most prominent public university in Brazil (http://www.usp.br). In 2008, he created “Iconomics” as a new undergraduate course offered to students in engineering, computer science, economics, business administration, communication and arts at USP. In 2009, Schwartz created “Iconomia Cultural Productions”, winning two awards from the Ministry of Culture for the project “Creative Currencies” (http://www.culturadigital.br/schwartz) and one award from the Ministry of Science and Technology for the localization of Global Conflicts in Brazil and Latin America (www.conflitosglobais.com.br), a partnership with Serious Games Interactive (http://www.seriousgames.dk) now undergoing beta testing in Brazilian public and private schools. Schwartz is the Brazil coordinator of the PRO-IDEAL Consortium (http://www.pro-ideal.eu), an FP7 project geared towards cooperation between Europe and Latin America in ICT (Information and Communication Technologies). He is also leading the newly created Games for Change Latin America.

    Presenting:

    Games For Change Around The World: Global Inspiration and Interpretations

  • Tom Scott

    Director, Global Brand & Innovation – Communications, The Bill and Melinda Gates Foundation

    Tom Scott is a proven strategic communications professional with a unique blend of philanthropic, private sector, government and political experience.

    At the Bill & Melinda Gates Foundation, Tom helps define and shape the foundation’s identity and reputation through new communication efforts. He works to advance the programmatic goals of the foundation by using new and innovative tools to tell stories that have maximum impact. He leads a team across brand, speechwriting, creative content and also manages the foundation’s media grant making portfolio.

    Prior to joining the foundation in November 2009, Tom was Vice President of Corporate Relations for Diageo, the world’s largest premium drinks business. He has also held numerous senior political positions in government on campaigns and in the private sector.

    Presenting

    Engaging the News

  • Jamison Selby

    Senior Producer, TimePlay Entertainment

    Jamison brings more than 15 years of experience in the entertainment industry as a producer, game designer and writer. He worked on high-profile TV shows ranging from Sabrina, the Teenage Witch and Oz to The Weakest Link and Entertainment Tonight. He opened the live interactive poker show The Real Deal at The Venetian in Las Vegas. He launched multiplayer gameshows on the high seas, installing QuizPlay on the Oceania Regatta in the Baltic and Deal or No Deal on the Norwegian Gem in the North Atlantic. His primary focus at TimePlay Entertainment is creating a new generation of interactive social gaming, building a proprietary platform allowing hundreds of consumers to play interactive games together in the same venue — be it a cinema, a cruise ship, a line at Disneyland, or Times Square — using their own mobile devices as game controllers. Jamison also currently serves as chair of the Los Angeles chapter of the International Game Developers Association.

    Presenting:

    Trends in Gaming: Direct Impact

  • James H. Shelton III

    Jim Shelton is the Assistant Deputy Secretary for Innovation and Improvement, managing a portfolio that includes most of the Department’s competitive teacher quality, school choice and learning technology programs, housed in the Office of Innovation and Improvement.

    Previously, he served as a program director for the education division of the Bill & Melinda Gates Foundation, managing the foundation’s national programs and work in the northeast region of the United States. Shelton has also been a partner and the East Coast lead for NewSchools Venture Fund and co-founded LearnNow, a school management company that later was acquired by Edison Schools. He spent over four years as a senior management consultant with McKinsey & Company in Atlanta, Ga., where he advised CEOs and other executives on issues related to corporate strategy, business development, organizational design, and operational effectiveness. Upon leaving McKinsey, he joined Knowledge Universe, Inc., where he launched, acquired and operated education-related businesses.

    Shelton holds a bachelor’s degree in computer science from Atlanta’s Morehouse College as well as master’s degrees in business administration and education from Stanford University.

    Shelton currently resides in his hometown, Washington, D.C., with his wife, Sonia, and two sons, Justice and Jameson.

    Presenting:

    James Shelton, U.S. Department of Education

  • Michael Shirley

    Senior Program Officer, Division of Public Programs, National Endowment for the Humanities

    Presenting:

    Public Media and Games

  • Val Shute

    Valerie Shute is a professor at Florida State University. Before coming to FSU in 2007, she was a principal research scientist at Educational Testing Service (2001-2007) where she was involved with basic and applied research projects related to assessment, cognitive diagnosis, and learning from advanced instructional systems and where she generally honed her psychometric skills. Her general research interests hover around the design, development, and evaluation of advanced systems to support learning–particularly related to 21st century competencies. Towards this end, she’s been involved in (a) exploratory and confirmatory tests of aptitude-treatment interactions using the controlled environments offered by intelligent tutoring systems, (b) student modeling research using evidence-centered design, and (c) developing automated knowledge elicitation and organization tools. Current research involves using immersive games with stealth assessment to support learning of cognitive and noncognitive knowledge and skills.

    Presenting:

    What is Stealth Assessment?

  • Karen Sideman

    Karen Sideman is an independent digital designer specializing in playful learning. She works as a consultant on projects ranging from brand extension web games to large-scale live-in-person play simulations. She is often asked to help find the fun and engagement in serious games – and she is also often asked to help find the rigor and innovation in entertainment projects. Current and recent clients include: LEGO Online Games Group, Curious Pictures, This Is Pop, and Pentagram Design. She teaches as an adjunct in the Parsons the New School for Design MFA Design and Technology program. She is former Projects Director for Games For Change, and co-led PETLab (Prototyping, Evaluation, Teaching and Learning Lab) during its initial years as a MacArthur Foundation supported collaboration between G4C and Parsons.

    Presenting:
    Introduction of Stakehold’em Conference Game

  • Denise Stalnaker

  • Rachel Sterne

    Rachel Sterne is Chief Digital Officer for the City of New York, where she supports citywide strategy with a focus on Access, Open Government, Engagement, and Industry. Prior to this, Rachel was Principal of digital strategy firm Upward and CEO of GroundReport, a civic journalism platform. She is also an Adjunct Professor at Columbia Business School.

    Presenting:

    The Digital City

  • Benjamin Stokes

    PhD Student at USC Annenberg and Co-Founder of Games For Change

    Ben Stokes co-founded Games for Change, and served as a co-director until 2007. He is currently a PhD student at the Annenberg School for Communication at USC, researching how digital media foster civic engagement, informal learning and activism. Previously, Benjamin served at the MacArthur Foundation as a program officer in their $50M portfolio on Digital Media and Learning. At the nonprofit NetAid, Benjamin led a design team that reached more than 150,000 youth in the fight on extreme poverty with games and e-training. At the ProQuest/Bigchalk educational publishers, Benjamin produced virtual field trips and research tools for their network of more than 43,000 high schools. His undergraduate research was in nanophysics, and he has also studied in Senegal at the University Gaston- Berger.

    Presenting:

    Trends in Gaming: Rethinking Mobile

  • Shannon Sullivan

    Shannon Sullivan directs and produces all of the World Wide Workshop Foundation’s learning programs, defines the content offerings, curriculum and learning materials, sets the editorial tone, and leads the technical production teams. In 2006, she launched the Globaloria platform with a blended online/classroom game-making course where students learn to create educational web-games using a social network for learning. For 15 years, Shannon has been a director, producer, writer, and editor of innovative multimedia programs that entertain, educate and inspire action. She has worked for MTV, MaMaMedia, Knowledge Adventure, and Davidson and Associates. Her body of work includes online communities, websites, video games, creativity tools, interactive learning programs, broadband video shows, CD-ROMs, mobile phone applications, print products, and museum exhibits. She holds a MEd in Instructional Technology from the University of Virginia, and a BA in Journalism and History from the University of Southern California.

    Presenting:

    Game Design in the Classroom: A Globaloria Case

  • Chris Swain

    CEO and Founder, Talkie

    Chris Swain is the chief executive officer (CEO) and co-founder of Talkie, an independent studio creating a new breed of highly engaging, story-driven social games. Our first title, the eco-friendly Ecotopia, premiered in spring of 2011 on Facebook. Swain is also a professor at University of Southern California (USC) School of Cinematic Arts, Interactive Media Division. Early in his career Swain was a founding member of the strategic design firm R/GA Interactive in New York. He was also a founding member and VP of Programming for the technology/game company Spiderdance, Inc.

    In 2004 Swain became a full-time professor at the University of Southern California to help establish a game program. The book he co-authored, “Game Design Workshop,” is the leading textbook in the field – used in many of the 700 college game programs around the world. Also at USC, Swain co-founded the Electronic Arts Game Innovation Lab and currently directs the USC Games Institute. His research has been funded by National Science Foundation, National Institutes of Health, United States Army, National Counter Terrorism Center, Rockefeller Foundation, Los Angeles Times, Annenberg Center for Communications and others. His project, The Redistricting Game, is a staple in the redistricting reform community and is featured regularly in the national media.

    Presenting:
    Innovations in Business and Funding Models

    Engaging the News

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  • Ward Tisdale

    Director, AMD Global Community Affairs

    Presenting:

    AMC Changing the Game

  • Greg Trefry

    Co-founder/Game Designer at Gigantic Mechanic

    Greg Trefry has designed everything from web-based MMOs to hit casual games to alternate reality games. Prior to starting Gigantic Mechanic, Greg was the Creative Director at Gamestar Mechanic, a web-based massively multiplayer game for tweens. Before that he was a Senior Game Designer at Gamelab where he created and led design on the hit franchise Jojo’s Fashion Show. Greg created and served as director of the Come Out & Play Festival, a three day festival of street games that brings designers and players from around the world to New York City every summer. He co-designed the Webby-nominated Case of the Coveted Bottle ARG.

    He teaches about designing games and ARGs at New York Univeristy‘s prestigious Interactive Telecommunications Program and Parsons The New School for Design.

    He just finished writing his first book, Casual Game Design: Designing Play for the Gamer in All of Us for Morgan Kaufmann.

    Presenting:

    Real World Games For Change Challenge

  • Diane Tucker

    Diane Tucker, Mother Nature’s Creative Director and Project Lead, is a recent graduate of USC’s Interactive Media Division. At USC, she worked to research both the interrelationships among animals of an ecosystem and those among movement, emotion and story. The first helped her design Mother Nature’s mechanics – interactions that help players learn and care about creatures in the environment. The second helped her to design the game’s gestural vocabulary — one that exploits the links between body and mind to foster emotionally compelling game play.

    From her life before games, Diane has ten years of experience leading teams and developing and producing programming in the arts, culture, feature film and news for the BBC and Channel 4 (UK)– including several years spent running the BBC’s New York News bureau. At the BBC and at Harvard, where she obtained a graduate degree in Middle Eastern Studies, Diane examined world-building – how some religious and political groups cast their members in a role and give their world a look and story – all to increase immersion and to transform spectators into participants and believers. Diane is a graduate of Swarthmore College.

    Presenting:

    Game Demo Spotlight

  • V

  • Teresa Valdez

    Teresa Valdez is the sixth grade Globaloria teacher at East Austin College Prep Academy. After earning a Bachelor of Science Degree in Radio-TV-Film from the University of Texas, she served two and a half years as a Peace Corps Volunteer in Bolivia, working in a rural school training teachers in new teaching methods. This is her first year at EACPA and fifth year teaching. She also holds a Master of Science Degree in Education Media Design and Technology from Full Sail University.

    Presenting:

    Game Design in the Classroom: A Globaloria Case

  • Chloe Varelidi

    Chloe Varelidi is primarily responsible for the creative direction of Mission Lab, a

    games and learning design studio at the Institute of Play . Mission Lab  is embedded in the Quest to Learn school, and comprises game designers and curriculum specialists working closely with teachers to design and produce games and other learning materials. These materials are appropriate to the Quest to Learn model, aligned to New York State standards and supportive of key 21st century competencies, like systems thinking, creative problem-solving, collaboration, time management, identity formation and empathy. In previous roles, Chloe served as a designer at Hybrid Space Lab in Amsterdam working in projects that ranged from urban games to installations, architectural interiors, industrial design applications and wearables. Chloe has received a Master’s degree in Design and Technology from Parsons.

    Presenting:

    Microtalks: Imagining Future Learning Spaces

  • Katrin Verclas

    Co-founder and editor of MobileActive.org

    Presenting:

    Trends in Gaming: Rethinking Mobile

  • Nathan Verrill

    Co-Founder of Natron Baxter Applied Gaming

    Nathan Verrill co-founded Natron Baxter Applied Gaming with Matthew Jensen. Natron Baxter’s mission is to thoughtfully and creatively design hard-working games.

    Natron Baxter’s work includes Coral Cross, an H1N1 emergent reality game; the Foresight Engine, an ideation platform for Institute for the Future; Urgent EVOKE, a social innovation game for the World Bank Institute; and most recently, Find the Future for the New York Public Library. Natron Baxter co-founded Gameful.org with Jane McGonigal and Kiyash Monsef. Gameful is a secret HQ for people making games that make us happier, smarter and more collaborative.

    Nathan’s career began as a web tinkerer in 1994 while (not) attending class at Case Western Reserve University. Since then his journey to game development includes work as a strategist, interaction designer and web engineer. A father of three, he has skied the Himalayas, run with the goats in Iowa and fired the Alludium q36 Pumpkin Modulator.

    Presenting:

    Case Study: EVOKE

  • W

  • Dan White

    Dan White is CEO at Filament Games, an educational game design and development studio in Madison, WI. Founded in 2005, Filament’s 40 plus title portfolio includes a diversity of STEM, literacy, and civics education games developed for clients such as National Geographic’s JASON Science and Sandra Day O’Connor’s iCivics. Dan’s principal responsibilities include: process management, business development, strategic and financial planning, outreach, and client relations. Additionally, Dan serves as PI and co-PI on a variety of academic and business innovation grant projects.Dan holds a BS in communication technologies from Cornell University and an MS in educational communications and technology from the University of Wisconsin – Madison. Prior to founding Filament, Dan designed instructional technologies at the Academic Co-Lab. Prior to that he served as production/art lead on the Cornell Theory Center’s NSF-funded SciCentr project, a series of online virtual worlds created for informal science and technology outreach.

    Presenting:

    Case Study: iCivics

    Innovations in Business and Funding Models

  • Pierre Guillaume Wielezynski

    Pierre Guillaume Wielezynski is head of the web for the World Food Programme (wfp.org), the World’s largest humanitarian agency. His role is to set and implement an innovative digital engagement strategy for the organization including content development, technology, social media and online fundraising. WFP manages Freerice, the popular quiz game that has raised enough rice to feed over 4 million people and has been partnering with Zynga on a number of virtual goods campaign to raise funds for the hungry. Prior to joining the United Nations, Pierre was working at the World Bank in Washington DC where he spearheaded a number of initiatives in on-line marketing, product development, open source and analytics.

    Presenting:

    Philanthropy, Movements and Making Media Matter

  • Simon Wiscombe

    Simon Wiscombe is a game and interaction designer in Los Angeles. He is a rising second-year in the IMD graduate program at the University of Southern California. He is a recipient of the Annenberg Fellowship, and his game design and research interests include both serious and experimental games that explore the idea of meaningful interactions by melding the boundary between the game world and its real-world implications.

    Presenting:

    Game Demo Spotlight

  • Sheryl Wu Dunn

    Pulitzer Prize winner, Senior Managing Director, Mid-Market Securities

    Sheryl WuDunn, the first Asian American reporter to win a Pulitzer Prize, is a best-selling author (Half the Sky: Turning Oppression into Opportunity for Women), business executive, and lecturer. Currently, she is a senior managing director at Mid-Market Securities, an investment banking boutique serving growth companies in the middle market, including companies founded and run by women. She is also president of TripleEdge, a social investing consultancy, and – as of Fall 2011 – will be a Senior Fellow at Yale University, co-teaching a course on global affairs with a specific focus on China’s economic development and its global role. Previously, WuDunn worked in the investment management division at Goldman, Sachs & Co., where she was a vice president in the role of investment advisor for private clients. In that role, she advised clients on all asset classes, including hedge funds, private equity, and real estate, as well as in philanthropy. WuDunn also worked at The New York Times as both an executive and journalist: in business management roles in two departments, Strategic Planning and Circulation; as editor for international markets, energy, and industry; as The Times’ first anchor of an evening news headlines program for a digital cable television channel, the Discovery-Times; and as a foreign correspondent for The Times in Tokyo and Beijing, where she covered news in the realms of economy, finance, and politics.

    Presenting:

    Game Design in the Classroom: A Globaloria Case

    Philanthropy, Movements and Making Media Matter

  • Y

  • Connie Yowell

    Connie M. Yowell is the Director of Education in the Foundation’s U.S. Programs. In this role, she focuses on grants relating to public education, and on the implications for education of young people’s use of digital media.

    Prior to joining the Foundation, Yowell was an Associate Professor in the School of Education at the University of Illinois at Chicago, where her work included the study of reasons why Latino youth drop out of high school. Previously she worked as a Policy Analyst in the Office of Policy and Planning of the U.S. Department of Education. Before that Yowell was a Research Assistant at the University of California at San Francisco and at Stanford University.

    Yowell earned her bachelor’s degree from Yale and her Ph.D. from Stanford University.

    Presenting:

    Opening Talk

    Game Demo Spotlight

  • Z

  • Eric Zimmerman

    Eric Zimmerman is a veteran game designer and a founding faculty at the NYU Game Center. He is the co-founder of Gamelab and the Institute of Play and has created dozens of award-winning games on and off the computer.

    Presenting:

    Game Demo Spotlight