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  • The Grey Art Gallery at NYU is an always interesting exhibition space around the corner from NYU Skirball Center at 100 Washington Square East.
  • NYCgo.com is the official guide to events, sites, deals, and doings in New York City.
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  • Titles to be Announced in June 2013
  • Most Innovative Award Nominees Demos
    The Games for Change Awards Nominees for Most Significant Impact will have the opportunity to demo their games on stage to the Festival audience. The Award Nominees will be announced on May 13th and will be available to play on the Games page.
  • As 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. 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.
  • Dan Ariely, James B. Duke Professor of Psychology & Behavioral Economics at Duke University, is dedicated to exploring questions about human behavior in order to help people live more sensible - if not rational lives. His interests span a wide range of behaviors, and his creative experiments are consistently interesting, amusing and informative, demonstrating profound ideas that fly in the face of common wisdom. In addition to appointments at the Fuqua School of Business, the Center for Cognitive Neuroscience, the Department of Economics, and the School of Medicine at Duke University, Dan is also a founding member of the Center for Advanced Hindsight, and the author of the New York Times bestsellers Predictably Irrational, The Upside of Irrationality and The Honest Truth About Dishonesty.
  • Jenova Chen is the designer of the award-winning games Cloud, flOw, Flower and Journey at thatgamecompany, an independent game studio recognized for creating timeless interactive entertainment that inspires and connects people worldwide.  After earning a bachelor's degree for computer science in his hometown of Shanghai, Chen moved to Los Angeles, where he got a Master's Degree in the founding class of University of Southern California's Interactive Media and Games Division.  Following graduation, he co-founded thatgamecompany with fellow graduates, where he remains its co-founder and Creative Director.  Alongside thatgamecompany’s critically-acclaimed reviews and multiple honors including the British Academy of Film and Television Arts Awards, D.I.C.E Awards and Game Developers Choice Awards, the studio’s works have been featured in exhibitions across the world including the Museum of Modern Art in Manhattan and the Smithsonian.  To date, Chen has been named one of Variety Magazine’s “10 Innovators to Watch” and given the prestigious honor of being named to the MIT Technology Review Magazine’s “World’s Top Innovators under the Age of 35” list in 2008.  Fast Company also profiled him as one of the “Most Creative Entrepreneurs in Business” in 2009 and 2010, in addition to being listed in their “Most Creative People in Business 1000” list in 2014.
  • 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 at Carnegie Mellon University and the Founding Editor of ETC Press and its Well Played series and journal.
  • Deborah Estrin is a Professor of Computer Science at Cornell Tech in New York City and a Professor of Public Health at Weill Cornell Medical College. She is co-founder of the non-profit startup, Open mHealth. She was previously on faculty at UCLA and Founding Director of the NSF Center for Embedded Networked Sensing (CENS). Estrin is a pioneer in networked sensing, which uses mobile and wireless systems to collect and analyze real time data about the physical world and the people who occupy it. Estrin’s current focus is on mobile health (mhealth), leveraging the programmability, proximity, and pervasiveness of mobile devices and the cloud for health management. She is an elected member of the American Academy of Arts and Sciences and the National Academy of Engineering.
  • Dr. Mary Flanagan directs the internationally acclaimed game research laboratory, Tiltfactor, the theory/practice laboratory she founded in 2003. She has written more than 20 critical essays and chapters, and her books in English include reload: rethinking women + cyberculture (2002), re:SKIN (2007), Critical Play (2009), and the forthcoming Values at Play in Digital Games (2014), all with MIT Press. Flanagan created the first internet adventure game for girls and researches and creates socially conscious games and software at Tiltfactor. Tiltfactor is deeply invested in innovation through values in game design and implementing core psychological principles of social change in games. Flanagan has broken ground with collaborator Helen Nissenbaum by investigating how games, interactive systems, and online activities can be redesigned to prioritize human values. In this work they have proven that using humanist principles to shape software development and guide the game design process is a process of innovation. Flanagan’s work has been supported by commissions including The British Arts Council, the National Endowment for the Humanities, the ACLS, and she has been PI or co-PI on six National Science Foundation research awards. She serves on the faculty of the Salzburg Global Seminar & the White House Office of Science & Technology Policy Academic Consortium on Games for Impact. Flanagan is the Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College.
  • Nick Fortugno is a game designer and entrepreneur of digital and real-world games based in New York City, and a founder of Playmatics, a game development company. Playmatics has created a variety of digital and real-world games for organization including AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, the Corporation of Public Broadcasting, the Federal Reserve Bank of New York, and the Red Cross/Red Crescent. For the past ten years, Fortugno has been 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 is also a co-founder of the Come Out and Play street games festival hosted in New York City and Amsterdam since 2006, and co-creator of the Big Urban Game for Minneapolis/St. Paul in 2003. 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's most recent writing about games can be found in the anthology Well-Played 1.0: Video Game, Value, and Meaning, published by ETC-Press.
  • Dr. Adam Gazzaley obtained an M.D. and a Ph.D. in Neuroscience at the Mount Sinai School of Medicine in New York, completed clinical residency in Neurology at the University of Pennsylvania, and postdoctoral training in cognitive neuroscience at UC Berkeley. He is the founding director of the Neuroscience Imaging Center at the UC San Francisco, an Associate Professor in Neurology, Physiology and Psychiatry, and Principal Investigator of a cognitive neuroscience laboratory. His laboratory studies neural mechanisms of perception, attention and memory, with an emphasis on the impact of distraction and multitasking on these abilities. His unique research approach utilizes a powerful combination of human neurophysiological tools, including functional magnetic resonance imaging (fMRI), electroencephalography (EEG) and transcranial magnetic and electrical stimulation (TMS & TES). A major accomplishment of his research has been to expand our understanding of alterations in the aging brain that lead to cognitive decline. His most recent studies explore how we can enhance our cognitive abilities via engagement with custom-­‐designed video games, and how this can be bolstered by closed loop systems using neurofeedback and TES. Dr. Gazzaley has authored over 80 scientific articles, delivered over 300 invited presentations around the world, and his research and perspectives have been consistently profiled in high-­‐impact media, such as The New York Times, New Yorker, Wall Street Journal, TIME, Discover, Wired, PBS, NPR, CNN and NBC Nightly News. Recently, he wrote and hosted the nationally televised, PBS-­‐sponsored special “The Distracted Mind with Dr. Adam Gazzaley”. Awards and honors for his research include the Pfizer/AFAR Innovations in Aging Award, the Ellison Foundation New Scholar Award in Aging, and the Harold Brenner Pepinsky Early Career Award in Neurobehavioral Science.
  • Dean Karlan
    Dean Karlan is a Professor of Economics at Yale University, co-Founder of stickK.com, and President and Founder of Innovations for Poverty Action. Karlan's research integrates innovation for behavior modification with randomized trials to measure impact.
  • Josh Larson is an artist, designer, and programmer passionate about videogames that leave a lasting impact on people by changing how they see the world. He has 9 years of professional experience creating PC, web, and mobile videogames for a variety of audiences, including Columbia University’s smoking cessation research project LIT2Quit. While organizing the Meaningful Gameplay Game Jam, he connected with Ryan Green and they decided to start their current project That Dragon, Cancer, an interactive retelling of his family’s struggle fighting terminal cancer.
  • Jane McGonigal, PhD is a world-renowned designer of alternate reality games — or, games that are designed to improve real lives and solve real problems. She believes game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize. She is the New York Times bestselling author of Reality is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Press, 2011) — and is the inventor and co-founder of SuperBetter, a game that has helped more than 250,000 players tackle real-life health challenges such as depression, anxiety, chronic pain, and traumatic brain injury. ane is also a future forecaster. She is the Director of Games Research & Development at the Institute for the Future, a non-profit research group in Palo Alto, California. Her research focuses on how games are transforming the way we lead our real lives, and how they can be used to increase our resilience and well-being. Her future forecasting work has been featured in The Economist, Vanity Fair, The New Yorker, O(prah) Magazine, Fast Company, The New York Times Science section, and more. She has a PhD from the University of California at Berkeley in performance studies, and has consulted and developed game workshops for more than a dozen Fortune 500 and Global 500 Companies, including Intel, Nike, Disney, Accenture, Microsoft, and Nintendo. Before joining IFTF, she taught game design at UC Berkeley and the San Francisco Art Institute.
  • Paolo Pedercini is a game developer, artist and educator. He teaches digital media production and experimental game design at the School of Art at Carnegie Mellon University. Since 2003 he works under the project name “Molleindustria” producing provocative games addressing issues of social and environmental justice (McDonald's videogame, Oiligarchy, Phone Story), religion (Faith Fighter) and labor and alienation (Every Day the Same Dream, Unmanned).
  • Zoran Popović is an Associate Professor in computer science at University of Washington. He received a Sc.B. with Honors from Brown University, and M.S. and Ph.D in Computer Science from Carnegie Mellon University. Zoran's research interests lie in computer graphics and interactive games research, focusing on scientific discovery through game play, learning games, high-fidelity human modeling and animation, and control of realistic natural motion. He recently lead the team that produced Foldit, a biochemistry games whose outcomes are now published in Nature. His contributions to the field of computer graphics have been recently recognized by a number of awards including the NSF CAREER Award, Alfred P. Sloan Fellowship and ACM SIGGRAPH Significant New Researcher Award.
  • Jesse Schell is the CEO of Schell Games, a leader in creating transformational games. Since starting his company in 2002, he has grown it into the largest and most successful game development company in Pennsylvania. Under his leadership, Schell Games has produced an amazing array of innovative, transformational and award-winning entertainment experiences for some of the world's most respected brands, such as Disney, SeaWorld Parks and Entertainment, Amplify, Yale University, Lionel LLC and The Fred Rogers Company. Jesse currently serves as Distinguished Professor of Entertainment Technology at Carnegie Mellon University's Entertainment Technology Center (ETC), where he teaches game design. He authored the critically acclaimed book, The Art of Game Design: A Book of Lenses, which captured Game Developer magazine’s coveted “Front Line Award” for 2008. Prior to starting Schell Games, 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 numerous projects for Disney theme parks and DisneyQuest.
  • Abby Speight
    Abby Speight is the Senior Product Manager of Zynga.org, an independent nonprofit organization dedicated to the idea that social games are a platform for social good. Zynga.org works closely with Zynga, Inc., a leading provider of social game services, to engage millions of game players in social impact through content and campaigns integrated into games. In addition, Zynga.org works with other game developers to leverage games to raise awareness and funds for nonprofits. In 2013, Zynga.org collaborated with Games for Change to produce Half the Sky: The Game, which has amassed more than 1 million players since its launch in March 2013. To date, Zynga.org has developed more than 150 in-game campaigns, raising more than $17 million for nonprofit organizations worldwide. Before joining Zynga.org, Abby was a Marketing Manager on Yahoo’s corporate social responsibility team, leading programs like Yahoo's consumer-facing disaster response process as well as managing the Yahoo Employee Foundation. Previously, as the Programming Director for FORGE, a nonprofit working with refugee communities in East Africa, she oversaw the organization's projects in four field sites in Zambia and the Democratic Republic of Congo. Abby has a B.A. in Psychology from Stanford University. She lives in San Francisco, California.
  • Jamin Warren is the co-founder of videogame arts and culture company Kill Screen, which publishes a website, produces a magazine, and runs a store. With mentors in the New York Times Magazine, New Yorker, Observer, NPR, and Wired, Kill Screen is dedicated to asking the question of what games mean to those who play them and those who make them. Jamin spent four years at the Wall Street Journal as an arts and entertainment reporter and previously was a music critic for Pitchfork Media. He's spoken at Harvard and New York University and his writing has appeared in the Los Angeles Times, New Yorker, Paris Review, Fast Company, Slate and others. He graduated from Harvard University in 2004 with a focus on cultural theory and lives in Brooklyn.
  • Pontus Westerberg
    Pontus Westerberg is digital projects officer at the United Nations Human Settlements Programme, UN-Habitat. In this capacity he supports various digital initiatives, including coordinating the Block by Block project, in which UN-Habitat and Mojang use Minecraft to engage citizens in urban planning projects. He has previously worked with ICTs and digital media for NGOs in Europe, Africa and South America. He holds an MA in Global Media and Communications from the School of Oriental and African Studies (SOAS), University of London and resides in Nairobi, Kenya.
  • Tracy Fullerton is an experimental game designer, associate professor and chair of the Interactive Media & Games Division of the USC School of Cinematic Arts, where she directs the Game Innovation Lab. This design research center has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey, a collaboration with artist Bill Viola. Tracy is the author of “Game Design Workshop: A Playcentric Approach to Creating Innovative Games,” a design textbook in use at game programs worldwide, and holder of the Electronic Arts Endowed Chair in Interactive Entertainment. Recent projects include Collegeology, a suite of college preparation games funded by the Department of Education, the Gilbert Foundation and the Gates Foundation; Participation Nation, a history and civics game funded by the Corporation for Public Broadcasting and developed in collaboration with Activision-Blizzard and KCET; and Walden, a simulation of Henry David Thoreau’s experiment at Walden Pond. Prior to entering academia, she was a professional game designer and entrepreneur making games for companies including Microsoft, Sony, MTV, among many others. Tracy’s work has received numerous honors including an Emmy nomination for interactive television, Indiecade’s “Sublime Experience,” “Impact,” and “Trailblazer” awards, and Time Magazine’s Best of the Web.
  • John Sharp
    John Sharp is the Associate Professor of Games and Learning in the School of Art, Media and Technology at Parsons The New School for Design where he is co-director of PETLab (Prototyping, Education and Technology Lab). John is a game designer, graphic designer, art historian and educator. His research is focused on game design curriculum, videogame aesthetics, the history of play, and the early history of computer and video games. John is a member of the game design collective Local No. 12, which creates games from and for cultural contexts and conventions. He is also a partner in Supercosm LLC, a consultancy for non-profits and organizations in the arts, education and entertainment fields.
  • Noah Falstein has been developing games since 1980. Among the first ten employees at LucasArts Entertainment, The 3DO Company, and Dreamworks Interactive, he also ran his own design and production firm, The Inspiracy for 17 years. He has contributed to a wide range of entertainment and serious game titles, and has been a long-time supporter of Games for Change. Currently he is Chief Game Designer at Google, working in a new team at their Mountain View HQ.
  • Erik Huey
    Erik Huey is currently the Senior Vice President for Government Affairs at the Entertainment Software Association (ESA). As Senior Vice President, Erik oversees the entire federal and state government relations operations of ESA. The Entertainment Software Association is the U.S. association edicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, owning the E3 Expo, business and consumer research, federal and state government relations, First Amendment and intellectual property protection efforts. A former partner at Kilpatrick Stockton LLP who specialized in public policy advocacy for the entertainment, communications, and media sectors, Erik joined the Entertainment Software Association in July 2009. For nearly two decades, Huey has contributed to policy debates involving issues such as protecting domestic film production, combating digital theft of copyrighted content, expanding broadband deployment, and preserving artists’ First Amendment rights. In 2007, The Hollywood Reporter named him one of the “100 Most Influential Media & Entertainment Lawyers” in its annual “Power Lawyer” issue. Born outside Pittsburgh, Pennsylvania and raised in Morgantown, West Virginia, Huey graduated cum laude with a B.B.A. from the University of Miami and with a J.D. from the University of Notre Dame Law School.
  • Esteban Sosnik is Executive Director of co.lab, an ed-tech accelerator working with startups in the intersection of games and education. co.lab was founded by Zynga.org and the NewSchools Venture Fund. Prior to joining co.lab, Esteban was co-founder and CEO of social game developer Atakama Labs (acquired by DeNA in 2011). After Atakama was acquired by DeNA, Esteban became VP with roles in studios, corporate development and alliances. Previously, he was co-founder and CEO of Wanako Games, developer of console games. Wanako earned Game of the Year for Xbox Live Arcade and was acquired by Vivendi Games in 2006. After Wanako’s acquisition Esteban became VP of Business Development at Sierra Online. Previously, Esteban has worked in venture capital, private equity and investment banking.
  • Benjamin Stokes is a researcher at USC, where he is completing his PhD on civic learning, participatory mapping and real-world gaming. Previously, Benjamin served at the MacArthur Foundation as a program officer in their $50M portfolio on Digital Media and Learning. Benjamin is a co-founder of Games for Change, the branch of the serious games movement which seeks to advance social change. Benjamin has also led design teams on games and e-training, reaching more than 150,000 youth at the nonprofit MercyCorps/NetAid. In educational technology, Benjamin produced virtual field trips and research tools for their network of more than 43,000 high schools at the ProQuest/Bigchalk educational publishers.
  • Ken Weber
    Ken Weber is Executive Director of Zynga.org, a nonprofit organization working to promote and facilitate the use of social games for social impact. Ken is responsible for harnessing the generosity of Zynga’s 300 million monthly active players to generate new resources for social causes. Zynga.org also works with other gamemakers, as well as partners like Games for Change, to develop games that raise awareness and financial support for results-driven nonprofits. Though popular games such as FarmVille, CityVille, and Words With Friends, Zynga.org, has contributed more than $13 million to leading global charities like Save the Children, World Food Programme, and Water.org. Zynga.org has also driven nearly $2 million to local (Bay Area) organizations, including UCSF Children’s Hospital, the San Francisco SPCA, and The Edible Schoolyard.Ken has spent his career working with innovative companies and nonprofits to leverage private capital and business approaches to create social change on a global scale. From 2005 to 2011, Ken was COO of The ONE Campaign (www.one.org), a global grassroots advocacy and campaigning organization founded by Bono, Bob Geldof, Bobby Shriver and others. Working in partnership with the Gates Foundation and many of the world’s most effective international development NGOs, DATA, ONE and Product (RED) helped achieve groundbreaking policy change and dramatic increases in funding for poverty alleviation and global health issues, particularly in Africa. Prior to the ONE Campaign, Ken was founding President and COO of Network for Good (www.networkforgood.org), a leading provider of fundraising and volunteer services to individuals and nonprofits backed by AOL, Cisco and Yahoo! Since inception in 2001, Network for Good has processed more than $730 million for more than 100,000 U.S.-based nonprofits. From 1996 to 2001, Ken was EVP and Senior Director of Commerce One’s global nonprofit practice, where he helped more than 200 national and international NGOs deploy new technology – often for the first time – for communications, advocacy, and fundraising.
  • Eric Zimmerman is a game designer and academic who has been working in the game industry for nearly 20 years. Eric’s diverse activities have made him one of the New York Observer’s “Power Punks,” one of Interview Magazine’s “30 To Watch,” one of International Design Magazine’s “ID 40” influential designers and one of The Hollywood Reporter’s “Digital 50” along with Stephen Spielberg and Will Wright. Eric has received a “VIP Award” by the International Game Developers Association for his years of work in the game creation community. Eric has been called “The Lou Reed of Games” by Stephen Johnson in his book Emergence and leading games scholar Dr. James Paul Gee has written that Eric “is surely one of the smartest and most creative humans I have ever met.” Eric was the Co-Founder and Chief Design Officer of Gamelab, a game development company based in New York City that was named one of 5 “Rising Star” design firms by HOW Magazine. Gamelab’s games, which include the casual game blockbuster hit Diner Dash, have won awards from the GDC Independent Games Festival, Games for Change, ID Magazine, Art Directors Club, ARS Electronica, as well as finalist nominations in the Webby Awards, the IGDA Developers Choice Awards, and the Zeebys casual game awards. Founded in 2000, Gamelab created innovative games for broad audiences, including singleplayer and multiplayer online games, as well as games in other media both on and off the computer. Gamelab worked with partners including LEGO, HBO, VH-1, Nickelodeon, Yahoo!, Microsoft, Disney, Mattel, PlayFirst, PBS, Fisher-Price, Leapfrog, and many, many others. Gamelab closed its doors in 2009. Gamelab spun off two successful companies, including Gamestar Mechanic, an online site that was funded by the MacArthur Foundation that lets kids create games. Gamelab also created the Institute of Play, a nonprofit that looks at the intersection of games and learning that has launched two schools in New York City and Chicago based on games and play as the model for learning. Eric’s game design work prior to Gamelab includes the critically acclaimed SiSSYFiGHT 2000 as the PC games Gearheads and The Robot Club. He sits on the board of the Institute of Play, the advisory board of Games for Change, and the Advisory for Digital Media for Global Kids. Since Gamelab closed, Eric has been exploring commercial and independent games in a variety of media. With architect Nathalie Pozzi, he has created a series of award-winning large-scale physical games exhibited in museums and galleries, including the Museum of Modern Art in New York City. Eric co-founded experimental game collective Local No. 12 with Colleen Macklin and John Sharp, whose projects include the Metagame, a card game about aesthetic debate. He collaborated with Curious Pictures and Deepak Chopra to create Leela, a game for the Xbox Kinect about play as a form of meditation. With filmmaker David Kaplan, Eric created the award-winning short film PLAY. New projects include the Brooklyn Game Ensemble, a design collective working on an independent game inspired by the work of Argentinian author Luis Borges. Eric has taught courses at MIT’s Comparative Media Studies Program, New York University’s Interactive Telecommunications Program and Game Center, Parsons School of Design’s MFA in Digital Technologies Program, and School of Visual Arts’ Designer as Author MFA Program. He is a founding faculty at the NYU Game Center, where he currently works with the faculty and staff to shape the curriculum and teach game design as a full-time professor. Eric lectures and publishes extensively on games, including frequent keynotes at major industry events. He is the co-author with Katie Salen of Rules of Play: Game Design Fundamentals, the definitive textbook on game design (MIT Press, 2004). He is also the co-editor with Katie Salen of The Game Design Reader (MIT Press, 2006) and co-editor with Amy Scholder of RE:PLAY – Game Design and Game Culture (Peter Lang Press, 2003). Eric trains Shaolin Kung Fu at the USA Shaolin Temple under Sifu Shi Yan Ming. Eric is an internationally recognized creative force, design scholar, and pundit on game design and game culture.
  • Dr. Adam Gazzaley / Games and the Future of Cognitive Enhancement
    A fundamental challenge of modern society is the development of effective approaches to enhance brain function and cognition in both healthy and impaired individuals. For the healthy, this serves as a core mission of our educational system and for the cognitively impaired this is a critical goal of our medical system. Unfortunately, there are serious and growing concerns about the ability of either system to meet this challenge. I will describe an approach developed in our lab that uses custom-designed video games to achieve meaningful and sustainable cognitive enhancement (e.g., Anguera, et al. Nature 2013), as well the next stage of our research program, which uses video games integrated with technological innovations in software (e.g., brain computer interface algorithms, GPU computing) and hardware (e.g., virtual reality headsets, mobile EEG, transcranial electrical brain stimulation) to create a novel personalized closed loop system. I will share with you a vision of the future in which video games are used as an underlying engine to enhance our brain’s information processing systems, thus reducing our reliance on non-specific drugs to treat neurological and psychiatric conditions and allowing us to better target our educational efforts.
  • Jane McGonigal / Games for Change in the Year 2024
    What will games for change be like a decade from now? Jane McGonigal sparks your imagination with a forecast of five "games from the future". This talk will prepares you to think beyond today's generation of social, mobile and quest-based games to a world of affordable, mainstream virtual reality and sensor-based gameplay. Come immerse yourself in the future, and celebrate the top award-winning games at the Games for Change Festival, year 2024!
  • Deborah Estrin / Small, n=me, data
    Consider a new kind of cloud-based app that would create a picture of an individual’s behavior over time by continuously, securely, and privately analyzing the digital traces they generate 24x7 by virtue of the fact that they mediate, or at least accompany, their lives with mobile and other digital technologies. The social networks, search engines, mobile operators, online games, and e-commerce sites that they access every hour of most every day extensively use these digital traces to tailor service offerings and to improve system performance and in some cases to target advertisements. Most of these services do not make these individual traces available to the person who generated them; but they might begin to do so if we identify the market, technical, and social mechanisms that would derive value from these traces. Our premise is that this broad but highly personalized, data set can be analyzed to draw powerful inferences about an individual, and for that individual. Use of these traces could enhance, and even transform, our experiences as consumers, patients, passengers, customers, family members, as well as users of online media. These traces might fuel apps that offer individuals personalized, data-driven, insights into their habits and habitats. This talk will discuss precedents for small data in mobile health, and the opportunities and challenges of broadening the scope of small data capture, storage, and use.
  • Jesse Schell / The Challenge of Authentic Caring
    Designers really care about their games and ideas. When you talk with them, their passion is evident. Unfortunately, this passion doesn't always translate into the game itself. These games leave the player feeling bored and indifferent. How can a designer ensure that his passion is palpable in his game? What is the difference between a game with authentic caring and those without it? This talk will explore the definition of "authentic caring" and why it comes through in some games, while falling flat in others.
  • Paolo Pedercini / Making Games In a F****d Up World
    Molleindustria: the first ten years. Molleindustria [soft industry/soft factory] is a project of reappropriation of video games, a call for the radicalization of popular culture, an independent game developer. Since 2003 we produced homeopathic remedies to the idiocy of mainstream entertainment in the form of free, short-form, online games. Our products range from satirical business simulations (McDonald's Video game, Oiligarchy) to meditations on labor and alienation (Every day the same dream, Tuboflex), from playable theories (the Free Culture Game, Leaky World) to politically incorrect pseudo-games (Orgasm Simulator, Operation: Pedopriest). Molleindustria obtained extensive media coverage and critical acclaim while hopping between digital art, academia, game design, media activism and internet folk art.
  • Nick Fortugno / Well Played Series (CMU ETC)
    What makes a game good? or bad? or better? Building on the ETC Press books and journal and the success of live sessions, speakers play a select Game for Change Award finalist game for the audience at the festival to help analyze the gameplay experience and open up a discussion with the unique impact games can have. The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. These sessions are not a part of the selection and jurying of the festival game entries, instead they are purely to inspire discussion amongst festival attendees.

    In this session, Nick Fortugno will share his analysis and experience of what makes Papers, Please, one of the nominees for a Games for Change Award in the Best Gameplay and Most Innovative catgories, an effective game for change.
  • Katharina Tillmanns
    Katharina Tillmanns is a transmedia researcher, writer, producer and founding member of the Superglue Games Collective Cologne in Germany. In her studies and work with the Cologne Game Lab of the Cologne University of Applied Sciences, she is focussing on the expressive qualities of digital games as a means of art and activism. Katharina is co-president of Games for Change Europe, a community that discusses and experiments with the transformational power of social impact games, making them available to the European public and thus fostering a dialogue across target groups. She is festival director of the bi-annual Notgames Fest a critically acclaimed experimental games exhibition and frequently organizes events and workshops for up-and-coming game makers.
  • Simon Bachelier is an indie curator and teacher based in Paris, France. During three years with the public museum complex Universcience, he worked to rethink the use of video games as a learning tool for kids, teenagers, parents and senior to (re)discover sciences and to develop serious games activities around exhibitions, productions and events of La Cité des Sciences et de l’Industrie, the biggest science museum in Europe. Simon is a member of Games for Change Europe and the French indie game collective One Life Remains, who develops experimental games, installations, alternative game events and stage performances related to digital games. He gathers people, curates indie games events which he regularly organizes in Europe.
  • Phoenix Perry is an Adjunct Professor at NYU teaching game development and design, visual design and web development. From digital arts practitioner to Creative Director, she has extensive experience in new media, design, and user interfaces. A consummate advocate for women in game development, her speaking engagements include The Open Hardware Summit at MIT, Indiecade, Comic Con, Internet Week, Create Tech and NYU Game Center among others. Perry's creative work spans a large range of disciplines including drawing, generative art, video, games, interfaces and sound. Her projects have been seen worldwide at venues and festivals including the GDC, E3, Come out and Play, Maker Faire at the New York Hall of Science, Lincoln Center, Transmediale, Yerba Buena Center for the Arts, LAMCA, Harvest Works, Babycastles, European Media Arts Festival, GenArt, Seoul Film Festival and Harvestworks. In 2011 she co-authored the book, Meet the Kinect with Sean Kean and Johnathan Hall.
  • Nina Freeman is a programmer and a game designer. She is currently working on her M.S. in Integrated Digital Media at NYU Engineering, where she is studying video games. She's interested in gender, sexuality and narrative in games. Recently, her game Ladylike received an honorable mention in the IGF. She is one of the co-founders of The Code Liberation Foundation (CLF), an organization that offers free development workshops in order to facilitate the creation of video game titles by women. She is currently teaching a CLF C++ game development course for high school girls.
  • In 6th grade Fatima consistently visited www.capcom.com, perusing through their jobs and ogling at their swanky flash graphics of her beloved Resident Evil characters. Pursuing the game developer path has always seemed like a pipe dream to her, because that line of career was not encouraged. And not until she attended Code Liberation’s Introduction to C++ workshop has she really thought of game development and computer science as a niche for her future. She is currently working on "Domus." The purpose of this game is to succinctly transpose the dire feeling of what it is like to be homeless; constructively creating an introspective atmosphere for self-reflection and empathy for others who are less fortunate.
  • Rajal Pitroda
    Rajal Pitroda is an entrepreneur and author based in London. Rajal’s passion is in the intersection of media, technology and education. She is particularly interested in the relationship between gender and content creation, marketing and consumption. Rajal is currently working on a platform combining storytelling and gaming to engage 9-11 year olds in math and science. Prior to her time in the UK, Rajal started a company to create and manage marketing campaigns for independent feature films and documentaries in Los Angeles, where she focused heavily on social and mobile media marketing. She has also worked in the Bombay movie business, where she was responsible for international branding and marketing activities for the entire Indian film industry. Rajal has written a novel set in Bollywood, published by HarperCollins. She was a recent recipient of the UK Woman of the Future Award for her focus on education and gender diversity. Rajal graduated with an Economics degree from the University of Michigan and holds an MBA from London Business School, where she was a Forte Foundation Fellow.
  • Shoshana Kessock is a writer, game designer and scholar specializing in tabletop and live action roleplaying experiences. A graduate student at the NYU Game Center, she is the founder of the Living Games Conference, the first academic conference in the US dedicated to live action role-play games in all their forms. She is also co-founder of Phoenix Outlaw Productions, an independent role-play game design company, with several titles in production for publication. She is the author of such freeform LARPs as SERVICE, The Last Ten Minutes, and Dangers Untold and has staffed and organized live events for nearly eight years. When she isn’t running and writing games, she travels the world speaking about innovation and design in the LARP community and topics like social action and activism in gaming spaces. She hails from Brooklyn, New York.
  • Uri Mishol's background in the software industry spans close to twenty years. After six years in the Israeli army, where he led various software development projects, Uri joined Itemfield (which later became Informatica Israel), where he was VP of R&D. In 2000, he founded his own software company IncrediBuild (www.incredibuild.com), which specializes in accelerating computational tasks related to software development - and game development in particular - through parallel processing. In 2013, he established “Games for Peace” - a non-profit initiative which uses video games to bridge the gap between young people in conflict zones, particularly Arab and Jewish teenagers. Uri lives in Israel with his wife and two sons.
  • Lindsay is an associate professor at American University, where he is directing masters in Game Design and Persuasive Play and heading the Purpose Driven Play studio. His game designs have received awards and recognition from the Games for Change Festival, Meaningful Play Conference, Advances in Computer Entertainment Conference and Gamescape Festival. He has published more than 25 papers, articles and book chapters on games since 2009. His creative work has been selected for showcase in more than seven countries and 12 states. He has taught 82 college courses over a decade and widely distributed more than 15 independent games in that last 5 years.
  • The mission is no longer escapism, but excavation. Benjamin Poynter is a practitioner of digital media and independent video games in the contemporary art world. Dreams he has within of immersive landscapes are at the labor of belonging in a world all society knows. The art work he creates, venturing from intensive game art to animated tales, often dimensionalizes when propelled by the themes of virtual reality and experimental narrative. Ben's existence and work explores how reality dissolves into a representation of its own being through the accumulation of new media and prosthetic ability to escape within it. Benjamin is finishing up a Masters of Fine Art candidacy at the University of Nevada Reno (USA). Exhibitions of Benjamin's work include the International Mobile Gaming Awards and a nomination for Best Serious Game, a showing at the E3-Indiecade showcase in LA, and more.
  • James Early is a creative director and partner at Threespot, an interactive agency that believes creative strategy and strategic creative can bring about meaningful change. He balances his time between leading teams to innovative solutions and working with clients to ensure that they’re leveraging digital for the greatest impact. James has been working in the interactive design industry since the CD-ROM days. He offers deep experience contemporizing brands online, translating complex content needs into intuitive user experiences, and designing across multiple channels: web, mobile, social, video, and print. His expertise has helped evolve brands online and offline for The Pew Charitable Trusts, U.S. Department of State, BBC America, The Brookings Institution, The Paley Center for Media, Planned Parenthood, and the World Bank.
  • Deborah S. Levine, Director of Online Health Education at Planned Parenthood Federation of America, works to translate Planned Parenthood’s education needs into a digital strategy for the Federation. Deborah has a diverse background in education, human sexuality and non-profit experience. Previously, she was a high school teacher working in the public school system in the greater Boston area. Prior to joining Planned Parenthood in September 2007, Deborah spent two years as a sexuality educator, trainer and teen peer education coordinator at Planned Parenthood of Connecticut. In these roles, Deborah researched, developed and wrote an array of sexuality education materials including: lesson plans, activities, guidelines, and resources that were culturally competent, engaging, and effective. Deborah earned her Bachelor of Arts and Master of Social Work degrees from the University of Pennsylvania and her Master of Arts in Teaching from Simmons College located in Boston.
  • Liz brings over 10 years of client service, design, and technology experience to her role as an Account Director at Threespot. Her in-house and agency tenures allow her to excel in managing both the big picture and the minute details. She is responsible for developing and maintaining relationships and delivering strategic guidance for a diverse roster of clients including The Pew Charitable Trusts, Planned Parenthood, U.S. Department of State, and The Brookings Institution. Prior to joining Threespot, Liz worked as a marketing consultant for USPS.com and at The Johns Hopkins University’s Center for Technology in Education (CTE), managing a team that was responsible for CTE’s online presence. Liz holds a bachelor’s degree in psychology and economics from Northwestern University and a master’s degree in marketing from the Johns Hopkins Carey Business School. She is also on the advisory board of the DC chapter of AIGA, the professional association for design.
  • Azi is a co-founder and Chief Learning Officer at Tiggly- a new learning company that brings together physical and digital play for preschoolers’ better learning. At Tiggly, she overseas product design, curriculum, and research. She is also currently a doctoral research fellow at Teachers College Columbia University focusing on early childhood math education and effects of gesturing on learning and thinking. She also teaches the “Development of Mathematical Thinking” course at Teachers College. Azadeh has literally sat down with hundreds of children, watching them interacting with different types of software, and analyzing their engagement and learning. She has published journal articles and book chapters on broad range of topics such as game design, software design for children, mathematical education, and cognition, and has received awards such as “IES Prize for Excellence in Research on Cognition and Student Learning” and “The Cooney Center’s certificate of innovation in Children's Learning”.
  • Jean-Baptiste Huynh is co-founder and CEO of WeWantToKnow, creator of the award winning educational algebra game DragonBox. WeWantToKnow maintains the audacious goal of delivering K-12 mathematics knowledge to any child in 30 hours of gameplay. Huynh holds a M.Sc. in IT and mathematics and is a certified financial analyst. Before founding WeWantToKnow, Huynh spent 10 years as a stock portfolio manager (where he promoted corporate responsibility and socially responsible investment), then became a certified math and economics teacher 5 years in Norway. With WeWantToKnow, Huynh combines his passion for entrepreneurship, science and social impact.
  • Pete Vigeant is a game, media and experience designer that creates live-action and digital interactive experiences. As a Senior Designer for ESI Design, Pete draws upon his passion and expertise in game and youth-focused design to lead and develop interaction, media, concept, and game design for numerous ESI projects. Pete also leads the ESI Game Lab where he has created and launched a series of immersive live-action group experiences to promote collaboration through play, spectacle, and narrative gameplay. He has introduced ESI Game Lab experiences such as Field Frogger, The 100 Games Everyone Should Play, and Field TD in public spaces, city wide festivals, and conferences around the country and the world. Pete is the activity expert for iD Tech Camps and has created training, activity, and gaming content for thousands of staff members and over 100,000 campers in the last five years.
  • Dr. Jen Jenson is Professor of Pedagogy and Technology in the Faculty of Education and Director of the Institute for Research on Learning Technologies at York University, Canada. She is past-President of the Canadian Game Studies Association (http://www.gamestudies.ca) and current co-Editor of its journal Loading (http://journals.sfu.ca/loading). She has published on gender and gameplay, gender and technology and technology and K-12 education in journals such as: Feminist Media Studies, Simulation & Gaming, and The Journal of Curriculum Theorizing. She holds a Social Sciences and Humanities Partnership Development Grant for the Feminists in Games initiative (http://www.feministsingames.com) and plays a lead role in the GRAND-NCE research network (http://grand-nce.ca/). While much of her time is consumed in the usual ways (teaching, reading, writing, researching and supervising), she occasionally has time to play fetch with her dog and a videogame, which at this moment is the Legend of Zelda: A Link between Worlds.
  • Heidi Boisvert is a new media artist, game designer, experimental filmmaker, writer and educator based in NYC. She was formerly Multi-Media Director at Breakthrough, where she designed, developed and propagated new media and pop culture campaigns on pressing social issues. She created the first 3D social change game, ICED I Can End Deportation. Heidi also taught Digital Media and Media Studies at Hunter College and launched a digital media program for low-income youth. Her latest initiative, America 2049, a groundbreaking alternative reality game about pluralism, has been featured by several media sources and nominated for two awards. Most recently, Heidi founded and serves as CEO and Creative Director of futurePerfect lab, a boutique creative agency that works with NGOs, cultural and educational institutions to develop imaginative and playful applications of integrated media and emerging technology. She is currently a PhD candidate in the Electronic Arts program at Rensselaer Polytechnic Institute.
  • Greg Trefry has wide array of experience designing games—everything from web-based MMOs to hit casual games to alternate reality games. He co-founded the game design studio Gigantic Mechanic to explore the bounds of game design through mobile games that interact with the real-world. He serves as director of the Come Out & Play Festival, a festival of street games in New York City. Greg teaches at New York University and recently wrote the book, Casual Game Design: Designing Play for the Gamer in All of Us.
  • Mattia Romeo is a game designer and programmer based in New York City. Prior to founding Gigantic Mechanic with Greg Trefry, Mattia was a Senior Game Designer at Gamelab - one of the largest indie game studios in New York. While at Gamelab, Mattia consulted on and designed for projects on a diverse range of platforms that included board games, live-events, PC casual games, the Nintendo Wii and the Nintendo DS. Some of the notable projects he worked on include Arcadia Remix, Top Chef: The Game, Egg vs. Chicken, Miss Management, Gamestar Mechanic and the blockbuster casual title Diner Dash. As well as more traditional forms of games, Mattia also designs and develops big games - large-scale games played in real-world spaces - and worked on some of the seminal examples of the genre, including Pac-Manhattan and Conqwest.
  • Marco Williams
    Marco Williams, is an Associate Arts Professor of Undergraduate Film and Television at New York University’s Tisch School of the Arts and a Peabody and Dupont award winning documentary filmmaker. He received a B.A. from Harvard University and a M.A. and M.F.A. from UCLA. Williams’ directing credits include: THE UNDOCUMENTED, INSIDE THE NEW BLACK PANTHERS, BANISHED, FREEDOM SUMMER, I SIT WHERE I WANT: THE LEGACY OF BROWN V. BOARD OF EDUCATION, MLK BOULEVARD: THE CONCRETE DREAM, TWO TOWNS OF JASPER, MAKING PEACE; REBUILDING OUR COMMUNITIES, THE PURSUIT OF HAPPINESS: WITH ARIANNA HUFFINGTON, WITHOUT A PASS, IN SEARCH OF OUR FATHERS and FROM HARLEM TO HARVARD.
  • Dan Ariely / Who Put the Monkey In the Driver's Seat?
    One of the challenges of human life is that what is good for us right now is often not what is good for us in the long term: Dieting for example is not so much fun now, but good for the future, saving is not fun now but good for the future… medical testing, procrastination etc. When we face such tradeoffs we often focus on the short term rather than our long terms goals and in the process get ourselves into trouble. But wait! There is hope. By understanding where we fall short, there are methods we can use to overcome our natural (and less than desirable) inclinations.
  • Jenova Chen / Blank Canvas: Designing a New Era of Emotional Storytelling Through Games
    Jenova Chen’s award-winning games have captured the imagination of the next generation of games creators and fans alike. In his talk, Chen will discuss in depth the crucial design decisions made in the development of flOw, Flower and Journey that unraveled a blank canvas for new game experiences, emotional storytelling and player interactions that positively inspire and connect audiences worldwide.
  • Noah Falstein / Evolving Games for Change
    The ecosystem of game development in general is evolving rapidly, and in many directions simultaneously. New technology, research, hardware, and business models are all causing (excuse the cliche) disruption. This has some significant implications for Games for Change, and this talk will explore both the resulting challenges and opportunities.
  • Mary Flanagan / Games for Change 2.0
    Games are dynamic systems that can produce both intended and unintended consequences. But there's a difference between games that act as Op-Eds and games that function on a psychological level using proven techniques to promote social good. Flanagan will discuss the design features of games that are proven to change hearts and minds.
  • State of the Indie + State of the Industry
    What are the current realities and trends in the game creation world? Highlights and insights from experts in the industry and the indie world.
  • GlassLab / Collaborating for Change
    How can games achieve social impact at scale? What if the scale you have in mind is our entire education system? For GlassLab (the Games, Learning and Assessment Lab), the key to increasing the social impact of games is in collaboration. The Lab is a collaboration between leaders in commercial games, experts in learning and assessment, and many other organizations with a role to play in the landscape of 21st century learning. Join us for the first look at a new game developed in collaboration with NASA (launching here at Games for Change!), and learn how GlassLab provides a model to accelerate the research, development and distribution of high-quality educational games.
  • Dean Karlan / Prediction Games
    Learn from Dean Karlan, who literally wrote the book on achieving and evaluating social impact. Professor Karlan will share his expertise on impact assessment and his ideas on prediction games for personal behavior modification, both as a tool to set realistic expectations and as a means to implement personal goals.
  • Josh Larson / Transformative Game Design Through Grace
    Josh Larson discusses the concept of grace in game design and in the creation of That Dragon, Cancer, a poetic, surreal videogame in which players explore the immersive world of co-creators Ryan and Amy Green as they raised their son Joel, a child who fought terminal cancer for 4 years, and found hope in the shadow of death. If grace can inspire players to extend a little more grace to others - to better value someone else as a human - how could that influence life choices, policy creation, and positive societal change?
  • Zoran Popović / Fact or Fiction: Can games rapidly develop world-class experts and achieve mastery for 95% of all students?
    Over the past ten years serious games enjoyed increased promise to change the world in just about every important problem facing humanity today. Despite this promise, it is safe to say that we are very far away from strong evidence for games-induced transformative change, or from true advancement on any of the key world problems. I will describe why this is so hard, and suggest a set of strategies we have deployed in our efforts to make deep measurable impact with games on two domains: scientific discovery, and school mastery for every student. I will point to a set of surprising and significant results in both scientific discoveries and concept mastery for every school-ready child on a national level. In addition, the talk will introduce a new game that we expect will create a brand new research process in the field of synthetic biology.
  • Tracy Fullerton / Well Played Series (CMU ETC)
    What makes a game good? or bad? or better? Building on the ETC Press books and journal and the success of live sessions, speakers play a select Game for Change Award finalist game for the audience at the festival to help analyze the gameplay experience and open up a discussion with the unique impact games can have. The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. These sessions are not a part of the selection and jurying of the festival game entries, instead they are purely to inspire discussion amongst festival attendees.

    In this session, Tracy Fullerton will share her analysis and experience of what makes Gone Home, one of the nominees for a Games for Change Award for Best Gameplay, an effective game for change.
  • Designing for Impact: How Commercial Games Are a Platform for Engaging Players In Social Causes
    One of the primary challenges developers of social impact games face is building an audience at scale. For commercial game developers, the audience often already exists; top commercial games come ready made with large numbers of highly engaged DAU/MAU. The constraints of game fiction, limited available engineering resources, and the pressures to deliver business results, means integrating social impact into commercial games is not always a simple task. Hear from experienced game designers who have proven that the right balance among competing priorities in commercial games can lead to impact in the real world without sacrificing gameplay or business outcomes.
  • Impact from Games? - Pick the Right Field First!
    What kind of impact is possible with a game? The secret is that successful games have *different* kinds of impact. Too often, the success factors and indicators are mucked together. Perhaps it is time we stop confusing behavior change with advocacy campaigns, let alone success in crowd-sourced labor! For the first time, with funding from the David & Lucile Packard Foundation, we are aiming to spell out different big picture frameworks for “how games have impact.” On April 24th, we are launching this public discourse: come away with starting points to evaluate your next game, and maximize its impact.
  • Block by Block - Using Minecraft In Urban Planning Projects
    In 2012, UN-Habitat, the United Nations programme for sustainable towns and cities, and Mojang, the makers of Minecraft, entered into an innovative partnership. Through the partnership, named Block by Block, UN-Habitat uses Minecraft to involve citizens, particularly young people, in the planning and design of quality public spaces worldwide. In this session Pontus Westerberg from UN-Habitat will explain the process and benefits of using Minecraft in building projects, giving examples from Kenya, Nepal, Sweden and Haiti.
  • Christopher Hazard is the founder of Hazardous Software. In addition to developing the game engine that allows time travel, he was the producer of Achron. He also conducts research for the military and earned his PhD in Computer Science at North Carolina State University, with publications on engineering and analyzing coordination in large-scale multi-agent systems. Dr. Hazard has extensive experience in software engineering. He worked for Motorola Inc. for 3 years designing and developing simulation software for CDMA infrastructure, rising quickly to directing global development teams. Dr. Hazard has also had experience at Kiva Systems, a warehousing robotics startup company, performing algorithms research. He has won numerous awards, including a best paper award in an international conference, the North Carolina State University Dean's Fellowship and Valparaiso University Board of Directors' Independent Research Award. He obtained his B.S. in computer science from Valparaiso University with departmental honors.
  • Chris Totten, Assistant Professor of Mobile Game Development, has contributed to several independent game productions as an artist, animator, level designer, game designer, and project manager. He is currently the art director for e4 Software, a DC-area indie mobile game developer. Totten is an active writer in the game industry, with articles featured on VideoGameWriters.com, GameCareerGuide, and Gamasutra. He has also published a book entitled Game Character Creation with Blender and Unity with Wiley Publishing and is completing another book on Game Design. Totten's writings on interdisciplinary approaches to game design have earned him guest speaking appearances at GDC China, Dakota State University's Workshop on Integrated Design in Games, and East Coast Game Conference.
  • Paul Siefken
    As Vice President of Broadcast and Digital Media, Paul Siefken oversees content production and management for The Fred Rogers Company. Previously, he worked as the Director of Children's Programming for PBS, where he managed the development of several PBS KIDS series, including The Cat in the Hat Knows a Lot About That, Sid the Science Kid, WordGirl, Wild Kratts, Fetch! with Ruff Ruffman, and most recently Daniel Tiger’s Neighborhood. Prior to joining PBS, Paul worked at Cartoon Network, producing interactive content and managing sponsored promotions and media relations. While at Cartoon Network, he participated in the launch of several new shows and franchises, including Dexter’s Laboratory, The Powerpuff Girls, Ed, Edd n Eddy, and Adult Swim. Before entering children’s media, Paul worked as a high school English teacher in both Georgia and North Carolina. He holds a BA in English from Duke University.
  • Angela Santomero has worked in children’s television since she graduated from college. She has always believed in bringing the best possible educational entertainment to kids. She is the co-Creator, Executive Producer, and Head Writer of Blue’s Clues for the award winning Nick Jr series which was the first to start the “interactive television” craze of preschool TV shows. She is also the Creator, Executive Producer & Head Writer of the award winning show Super Why for PBS Kids which helps build preschool literacy skills through fractured fairy tales and interactive games. Her latest project, which began airing in October 2012, is a Mister Rogers spinoff, Daniel Tiger’s Neighborhood.
  • Dr. Idit Harel Caperton is an Israeli-American entrepreneur known for her edu-tech innovations, and founder of the World Wide Workshop, a global non-profit, developing platforms that combine game mechanics and social networking for learning. GLOBALORIA empowers users to become gaming inventors, productive digital citizens, and creative leaders in the global knowledge economy. In the 1980s, she pursued pioneering R&D in computation & cognition at the Harvard Graduate School of Education & MIT Media Lab. In the 1990s, her MIT spinoff startup, MaMaMedia, was the first born-on-the-net brand for digital kids and won numerous partnerships, awards, and recognitions. In addition to being a HuffPost blogger, Idit is a learning theorist, education activist and opinion leader on technology, award-winning author, mentor of young entrepreneurs, and she serves on several prestigious higher-education, media, and non-profit boards.
  • Co.Lab’s Vertical Accelerator as a Model for Promoting Startups for Social Change
    We will be sharing with the audience how co.lab, a new accelerator based in San Francisco for startups working in the intersection of games and learning, is working with Zynga and the NewSchools Venture Fund to help ed-tech startups. We will go over our model, particularly how we work with Zynga for the benefit of our cohort companies. Particularly we will discuss the value of "vertical accelerators” in a world that does not need just one more incubator! Then we will hear from two entrepreneurs that were part of co.lab’s cohort 1 and how our model helped them. We will then address some of the challenges and opportunities we see in the educational games market.
  • Welcome & Introduction
    We'll start our plenary programming in NYU Skirball Center for the Performing Arts with a warm welcome.
  • Break / The Truth Box / G4C Awards Showcase
    During this 30 minute break, check-out The Truth Box and the G4C Awards Showcase - on display in the Skirball Lobby from 11:30am to 6:30pm.

    The Truth Box
    The Truth Box is a traveling story booth that is part of the (Dis)Honesty Project - a collaboration between behavioral economist Dan Ariely and filmmaker Yael Melamede - which aims to improve our behavior and ethics. The Truth Box invites participants to share the truth about a lie they have told on camera. Material recorded in The Truth Box may become featured content on the project website, social media platforms and in the feature documentary "(Dis)Honesty, The Truth About Lies".

    G4C Awards Showcase
    The G4C Awards Showcase will feature the finalists in contention for the 2014 Games for Change Awards (to be announced March 28th) and will give festival-attendees the opportunity to demo these games and learn more about their design and impact from our expert game ambassadors.
  • Break / The Truth Box / G4C Awards Showcase
    During this 30 minute break, check-out The Truth Box and the G4C Awards Showcase - on display in the Skirball Lobby from 11:30am to 6:30pm.

    The Truth Box
    The Truth Box is a traveling story booth that is part of the (Dis)Honesty Project - a collaboration between behavioral economist Dan Ariely and filmmaker Yael Melamede - which aims to improve our behavior and ethics. The Truth Box invites participants to share the truth about a lie they have told on camera. Material recorded in The Truth Box may become featured content on the project website, social media platforms and in the feature documentary "(Dis)Honesty, The Truth About Lies".

    G4C Awards Showcase
    The G4C Awards Showcase will feature the finalists in contention for the 2014 Games for Change Awards (to be announced March 28th) and will give festival-attendees the opportunity to demo these games and learn more about their design and impact from our expert game ambassadors.
  • Pitch Event
    An onstage pitch session will give a select few games-in-development the chance to make their case to top funders from the worlds of industry, foundation, government and private equity -- and the audience will get the inside scoop on what just might be the next best games for change.

    Pitch Event Judges: Phil Ashcroft, BAFTA (L.A.), Itzik Ben-Bassat, Angel Investor; Michelle Byrd, Run It By Byrd; Tom Giardino, Valve Corporation; Greg Keiser, Robin Hood Foundation; Marc Ruppel, National Endowment for the Humanities; Ken Weber, Zynga.org

    CyberRun, a fast-paced, multi-level, action-puzzle game designed to teach internet literacy. The game uses exploration, narrative and rewards to introduce the inherent risks of internet use and teach players to safely navigate complex issues of Internet security and privacy, digital hygiene and online networking and advocacy.

    Nevermind, a biofeedback-enhanced adventure horror game that takes you into the dark and twisted world with the subconscious of trauma victims.

    Off Grid. There are dark and greedy forces creeping into our everyday lives. Civil liberties and the internet as we know it is under threat. This is the world we live in...Off Grid is a cross between a political thriller and a dark comedy, married with traditional 3rd person stealth game-play.

    Our City is a city-building Facebook game to be piloted in Jordan focusing on using the power of serious social games for civic learning and youth engagement. Players will gain civic knowledge and skills that will guide them on how to apply what they learning in their digital and real-world communities.

  • Break / The Truth Box / G4C Awards Showcase
    During this 15 minute break, check-out The Truth Box and the G4C Awards Showcase - on display in the Skirball Lobby from 11:30am to 7:30pm.

    The Truth Box
    The Truth Box is a traveling story booth that is part of the (Dis)Honesty Project - a collaboration between behavioral economist Dan Ariely and filmmaker Yael Melamede - which aims to improve our behavior and ethics. The Truth Box invites participants to share the truth about a lie they have told on camera. Material recorded in The Truth Box may become featured content on the project website, social media platforms and in the feature documentary "(Dis)Honesty, The Truth About Lies".

    G4C Awards Showcase
    The G4C Awards Showcase will feature the finalists in contention for the 2014 Games for Change Awards (to be announced March 28th) and will give festival-attendees the opportunity to demo these games and learn more about their design and impact from our expert game ambassadors.
  • Break / The Truth Box / G4C Awards Showcase
    During this 30 minute break, check-out The Truth Box and the G4C Awards Showcase - on display in the Skirball Lobby from 11:30am to 7:30pm.

    The Truth Box
    The Truth Box is a traveling story booth that is part of the (Dis)Honesty Project - a collaboration between behavioral economist Dan Ariely and filmmaker Yael Melamede - which aims to improve our behavior and ethics. The Truth Box invites participants to share the truth about a lie they have told on camera. Material recorded in The Truth Box may become featured content on the project website, social media platforms and in the feature documentary "(Dis)Honesty, The Truth About Lies".

    G4C Awards Showcase
    The G4C Awards Showcase will feature the finalists in contention for the 2014 Games for Change Awards (to be announced March 28th) and will give festival-attendees the opportunity to demo these games and learn more about their design and impact from our expert game ambassadors.
  • Shoot For the Moon Game Design Contest Finals
    The Schusterman Family Foundation, in partnership with Games for Change, will award a $25,000 cash prize to create an interactive space exploration game. The task is to design a digital game for Space IL, the Israeli team that is a frontrunner to receive the Google Lunar X prize. Space IL aims to land an unmanned spaceship on the moon by 2015, and this game will help them get there! The winning game will educate kids about the space mission and will also crowd source real data to be used in the mission!

    The Design Final will showcase three finalists and the winner will be announced at the Games for Change Awards Ceremony.

    The finalists are:
    Moon Rush, by the Ohio State University
    Rocket Science, by Chris Crawford
    SpaceIL Academy, Theorify
  • Break / The Truth Box / G4C Awards Showcase
    During this 15 minute break, check-out The Truth Box and the G4C Awards Showcase - on display in the Skirball Lobby from 11:30am to 7:30pm.

    The Truth Box
    The Truth Box is a traveling story booth that is part of the (Dis)Honesty Project - a collaboration between behavioral economist Dan Ariely and filmmaker Yael Melamede - which aims to improve our behavior and ethics. The Truth Box invites participants to share the truth about a lie they have told on camera. Material recorded in The Truth Box may become featured content on the project website, social media platforms and in the feature documentary "(Dis)Honesty, The Truth About Lies".

    G4C Awards Showcase
    The G4C Awards Showcase will feature the finalists in contention for the 2014 Games for Change Awards (to be announced March 28th) and will give festival-attendees the opportunity to demo these games and learn more about their design and impact from our expert game ambassadors.
  • 11th Annual Games for Change Awards Ceremony
    Each year we recognize the most impactful, innovative, and engaging social impact games of the year at our Games for Change Awards ceremony. An international panel of experts - including leaders in games, social impact, technology, and media - have played well over a hundred games for change; each game was launched in the past year and submitted to the awards. Nine Awards finalists were selected, and of these, three will win awards for the Most Innovative, Most Impactful, and Best Gameplay of the year, and one will be selected as the Game of the Year. Play all of the finalist's games in the Festival's Awards Showcase in the lobby of NYU Skirball during the Festival and see who you think deserves the prize.

    We will also be presenting our annual “Game Changer Award,” which recognizes significant, global contributions of individuals who inspire and mentor new generations of game creators and researchers. This year’s recipient is Dr. James Paul Gee, whose work on the learning attributes in digital games and how they can be applied to the classroom and beyond has been incomparably influential and done great good.

    Hosted by Master of Ceremonies Jesse Schell!

    We thank our talented panel of judges, which featured leaders of the gaming community, philanthropic sector, nonprofits and education, for their lending their time and thoughtful critiques in selecting the award nominees.

    Nominating Panel Members:
    • Michael Astolfi, Carnegie Corp.
    • Harish Bhandari, Robin Hood Foundation
    • Karl Brown, Rockefeller Foundation
    • Brian Chung, IGDA NJ
    • Brian Crecente, Polygon.com
    • Ellen Doherty, WNET
    • Jason Eppink, Museum of Moving Image
    • Nick Fortugno, Playmatics
    • Jesse Freeman, Amazon
    • Nina Freeman, Code Liberation Foundation
    • Tracy Fullerton, University of Southern California Game Innovation Lab
    • Nettrice Gaskins, Georgia Institute of Technology
    • Robert Gehorsham, Institute of Play
    • Sheila Jagannathan, World Bank
    • Christer Katila, OneGameAMonth.com
    • Collen Macklin, Parsons The New School for Design
    • Jude Ower, Playmob
    • Yaniv Rivlin, Schusterman Foundation
    • Haviland Rummel, SCE
    • Anita Sarkeesian, Feminist Frequency
    • Abby Speight, Zynga.org
    • Phil Stuart, Preloaded
    • Clive Thompson, Wired, NY Times
    • Stephen Totilo, Kotaku
    • Greg Trefry, Come Out & Play
    • John Vaskis, Indiegogo
    • Pete Vigeant, ESI Design
  • Break / The Truth Box / G4C Awards Showcase
    During this 15 minute break, check-out The Truth Box and the G4C Awards Showcase - on display in the Skirball Lobby from 11:30am to 5:00pm.

    The Truth Box
    The Truth Box is a traveling story booth that is part of the (Dis)Honesty Project - a collaboration between behavioral economist Dan Ariely and filmmaker Yael Melamede - which aims to improve our behavior and ethics. The Truth Box invites participants to share the truth about a lie they have told on camera. Material recorded in The Truth Box may become featured content on the project website, social media platforms and in the feature documentary "(Dis)Honesty, The Truth About Lies".

    G4C Awards Showcase
    The G4C Awards Showcase will feature the finalists in contention for the 2014 Games for Change Awards (to be announced March 28th) and will give festival-attendees the opportunity to demo these games and learn more about their design and impact from our expert game ambassadors.
  • Gender Inequality in Games:
    Beyond the Grim Statistics
    Gender diversity in the game industry is a popular topic, now discussed in many game and tech industry conferences. However, with all that has been said, how much closer are we to achieving gender parity? According to the Entertainment Software Association (ESA), women roles and leadership within game media industry - especially in game development - continue to be a rarity, and games with exciting girl / women characters and significant feminine themes are even more rare. How can we fix this?

    For the first time, Games for Change brings together a leadership conversation with 3 entrepreneurial frontrunners who are also female role models in the 'games for good' movement:
    - Dr. Jane McGonigal, award-winning game designer and NYT bestselling author of Reality is Broken advocates the design and use of games to channel positive attitudes and contribution in real-world contexts.
    - Dr. Constance Steinkuehler Squire, former Senior Policy Analyst at the White House Office of Science and Technology, and leading academic researcher discusses the huge impact of video games on girls’ cognitive development and how their gameplay relates to learning.
    - Dr. Idit Harel Caperton, award-winning author, EdTech innovator and CEO has been transforming the education system by inspiring thousands of girls to develop passion for game media design and programming and pursue viable EdTech and GameDev careers.

    These three trailblazing women discuss, each from her unique perspective, the state of game media beyond the grim statistics, and what needs to happen to achieve 50/50 gender parity--among game creators, game content and characters, academic research, marketing, and education policy. They also share concrete strategies on how the games-for-change movement can be at the front of this effort moving forward. It’s possible!

    There will be a Q&A following this session. Please tweet your questions and tag them with the hashtag, #Gender4G4C.
  • Closing Remarks
  • G4C Opening Night Party at Le Poisson Rouge
    Come and celebrate with other Festival attendees at
    Le Poisson Rouge, 158 Bleecker Street
    7 to 9 PM
  • G4C Public Arcade at Tribeca Family Festival Street Fair
    Visit the G4C Arcade at the Tribeca Family Street Fair on Saturday April 26 from 10am to 6pm, located on Jay Street between Greenwich & Hudson streets. Open to Festival registrants and the public. Digital games from leading game makers, live games to play from the game masters of Come Out & Play and the innovative Quest to Learn public school, and tents full of fun and discovery from: American Museum of Natural History BrainQuake Co.lab FarmVille Glasslab Global Gaming Initiative Institute of Play Kidaptive Quest to Learn Schell Games Timbuktu TinyTap Zynga.org
  • Come Out & Play at Family Day
    For Family Day, the organizers of Come Out & Play, the annual festival of street games, have assembled a diverse set of fun physical games exploring topics from executive function to Roman history to banks and bull markets. Join the game designers and play through a rotating set of four fun games.
  • Feed: A Massive Outdoor Game to Combat World Hunger
    Feed is a live outdoor game that is taking place just across the street from NYU Skirball Center in Washington Square Park. Players will explore the complex issues of global hunger as an activist who distributes food. By using positioning and tracking technologies, players will distribute virtual resources from prosperous areas to areas suffering from hunger by transporting them in the physical space of the park. The virtual world will react in real time to the physical gameplay as the resources are being distributed. Along the way, players will encounter civil strife, natural disasters, and other obstacles to overcome in order to help those in need. By working together we can conquer world hunger. There will be multiple short sessions from 9:00 am -11:30 am Created by the Carnegie Mellon University Entertainment Technology Center just for the Games for Change Festival.  Connect with Feed on Twitter: @Feed4Change
  • Barry Joseph is Associate Director of Digital Learning at the American Museum of Natural History. Since 2000, he has developed innovative programs in the areas of youth-produced video games, mobile and augmented learning, virtual worlds, digital fabrication, 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. Now, at the Museum, he is helping to guide youth learning programs to leverage digital tools to advance informal science learning. He co-developed Minecraft at the Museum, an after school program combining museum exhibits with Minecraft builds, such as global food production and the power of poison. He has been hugged by Oprah and is writing the first history of seltzer. He is one of the co-founders of Games For Change.
  • 566 LaGuardia Place
    April 22-24, 12:00pm-close
    Speakers, Awards, & G4C Awards Showcase
  • Dr. Levine directs the Joan Ganz Cooney Center, an independent organization based at Sesame Workshop that catalyzes and supports research, innovation, and investment in promising educational media technologies for children. Prior to joining the Center, Michael served as Vice President of New Media and Executive Director of Education for Asia Society, managing the global nonprofit organization’s interactive media and educational initiatives to promote knowledge and understanding of Asia and other world regions, languages and cultures. Previously, he oversaw Carnegie Corporation of New York’s groundbreaking work in early childhood development, educational media, and primary grades reform and was a senior advisor to the New York City Schools Chancellor, where he directed dropout prevention, afterschool, and early childhood initiatives. Michael has been a frequent adviser to the U.S. Department of Education and the Corporation for Public Broadcasting, writes for public affairs journals, and appears frequently in the media. He was named by Working Mother magazine as one of America’s most influential leaders in shaping family and children’s policy and serves on numerous nonprofit boards, including the Forum for Youth Investment, We Are Family Foundation, PBS’ Next Generation Learning Media, and Journeys in Film. Michael received his Ph.D. in Social Policy from Brandeis University’s Florence Heller School and his B.S. from Cornell University.
  • World-Renowned Game Makers
  • Research Leaders
  • NYU Skirball
    April 22-24, noon to close; Plenary programming
  • Rosenthal Pavilion, NYU Kimmel Center
    April 22, Morning Networking & Workshops
  • Center for Architecture
    April 23-24, Morning Sessions & Mini-Talks
  • Rosenthal Pavilion, 60 Washington Square South
    April 22, 9:00am-12:00pm
    Networking, sessions and activities
  • Gregg Behr
    In his eighth year as executive director of the Grable Foundation, Gregg Behr manages a grantmaking portfolio advancing high-quality early childhood education, improved teaching and learning in public schools, and robust out-of-school time support. From 2002 to 2006, Gregg served as president of The Forbes Funds. Nationally, he is a trustee for GreatNonprofits.org and Grantmakers for Education. In Pittsburgh, he is a trustee for A+ Schools. In 2013, the Western Pennsylvania Forum of School Superintendents presented Gregg with their Voice of Advocacy Award. In 2012, he was honored with a doctorate of humane letters from Saint Vincent College for his work on behalf of children and youth. In 2010, he received the Lay Leader Award presented by the Pittsburgh chapter of Phi Delta Kappa — the same award once given to one of Gregg’s heroes, Fred Rogers.
  • Kevin C. Bushweller
    KEVIN C. BUSHWELLER is an assistant managing editor of Education Week and the executive editor of Digital Directions, its magazine for K-12 technology leaders. He directs coverage of news and ideas in educational technology and e-learning that spans both those publications. He also oversees the Digital Directions online channel and the twice-monthly Digital Directions e-newsletter, and serves as project editor of Education Week’s annual Technology Counts report. Before joining Education Week in 2000, he was a writer-editor for American School Board Journal and the senior technology editor for its Electronic School quarterly. Kevin also oversees Education Week’s new Industry & Innovation online channel, which covers developments in the education marketplace and new approaches to schooling that are changing K-12 education.
  • Cathy Lewis Long
    Cathy Lewis Long is the founding Executive Director of The Sprout Fund, a non-profit organization that supports innovative ideas and grassroots community projects that are catalyzing change in Pittsburgh and the surrounding communities of Southwestern Pennsylvania. Under Cathy’s leadership, The Sprout Fund stewards the Kids+Creativity Network, a cross-sector, multidisciplinary coalition of researchers, educators, innovators, and civic leaders representing more than 100 organizations including university labs and research centers, regional cultural institutions and child-serving agencies, public, private, and charter school systems, and a burgeoning entrepreneurial private sector focused on technology and media—all working together to build an innovative model for 21st century learning in the greater Pittsburgh region. To catalyze innovation and provide sustainable support for the work of Kids+Creativity, Sprout operates two key programs: Spark and the Hive Learning Network. Spark supports early learning initiatives that nurture curiosity and creativity in children ages birth to 10 years and encourages them to develop hands-on skills and digital literacies by expanding their capacity to do as well as to know. Hive supports the creation of connected learning experiences that help prepare tweens, teens, and young adults for college, the workforce, and civic participation. Cathy also serves on the stewardship team for the Global Hive. As an active member of many of Pittsburgh’s civic and cultural organizations, Cathy currently serves on the Board of Trustees of The Pittsburgh Cultural Trust and is a member of the Western Pennsylvania Chapter of the International Women’s Forum. Cathy is a former board member of Artist and Cities, Beginning with Books, the Community Design Center of Pittsburgh, the Ellis School, the Greater Pittsburgh Convention & Visitors Bureau, the Phipps Conservatory & Botanical Gardens, and Working Order. Cathy graduated from Carnegie Mellon University with a dual degree in Professional Writing and Literary Cultural Studies.
  • Michelle King
    Michelle King is a teacher at the Environmental Charter School and publisher of The Learning Instigator. She is a learner first and foremost. A teacher. An instigator. She learned and honed her craft in Mt. Lebanon with a fantastic crew of educators and students for over 15 years. Currently, she teaches at The Environmental Charter School where she seeks to create opportunities for students to learn, discover, be challenged and express their thoughts, dreams, and desires. Constantly in pursuit of making connections locally and globally, Michelle pushes the envelope and boundaries of where learning should occur for all students. Through her partnerships with the Western Pennsylvania Writing Project, Hear Me and the the Kids+Creativity Network, Michelle is helping to create equitable and empathetic learning opportunities for students throughout the Pittsburgh area.
  • Remaking Learning: Live From Pittsburgh
    In Pittsburgh, gamers, technologists, artists, teachers, and others are working across boundaries to create remarkable learning experiences for children and youth both in and out of school. Pittsburgh’s learning innovators, collectively known as the Kids+Creativity Network, have developed a 21st century model to support creative, collaborative, and connected learning opportunities. This talk-show style panel will discuss some of the many ways that Pittsburgh’s interconnectedness is helping to remake learning for our times.
  • 536 LaGuardia Place
    April 23-24, 9:00am-12:00pm
    Networking, sessions and activities
  • 17 Waverly Place
  • 31 Union Square West
  • 85 MacDougal Street
  • 103 Waverly Place
  • 117 Macdougal Street
  • 34 East 4th Street
  • Zynga.org
    Zynga.org is presenting Farmville, Co.lab & the Co.lab partners:
    BrainQuake, Motion Math, Kidaptive, Timbuktu, & TinyTap.

    For more information, visit Zynga.org here.
  • Co.lab
    co.lab is presented at the Games for Change Arcade by Zynga.org & is presenting BrainQuake, Motion Math, Kidaptive, Timbuktu & TinyTap.
    For more information, visit co.lab here.
  • TinyTap
    TinyTap is a platform that let’s kids, families and teachers to make their own mobile apps in seconds from family photos or designs they do right on the app.Visitors will be able to learn how to make an app or play apps that people on the TinyTap community have created, games on TinyTap have quizzes, puzzles and fun educational stories. TinyTap is about imagination, creativity and learning by making and playing games, what will you create?

    TinyTap is a member of Co.lab's second cohort.
  • BrainQuake
    BrainQuake's mission is to provide people of all ages with a fun and entertaining way to realize their true math proficiency. Come visit our booth throughout the day to engage in Q&A about our work with Dr. Keith Devlin, Stanford professor, NPR's "Math Guy" and BrainQuake co-founder. You'll also have a chance to play our app and test your skills against Dr. Devlin!

    BrainQuake is a member of co.lab's second cohort.
  • Kidaptive
    Leo’s Pad is a series of animated “appisodes” that engage preschool- and kindergarten-aged children with adaptive games, puzzles, and projects woven into an immersive story arc. The appisodes are produced in beautifully rendered 3-D animation and tell the story of eight-year-old Leonardo da Vinci ("Leo”), playfully re-imagined on adventures with pals Galileo (“Gally), Marie Curie (“Marie”), Confucius (“Fusch”), and other historical characters. The adaptive games are powered by a comprehensive enrichment program designed in conjunction with Stanford University researchers and professors.

    Kidaptive is a member of co.lab's first cohort.
  • FarmVille
    FarmVille games have a deep and longstanding commitment to driving social impact through games. To date, nearly 1.5 million FarmVille and FarmVille 2 players have given almost $8 million through innovative campaigns like Sweet Seeds for Haiti, disaster relief, and more than 30 other charitable in-game campaigns. Come celebrate FarmVille's social impact and be a part of the franchise's latest charitable initiative in partnership with FarmVille Country Escape!
  • Timbuktu
    Timbuktu Labs creates games that help children stay fit and healthy. Stop by the arcade to play Dooper School- an animated series that promotes a physically active lifestyle and Timbuktu Pizza & Pasta- two digital toys that teach you and your kids how to make real Italian Pizza and pasta.

    Timbuktu is a member of co.lab's second cohort.
  • 158 Bleecker Street
    April 22, 7:00pm
    Opening Night Party
  • 230 Thompson Street
    April 23-24, 9:00am-12:00pm
    Networking, consultations and Topic Tables
  • p2
  • Come Out & Play
    Physical games can be a great way to teach, engage and provoke both players and spectators. While video games and board games can deliver lots of information to players, physical games let players embody a role and bring an idea to life in a very visceral way.

    For this session, the organizers of Come Out & Play, the annual festival of street games, have assembled a diverse set of physical games exploring topics from executive function to Roman history to banks and bull markets. As with any game, the best way to understand is through play. During this session the designers will lead players through their game and then discuss the design and aesthetic goals driving the game.

    Death Throes of the Republic: An epic live-action retelling of the fall of the Roman Republic, inspired by Dan Carlin's "Hardcore History." Three selections from the piece will be premiered at Games for Change.

    Running of the Stocks: Join a team and run for our fortune in this parody of the pre-Recession stock market fused with the Running of the Bulls. Collect, trade, and sell sets of stocks over several rounds of frantic play. Be the team with the most money by the Crash and you win. Just be sure to keep moving so you’re not the one gored by the Bulls!

    Sandwich Shop: Sandwich Shop is a card-trading game to help players understand the systemic effects of public defecation. Players compete to make the best sandwiches by strategically trading for the best ingredients. Each sandwich consumed gets you closer to winning, but just like in real life, produces a bit of human waste in the process. Can you successfully navigate an increasingly dirty environment to come out on top?

    Sesame Street Box Heads: In Sesame Street Box Heads, kids with tablets control grownups wearing boxes and headsets in a real live video game. Unable to see where they are going, the grownups listen for audio commands like "turn" "go forward" and "grab the cookie!" The kids use the arrows on the tablets to race Elmo and Cookie Monster to catch the cookie!

  • Feed: Carnegie Mellon University Entertainment Technology Center
    Students of Carnegie Mellon University's renowned Entertainment Technology Center have created Feed, a massive outdoor live action game just for the 2014 Games for Change Festival! Feed is a live outdoor game that is taking place just across the street from NYU Skirball in Washington Square Park, with multiple short sessions from 9:00 am -11:30 am. Players will explore the complex issues of global hunger by taking on the role of an activist who distributes food. By using positioning and tracking technologies, players will distribute virtual resources from prosperous areas to areas suffering from hunger by transporting them in the physical space of the park. The virtual world will react in real time to the physical gameplay as the resources are being distributed. Along the way, players will encounter civil strife, natural disasters, and other obstacles to overcome in order to help those in need. By working together we can conquer world hunger. Connect with us on Twitter: @Feed4Change
  • 103 Waverly Place
  • 181 Varick Street
  • 136 Ludlow Street
  • GEM Hotel SoHo
    135 East Houston Street
  • 27 West 11th Street
    European Style Hotel
    Best Rate: $100/night
  • 204 West 23rd Street
    Best Rate: $99-125/Single
  • 113 Jane Street
  • Jay Street, (btwn. Greenwich and Hudson Streets)
    April 26, 10:00am-6:00pm
    G4C Public Arcade
  • 46 West 17th Street
  • 66 Charlton Street
  • Institute of Play
    Institute of Play designs experiences that make learning irresistible. The Institute is a not-for-profit design studio that pioneers new models of learning and engagement. Using games, play and the principles that underlie them, the Institute has created successful institutions, games, programs, events, digital platforms and products. Among Institute of Play’s projects are the innovative New York City public school, Quest to Learn, and the digital game development studio GlassLab.
  • Quest to Learn
    At this special display sponsored by Zynga.org, Institute of Play presents games from the innovative New York City public school, Quest to Learn

    Designed by Institute of Play and firmly grounded in thirty years of learning research, Quest to Learn is a New York City public middle and high school that engages kids in ways that are exciting, empowering and culturally relevant. The school’s unique standards-based integrated curriculum mimics the action and design principles of games to create a compelling “need to know” in the classroom. The Quest to Learn culture fosters and encourages student ownership of learning. We challenge students to invent their future.
  • Global Gaming Initiative
    Blaze a trail to victory with Sidekick Cycle, Global Gaming Initiative’s one-touch downhill biking game that turns you into an adventurous, heroic biker. Use your skills to brave hazardous terrain, delivering bikes to kids in need. Customize your ride with an assortment of helpful Sidekick companion animals, then push it to the breaking point as your hurtle at top speed through dangerous courses filled with gravity-bending jumps and all that Mother Nature can throw at you! Sidekick Cycle not only gives you the most exhilarating “downhill” style gameplay experience ever for iOS, it aims to raise awareness of the positive impact bikes can make in impoverished communities. A bike can make sure a kid attends school every day, as well as provide daily healthy activity. Global Gaming Initiative’s mission is to connect communities to make a difference.
  • G4C Speed Networking
    Enjoy morning networking opportunities with leaders in the game-world and experts in other fields who are using game-thinking to solve some of the world's biggest challenges.
  • Morning Workshops
    The Games for Change Europe Challenge for students is coming to NYC with a mind-blowing three-hours paper-prototyping workshop that is open to all festival attendees. Are you passionate about creating games that can change society for the better? Level up and get insights into design fundamentals for developing compelling activist games. Learn elegant techniques to prototype your game with paper, stylus, scissors and glue. Meet inspiring mentors, team up with like-minded creators and win awesome prizes for the best game developed on site. Participants will be provided with a rapid-prototyping-kit including all materials needed for the workshop. With Katharina Tillmanns, Simon Bachelier

    Ever wanted to learn how to code a game, but not known where to start? Inspired by the digital games at Games for Change and want to try making your own? Aspiring women game developers are invited to join Code Liberation’s Phoenix Perry for a 2.5 hour, trans-inclusive, women-only workshop on game-making in Processing. This workshop will cover basic programming concept and supply information on resources for later research. In addition to teaching programing, our member Fatima Zenine Villanueva will talk about getting passion projects funded and off the ground as a new developer. With Phoenix Perry, Nina Freeman, and Fatima Zenine Villanueva.

    This session demonstrates a verb-centered design approach. If you are interested in designing effective purpose driven play, understanding how to improve the effectiveness of your game for change, want to bring new life to your game, or simply want to know how to make a game that properly conveys its message, this session will meet your needs. Games for change begin with changing the way we play. With Lindsay Grace, Christopher Hazard, Chris Totten
  • Wednesday Morning Mini-Talks
    15 OMG Moments: Critical Design for Impact Play (9:00-9:10am)
    What if we emphasized the impact in social impact games. Instead of creating games that excite our intellectual curiosity and emotional energies, we created games that resonated well after play stopped. Some social impact games merely remind us to be more empathetic or aware. What if our social impact games had the kind of impact that smacks us awake? This presentation provides 15 games that leave players with lasting impressions. They do so by employing the growing design practice known as Critical Design. The results are play experiences that not only highlight our assumptions– they shatter them with real impact. With Lindsay Grace

    A Serious Game: New Media, Censorship, and the Spectacle (9:10-9:20am)
    This presentation chronicles the inception, development, birth, quick death, and afterlife of indie game In a Permanent Save State. As a hand drawn narrative about the afterlife of seven workers who committed suicide in Foxconn factories assembling electronic devices, it has since been removed from the App Store and lived an estranged, media life. The talk references critical theory surrounding existing games in the field and how the game fits in the annals of those peers and the gameosphere as a whole.
    With Benjamin Poynter

    Gamers 2.0 - Girls and the Next Generation of Gaming Culture (9:20-9:30am)
    Girls aged 8-14 form the most powerful consumer group since baby boomers, spending over $43 billion a year in the US - with the largest percentage going towards digital games. Given this unequal market power, what do we really know about this demographic? And should we be segmenting the market by gender in the first place? Does this help game makers and publishers, but harm girls? Through interviews with girls in the US and UK, this session takes a deeper look into girls and gaming culture - exploring their own wants and perceptions of the games they see and play. With Rajal Pitroda

    Games and Gender-Based Violence (9:30-9:40am)
    Debates about the links between games and perpetration of violence rage on. What’s less explored is the intersection between games and gender-based violence, including sexual assault and harassment, stalking and domestic abuse. How does this violence impact players and game developers? What are “hidden narratives” in the way the issue is addressed by media and theorists and what are the research trends? How can game playing and creation be safe and inclusive for women, girls, transgender communities and people of all genders and how can games be harnessed to challenge violence? This panel will provide new knowledge and promising practices. With Mary Flanagan, Jennifer Jenson, Heidi Boisvert

    LARPing Can Make A Difference (9:40am-9:50am)
    Gaming has been seeking new ways to reach audiences to create social change. Yet the answers don’t always lie in the digital world. Live action role-play games can and have been providing innovative and personal experiences to players that educate, inspire and impact communities. From Ramallah to New York, Denmark to California, this much maligned and overlooked game form is tackling social issues in ways that touch players and inspire change. We will explore how with examples from LARPs around the world and showcase how LARP can make a difference.
    With Shoshanna Kessock

    Walking with Death (9:50-10:00am)
    While there are plenty of games about killing, few games address the reality of death. Through repetition and forced choices games run the risk of trivializing death. But to tackle certain content, death needs to be part of the gameplay. The question: How do you represent this delicate issue? The Migrant Trail asks players to experience a perilous border crossing through the eyes of migrants as they make - and in many cases don't make - the journey across the Sonoran desert into the U.S. Death is used throughout the game to highlight the starkness of the choices migrants face.
    With Greg Trefry, Mattia Romeo, Marco Williams

    Can Talking with Virtual Humans Change your Behavior? (10:00-10:10am)
    Even a single conversation can be an effective tool to drive individual and social change. In this talk, Ron Goldman, CEO of Kognito, will discuss how recent findings in neuroscience, social cognition and emotional self-regulation combined with game mechanics and role-plays with virtual humans are being utilized to prepare us to succeed in managing challenging conversations that result in positive change in behaviors and attitudes. Specific examples will be shared, including those in health and social causes such as childhood obesity, PTSD, substance abuse, and supporting LGBTQ youth.

    Making Child-Driven Learning a Global Reality (10:10-10:20am)
    In a remote area of Ethiopia, where children had no access to schools or teachers, The Global Literacy Project deployed tablets preloaded with educational apps and activities to children who had no previous exposure to any digital device. Within the first day, with no instruction or intervention, the children self-organized to learn through their own initiative. Within a year, they were computer literate and had made remarkable gains in basic language and literacy skills. This extraordinary endeavor confirmed that child-driven learning has the ability to transform the lives of those who would otherwise remain illiterate. Tinsley Galyean and Stephanie Gottwald, the leaders of the Global Literacy Project, will discuss the results of their ground-breaking research and pose this challenge: How can all of us, at the nexus of learning and technology, contribute to a global learning initiative.

    Open Mic (10:30-11:30am)
    Got something to say? Everyone has a chance to share at our Open Mic session!
  • Thursday Morning Mini-Talks
    Thursday Morning Mini-Talks will be hosted by Wendy Smolen and Claire Green, Co-Founders of Sandbox Summit.

    Do parents, designers, and researchers agree on what's "Educational"? (9:00-9:10am)
    According to a new report from the Joan Ganz Cooney Center at Sesame Workshop, parents believe their children spend only 5 minutes per day engaged with educational content on mobile devices. Yet there are more than 20,000 educational apps in the App Store, with $1 billion in sales. There is clearly a disconnect. Do parents and app designers agree on what’s educational? Are children actually spending far more time with educational content than their parents think? In this panel, Azadeh Jamalian of Tiggly will discuss the vague term “Educational”.

    Not Just Fun and Games: Driving Behavioral Change Among Teens (9:10-9:20am)
    Games can create deep engagement. But can they drive real behavioral change? Planned Parenthood aimed to find out by creating nine mobile gaming apps encouraging teens—particularly African-Americans and Latinos—to make informed decisions about their sexual health and their future. Deborah S. Levine (Planned Parenthood), James Early (Threespot), and Liz Ott (Threespot) will discuss the apps, other approaches considered, and the challenges of creating a framework for facilitating real behavioral change.

    Minecraft and World Peace: Using Multiplayer Games to Promote Conflict Resolution (9:20-9:30am)
    Games for Peace is a non-profit that uses popular commercial games to promote dialogue between Arab and Jewish children. Uri Mishol, its founder, will explain how commercial games like Minecraft© are used in programs that bring together young adults from conflict zones. In "Play for Peace weekends", G4P invites gamers from across the Middle East (some of whose countries are officially at war) to meet, chat and play together. Another unique program brings Arab and Jewish schoolchildren in Israel together every week in a Minecraft game world, with the aim of reducing prejudice and promoting dialogue.

    Raising Innovation Disrupters (9:30-9:40am)
    Raising innovation disruptors involves cultivating invention, creative, original and critical thinking from a young age. A great way to raise a disruptor of any economic background and ethnicity is through teaching them how to make games for change. Executive Producer Shannon Sullivan and Globaloria game-design student Geraldine Agredo from The Young Women’s Leadership School of Astoria will talk about how designing games-for-change cultivates innovation and creative skills that go beyond traditional curriculum requirements – disrupting education and school routines, and surpassing students’ own expectations and perceived learning abilities.

    Karl Rohnke, Old School Game Changer (9:40-9:50am)
    Karl Rohnke is a pioneer in educational gaming. He captured and taught new games as a way to create stronger communities. He started with Outward Bound, helped found and run Project Adventure and in semi-retirement left behind the most comprehensive manuals on experiential education and outdoor gaming that exist. Karl is not just a game inventor, but a catalyst for others. His trainings are not about teaching games, but teaching the process of creating games. His work is felt in echos in the modern game community, as many of his followers and their followers teach and inspire game creation today. With Peter Vigeant

    The Biggest Math Class Ever (9:50-10:00am)
    The Norway Algebra Challenge was a massively open online learning game competition in which 36,000 kids and 1,000 teachers participated. Jean -Baptiste Huynh will share his experience with the Challenge and will argue that this event shows why and how video games can totally change the way we learn, and might play a key role in education in the future.

    Creating Games and Interactive Media for the Precocious Preschooler: Lessons Learned (10:00-10:30am)
    Daniel Tiger’s Neighborhood is a new animated program for preschoolers ages 2 to 4, which builds on the pioneering PBS series, Mister Rogers’ Neighborhood. In conjunction with this new series, a companion website features games and interactive experiences for children in this age group. The site allows young children to engage in highly entertaining activities, based on the long-honored, social-emotional curriculum of Fred Rogers. Using imagination, creativity and music, the games teach key social skills necessary for school and for life.This talk will focus on the lessons learned in creating games for children ages 2 to 4. The panel will discuss the importance of games in developing social-emotional skills. Many games targeted at children in this age group emphasize academic skills, rather than social-emotional skills, to further a child’s development. But overwhelmingly, evidence supports the significance of emotional intelligence as children mature. The speakers will explore the value of this strategy in designing these games. Finally, the group will share some of its successes with games for children in this age group.
    With Jesse Schell, Angela Santomero, Paul Siefken

    Game On? The Parents' Perspective (10:30-11:00am)
    What are parents’ evolving hopes and concerns about the games and apps that are omnipresent in our kids lives? How are they negotiating the big thorny issues (violence, addiction, physical inactivity) and embracing the positives (fun, collaboration, learning) today? Linda Burch, Co-Founder of Common Sense Media, in conversation with two parents, will delve into these questions and highlight shifting attitudes as the millennial generation become parents.

    The Minecraft Experience (11:00-11:30am)
    This lively panel session will explore the Minecraft experience from a variety of perspectives (school, museum, home, research, and self-organized) to define the edges of that experience and Minecraft’s relationship to, and impact on, learning. The notable educators and learners will describe and question the relationship to learning of various adoptions and adaptations of the game. The panel session will be preceded by online activity, for learners, teachers, parents and developers, to articulate, define, and categorize experiences, questions and share evidence-based arguments. Panelists will draw on this crowd-sourced material to bring voices from the global player base into the room. http://www.minecraftexperience.net/.
    With Bronwyn Stuckey, Nicholas Fortugno, Barry Joseph, Linda Polin, Sasha Barab, Yasmin Kafai
  • Quest to Learn: Live Games from the Innovative New York Public School
  • Turning Fantasy Into Reality: Building Games That Schools Need
    Countless learning game developers have poured time and energy into building games they think schools will want, only to find out that schools really don't want what they are selling. The developers generally do not do the due diligence to understand the quirks and complexities of how K-12 schools operate and what it takes to convince educators that a well-designed learning game is not just a nice add-on to the curriculum, but rather a powerful tool to assess students, personalize learning, and raise academic achievement. And the reality is that unless developers convince schools that their games will improve student learning, they will not experience success in the K-12 marketplace. This panel will examine just what it takes to turn the fantasy of a game into a successful learning and assessment tool, the most common mistakes developers make, and what opportunities are mostly likely to open up for game developers trying to crack the code of the K-12 marketplace.
  • Glasslab
    At this special display sponsored by Zynga.org, Institute of Play presents GlassLab’s new tablet game just launched at Games for Change!

    A project of Institute of Play, GlassLab transforms learning and assessment through digital games. The Lab brings together leaders in commercial games and experts in learning and assessment to develop next-generation educational games that improve learning with formative assessments teacher can trust. The Lab represents a groundbreaking collaboration between Institute of Play, the ESA, EA, ETS, Pearson and others. GlassLab launched its first game, SimCityEDU: Pollution Challenge! in November 2013.
  • G4C Public Arcade at the Tribeca Family Street Fair
    Visit the G4C Arcade at the Tribeca Family Street Fair on Saturday, April 26 from 10am to 6pm, located on Jay Street between Greenwich & Hudson streets. Open to Festival registrants and the public. Digital games from leading game makers, live games to play from the game masters of Come Out & Play and the innovative Quest to Learn public school, and tents full of fun and discovery from: American Museum of Natural History, BrainQuake, Co.lab, Glasslab, Global Gaming Initiative, Zynga.org, Institute of Play, Quest to Learn, Kidaptive, Timbuktu TinyTap, FarmVille, Mark Animation and more!
  • Lisa Elkin
    Lisa Elkin is a producer and mathematician from Ottawa, Canada. She obtained a Bachelors of Mathematics from the University of Waterloo while dabbling in theater production in her time off. She is currently a graduate student at Carnegie Mellon University’s Entertainment Technology Center. She is a producer on the team creating Feed, a massive outdoor game made exclusively for Games for Change by students at the Entertainment Technology Center. She thinks games are a phenomenal medium for impact and is excited to be working on a project for Games for Change.
  • Alex Hu
    Alex Hu studied computer science during his undergraduate degree at the Harbin Institute of Technology, China. He came to Entertainment Technology Center because of his deep love of games. He is a programmer on Team Ursa and enjoys working with his amazing teammates to make games for change. Upon graduating from ETC, he hopes to be a game designer or a game programmer.
  • Yan Jin
    Yan Jin worked as a programmer at NVIDIA and The9 City for three years. Now he is studying at the ETC to learn game design skills. He'd like to be a game designer.
  • Xuyan Ke
    Xuyan (Ken) Ke is currently a student at Carnegie Mellon University’s Entertainment Technology Center. He is a programmer on Team Ursa and is particularly interested in educational games and social games.
  • Jack Koo
    Jack Koo graduated from the School of the Art Institute of Chicago in 2012 with a Bachelors of Fine Arts. During Jack's BFA, he discovered his passion for programming through his interest in procedurally generated art in computer games. Jack’s interests in both art and programming clarified that the benchmark in game aesthetics is technology. Jack is now attending Carnegie Mellon University's Entertainment Technology Center where he is working with game development teams and studying computer graphics. Jack wishes to become a Technical Artist so that he may assist artists in bypassing technological benchmarks.
  • Janet Lin
    Janet Lin is a co-producer on team Ursa. She did her undergraduate degree in Computer Science in Taiwan. Now she is pursuing a masters degree at the Entertainment Technology Center where she is honing her interdisciplinary communication abilities, learning how to efficiently work with others to achieve common goals, and improving her skills in production and leadership. Her dream is to become a producer in the Entertainment Technology industry after graduation.
  • Tim Rosko
    Tim Rosko is a composer and sound designer from Birmingham, AL. He has an undergraduate degree in Music Composition from Belmont University in Nashville, TN. At the Entertainment Technology Center, Tim has been focusing on sound design, music composition, and voice acting.
  • For over 70 years, the Village Vanguard has been one of the world's top jazz clubs. It's located at 178 7th Avenue South, just below West 11th Street.
  • Quest to Learn
    At this special display sponsored by Zynga.org, Institute of Play presents games from the innovative New York City public school, Quest to Learn. Designed by Institute of Play and firmly grounded in thirty years of learning research, Quest to Learn is a New York City public middle and high school that engages kids in ways that are exciting, empowering and culturally relevant. The school’s unique standards-based integrated curriculum mimics the action and design principles of games to create a compelling “need to know” in the classroom. The Quest to Learn culture fosters and encourages student ownership of learning. We challenge students to invent their future.
  • 190 Allen Street
    *Festival Deal Hotel
    Group ID:Tribeca
    Best Rate: 20% discount
  • Come Out and Play: Live Games!
    Physical games can be a great way to teach, engage and provoke both players and spectators. While video games and board games can deliver lots of information to players, physical games let players embody a role and bring an idea to life in a very visceral way.

    For this session, the organizers of Come Out & Play, the annual festival of street games, have assembled a diverse set of physical games exploring topics from executive function to Roman history to banks and bull markets. As with any game, the best way to understand is through play. During this session the designers will lead players through their game and then discuss the design and aesthetic goals driving the game.

    Death Throes of the Republic: An epic live-action retelling of the fall of the Roman Republic, inspired by Dan Carlin's "Hardcore History." Three selections from the piece will be premiered at Games for Change.

    Running of the Stocks Join a team and run for our fortune in this parody of the pre-Recession stock market fused with the Running of the Bulls. Collect, trade, and sell sets of stocks over several rounds of frantic play. Be the team with the most money by the Crash and you win. Just be sure to keep moving so you’re not the one gored by the Bulls!

    Sandwich Shop Sandwich Shop is a card-trading game to help players understand the systemic effects of public defecation. Players compete to make the best sandwiches by strategically trading for the best ingredients. Each sandwich consumed gets you closer to winning, but just like in real life, produces a bit of human waste in the process. Can you successfully navigate an increasingly dirty environment to come out on top?

    Sesame Street Box Heads In Sesame Street Box Heads, kids with tablets control grownups wearing boxes and headsets in a real live video game. Unable to see where they are going, the grownups listen for audio commands like "turn" "go forward" and "grab the cookie!" The kids use the arrows on the tablets to race Elmo and Cookie Monster to catch the cookie!

  • As the Executive Producer of Globaloria, Shannon Sullivan has defined the content offerings, curriculum and learning materials, set the editorial tone, and led the technical production teams since the launch of the blended learning platform in 2006. For more than 15 years, Shannon has been a director, producer, writer and editor of innovative multimedia programs that entertain, educate and inspire action. 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 for companies and organizations such as MTV, MaMaMedia, Knowledge Adventure, and Davidson and Associates. 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.
  • Dr. Kafai is a pioneer in research on electronic gaming, learning, and gender, Utilizing constructionist theory, Kafai examines technology designs and culture, and helped to set the foundation for programmatic initiatives on games and learning. Kafai was an early developer and researcher of Scratch, an educational programming language that allows students to creatively participate as programmers in the development of virtual projects. She is also an active voice on the involvement of girls in gaming and programming and on the impact of virtual gaming on real life social behavior in youth.
  • Dr. Barab is an internationally recognized Learning Scientist who holds the Pinnacle West Chair of Education, and who has researched, designed, and published extensively on the challenges and opportunities of using games for impact. Leveraging designbased and impactbased research methodologies, his work focuses the design and research of gameinfused learning environments to support a more knowledgeable, compassionate, and committed citizenship.
  • Dr. Linda Polin teaches courses in learning, technology, and design, as well as in research design. Her research interests focus on learning and knowledge sharing in online communities. Her current research interests focus on knowledge coconstruction and sharing, such as learning in informal online communities. Dr. Polin is studying informal yet selforganized learning communities in massively multiplayer online gaming and literaturebased roleplaying communities on the Web.
  • Bron has been engaged in educational community and games in learning development for the past 15 years. She is a postdoctoral research fellow of the Arizona State University Center for Games & Impact and has been a global lead for the Quest Atlantis program for 10 years. She has worked to explore virtual worlds, games in learning and how we can cultivate identity, agency, citizenship, leadership, and community for students and teachers. Her role in the global communities of PLANE, Massively Minecraft and Quest Atlantis has lead to some breakthrough understandings about how gaming and digital citizenship need to be treated as a lived curriculum.
  • Constance Steinkuehler
    Constance Steinkuehler is an Associate Professor in Digital Media at the University of Wisconsin–Madison and co-directs the Games+Learning+Society (GLS) center at the Wisconsin Institute of Discovery and chairs their annual GLS Conference. Her research is on cognition and learning in commercial entertainment games and games designed for impact. In 2011-2012, she served as Senior Policy Analyst in the White House Office of Science and Technology Policy (OSTP) where she advised on national initiatives related to games. Policy work there included the coordination of cross-agency efforts to leverage games toward national priority areas (e.g. childhood obesity, early literacy, STEM education) and the creation of new partnerships to support an ecosystem for more diversified innovation in commercial and non-commercial games. She also played a central role in recent meetings through the Vice President’s office on videogames and violence. Constance’s current research interests include neuroscience and games (particularly in the areas of attention and emotional and social well-being), learning analytics (informal scientific reasoning, problem-solving, and the role of failure), and mixed methods (game community discourse and literacy). Her work has been funded by the MacArthur Foundation, the National Academy of Education/Spencer Foundation, the Gates Foundation, and the National Science Foundation. She has published over twenty peer reviews publications on games and learning, three edited books three special issues of peer reviewed academic journals focused on the intellectual life of games, and the 2009 National Academies of Science report entitled Learning Science: Computer Games, Simulations, and Education. Current game titles under development include Tenacity and Crystals of Kaydor. Constance has a PhD in Literacy Studies, an MS in Educational Psychology, and three Bachelor Degrees in Mathematics, English, and Religious Studies. Her dissertation was a cognitive ethnography of the MMOs Lineage I and II where she served as siege princess for the LegendsOfAden guild.
  • Jude is a games industry veteran having spent 13 years in the industry creating games for training, education and social impact. Jude founded Playmob to ‘scale’ good across the games industry, with a goal to raise $1b for causes by the end of 2016. Jude is a BAFTA games judge, voted top 100 Women in Tech in Europe, top 100 Women in Games in Europe, Red Magazine’s shortlisted Red Hot Women Awards and a Young Gun 2012.
  • American Museum of Natural History
    In association with the exciting new exhibit, Pterosaurs: Flight in the Age of Dinosaurs, come join the American Museum of Natural History to play Pterosaurs: The Card Game. Designed with NYC High School students, this Pokemon-esque, food-chain-building game teaches players about these ancient flying reptiles and their world. Combined with the free augmented reality app, players can watch the pterosaurs walk, fly and feed in their own hands. A limited number of 3D-printed pterosaur bones will be available for visitors to take home. Visit amnh.org for more information.
  • Michelle Byrd
    Michelle is the principal of Run It By Byrd, a strategic consultancy working with public, private and non-profit media and entertainment entities. For three years she served as Co-President of Games for Change where she produced the organization’s annual festival and served as an executive producer of the Half the Sky Movement games. Prior to that, for 12 years she served as Executive Director of the Independent Filmmaker Project. She was honored with a Made in NY award from Mayor Bloomberg for her leadership of IFP. Michelle has served on numerous film festival juries and funding review panels, including: Tribeca Film Institute’s New Media Fund, Sundance Film Festival’s U.S. Documentary Competition, USA Fellows, National Endowment for the Arts and the New York City Department of Cultural Affairs. She sits on the board of The Adrienne Shelly Foundation and the Advisory Boards of cinelan, Culture Shed and several others.
  • Oliver Miao
    A father of twins, Oliver leads Pixelberry Studios in creating mobile games that make a difference. The team’s first title is High School Story, a Top 50 game on both iOS and Android. The team partnered with The Cybersmile Foundation, a cyberbullying non-profit, to create a special cyberbullying quest. The quest has raised over $100,000 for Cybersmile’s help line and shown over 2 million players how to overcome cyberbullying and over $100,000 has been raised for Cybersmile. Most importantly, over 100 High School Story players reach out to Cybersmile every week, often talking to their trained counselors about bullying, self-hurting, or suicide. Over 1,000 players have been helped to date. The Pixelberry team remains amazed by the impact the game has had and hope that more companies will join in making a difference through games.
  • Erin Hoffman
    Erin leads the day-to-day game design work at GlassLab, a project of Institute of Play. She is a decade-plus veteran of online game design and the author of the Chaos Knight fantasy series from Pyr Books. She has worked on titles for PC, Nintendo DS, casual downloadable and social platforms, with design credits including Kung Fu Panda World, Shadowbane: The Lost Kingdom, and FrontierVille. She writes for the award-winning online magazine The Escapist, and has published fiction and poetry in Asimov’s Science Fiction, Electric Velocipede, Beneath Ceaseless Skies, and more.
  • Jessica is the General Manager at GlassLab, a project of Institute of Play. She has spent over 15 years leading teams that design, develop, market and sell learning games to the global education market. In her work at organizations like Scientific Learning, Riverdeep (now Houghton Mifflin Harcourt) and The Learning Company, she strived to improve learning outcomes for all children by blending effectiveness with engagement. She also serves on the board of Education for Change, a Charter Management Organization serving Oakland, California’s most disadvantaged youth. Jessica is a graduate of the UC Berkeley Haas School of Business, where she received a Masters in Business Administration with a focus on entrepreneurship and education. She loves testing new learning games with her husband and two sons.
  • Alan Gershenfeld
    Alan Gershenfeld is Co-Founder and President of E-Line Media, publisher of digital entertainment that engages, educates and empowers, with a core focus on computer/video games. E-Line works with leading foundations, academics, non-profits and government agencies to harness the power of games for learning and social impact. 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 management team that rebuilt game publisher Activision from bankruptcy into a global industry leader. As SVP of Activision Studios Alan oversaw titles such as Civilization: Call to Power, Asteroids 3D, Muppet Treasure Island, Spycraft, Pitfall, Zork and Tony Hawk Skateboarding. Alan is also a Founding Industry Fellow at the Center for Games and Impact at Arizona State University; serves on the Board of Directors of FilmAid International and on the Advisory Boards of PBS Kids New Media, iCivics and the Joan Ganz Cooney Center For Educational Media and Research (Sesame Workshop). He is also on the Advisory Board and former Chairman of the Board for Games for Change.
  • As Co-Chair of the British Academy of Film and Television Arts Academy Los Angeles Games Committee, Phil has been instrumental in creating a profile for BAFTA's Games activities in Los Angeles. In 2013, Phil was responsible for high-profile events including the Lights Camera Action Hero Masterclass with the creative team from Tomb Raider, panel discussions at DMW Games in Hollywood, and a special evening with Mark Hamill as part of BAFTA Los Angeles' Behind Closed Doors. This year, Phil and the Games Committee in Los Angeles launched a new event to celebrate the Nominees of the British Academy Games Awards, and a viewing event for the US Games industry to watch footage from the UK ceremony. As general manager of Participant Media’s YouTube business, Phil was responsible for the launch and operation of TakePart TV, part of the YouTube Originals program where he commissioned pioneering pro-social shows. Prior to Participant, Phil worked for over 10 years at BBC Worldwide. He launched a range of high profile multimedia properties with BBC Worldwide in the US, UK and around the world, including ‘Walking With Dinosaurs’ and ‘Planet Earth’.
  • Tom Giardino
    Tom Giardino works on the Steam Team at Valve Software. He splits his time between the day-to-day business of helping developers and publishers reach their customers, and the longer-term work of expanding and improving the Steam platform. Tom is an alumnus of the Teach For America program, which brought him to Greenville-Weston High School in the rural Mississippi Delta. In Greenville, Tom taught 10th grade English, journalism, and theater, and coached the boys soccer team to their first winning season in school history. This is, and will remain, his greatest accomplishment in life. His long-term goal of writing poetry from the muddy banks of the Mississippi River has been derailed temporarily by his career in the games industry. He is a firm believer in the power of video games as tools for learning, communication, and fun, and dreams of the day when games are mandatory curriculum supplements in public schools.
  • Shuyan the Kung Fu Princess
    Can you learn to fight without fighting? Experience authentic kung-fu training in an ancient Chinese temple with Shuyan the Kung Fu Princess, a single-player action game available for iPad. This is the first in a five-part series taking audiences on an epic adventure. The following four episodes will come out later this year. Based on the genuine kung fu principle—to fight without fighting—Shuyan turns the idea of video game combat on its head by having you advance in the game through self- control rather than violence. Making the most of the iPad's touch interface and brilliant graphics, Shuyan transports players into an immersive experience with hand-drawn story artwork, realistic motion-captured action, an original musical score, and a story that integrates gameplay into the plot. Be one of the first people to play the game, and experience the difference for yourself.
  • P.J. Gunsagar
    P.J. currently serves as Co-Founder and CEO of Kidaptive, Inc., an educational technology company that positions children for lifelong success by providing learning tools that stimulate smarter thinking. Since 2003, P.J. was Co-Founder and President of Prana Studios, a leading 3D animation and visual effects studio with approximately 2,000 employees worldwide. P.J. managed the Company's 3D animation studios and supported penetration of Prana's services globally. Before starting Prana, P.J. worked at Intel Capital advising software and services companies within Intel's Asia portfolio. He also Co-Founded and led the business development efforts at Ettache.com in San Francisco, which was acquired by Adhesion Technologies in 2001. His first job out of college was at UBS Warburg as a mergers and acquisitions Investment Banker focused on the technology sector. P.J. has earned bachelors degrees in Economics, Business and Political Science from UCLA and a Law Degree from Stanford University.
  • Motion Math
    Play math in a delightful new way by visiting the Motion Math tent. Motion Math's 8 award-winning tablet apps help kids master the foundational concepts of K-6 math with exploratory gameplay. Build your own pizzeria, create your own estimation questions, feed your bird, and fly to distant islands as you play with numbers.

    Motion Math is a member of co.lab's second cohort.
  • James Paul Gee
    James Paul Gee is the Mary Lou Fulton Presidential Professor and Regents’ Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His books include: Sociolinguistics and Literacies (Fourth Edition 2011); An Introduction to Discourse Analysis (Third Edition 2011; What Video Games Have to Teach Us About Learning and Literacy (Second Edition 2007); How to Do Discourse Analysis (2011); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. The Anti-Education ERA: Creating Smarter Students through Digital Media appeared in 2013 and A Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games will appear in 2014. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.
  • Ron Goldman
    Ron Goldman is an innovator, tech executive and social entrepreneur. Over the past decade, he has pioneered the use of gaming and simulation technology for learning experiences in health, behavioral health and education. Ron is the co-founder and CEO of Kognito, a leader in driving positive change in health behaviors through the use of immersive learning experiences with virtual humans. Established in NYC in 2003, Kognito’s online and mobile programs now reach hundreds of thousands of individuals and professionals at more than 450 federal, state and local government agencies, hospitals, institutions of higher education, and non-profit organizations in the US, UK, Australia, and Canada. Ron has served in the role of principle investigator and has co-authored several articles published in peer-reviewed journals. His work has contributed to the listing of three Kognito simulations in the National Registry of Evidence-Based Programs and Practices (NREPP). Ron is a member of the advisory board of the Games for Health journal. He is a frequent speaker at conferences about the intersection of gaming and health, the efficacy of role-play conversations with virtual humans, and growth and leadership in entrepreneurial environments. He has been invited to speak at The White House, the CDC and SAMHSA.
  • The Uncommons Game Café
    Topic Tables (limited space): 9:00-10:00am

    Gather in small groups to talk about the topics that matter most to you. Games for Change invites registrants to share in advance the topics they want to talk about with others. Check at registration or at The Uncommons to see which topics are on the table. Share topic in advance here.

    Meet the Experts (limited space): 10:00am-11:30am

    Hoping for a consultation with one of the many experts at Games for Change? Here’s your chance. Leaders in many areas of the games for change mission will be available for free 20 minute consultations. Sign up at registration!
  • Start the Talk
    This roleplaying game helps parents build practical skills and confidence to talk with their child about underage drinking in real life.

    Release Date: September 1, 2013

    Platforms: Online/Web, Android, iOS
  • The Migrant Trail
    Based on the 90-minute documentary “The Undocumented” by Marco Williams and inspired by learning videogame The Oregon Trail, The Migrant Trail provides a first-person experience of the hazards that migrants and Border Patrol encounter along the U.S.-Mexico border.

    Platform: Online/Web

    Release Date: February 21, 2014
  • SoundSelf
    A collision of centuries old meditation technology with the videogame trance. Turn off the lights, amp up the volume, and use your voice to fall through an odyssey of light and body.

    Expected Release: 2014
  • Súbete al SITP
    Bogotá’s new Integrated Public Transport System (SITP) brought Colombia’s capital more mobility but also more confusion: SITP is a complex system. With more than 5,000 active players, Súbete al SITP helped the city get up to speed by teaching players how to get around.

    Release Date: January 16, 2014

    Platforms: Web/Online, iOS, Android

  • Gone Home
    2014 G4C Winner: Game of the Year Award

    June 7th, 1995. You arrive home after a year abroad. You expect your family to greet you, but the house is empty. What's happened? Unravel the mystery in this story game that challenges you to explore the secrets and artifacts of a family that seems as real as your own.

    Release Date: August 15, 2013
  • TyrAnt
    TyrAnt is a real-time strategy game that teaches the player how ants eat, communicate and, ultimately, reproduce within a delicate and biologically diverse ecosystem. It is among the first of the science, math and English language arts games that Amplify has produced for sale to schools across the United States and, soon, internationally.

    Expected Release: 2014

    Platforms: Android/iOS
  • Papers, Please
    2014 G4C Winner: Most Innovative & Best Gameplay Awards

    From the maker of the G4C Award-nominated Republia Times comes a dystopian thriller, where players take the daunting role of an immigration inspector for the fictional communist state of Arstotzka. Papers, Please asks you to decide who can enter and who will be turned away or arrested.

    Release Date: August 8, 2013

    Platform: Windows/Mac
  • Chris Crawford
    Chris Crawford earned a Master of Science degree in Physics from the University of Missouri in 1975. He has published fifteen computer games and five books. He created the first periodical on game design, the Journal of Computer Game Design, in 1987. He founded and served as Chairman of the Computer Game Developers’ Conference, now known as the Game Developers' Conference. Crawford has given hundreds of lectures at conferences and universities around the world, and published dozens of magazine articles and academic papers. He served as computer system designer and observer for the 1999 and 2002 NASA Leonid MAC airborne missions. His current work concerns interactive storytelling technology.
  • Mission US: A Cheyenne Odyssey
    2014 G4C Winner: Most Significant Impact Award

    In Mission US: A Cheyenne Odyssey, the first interactive project told from a Northern Cheyenne perspective, players must react to the encroachment of settlers, expansion of railroads, decline of buffalo, and rise of the reservation system in the 1860s and 1870s.

    Platform: Online/Web

    Release Date: October 16, 2013

  • Erin Reynolds is the Creator and Creative Director of the biofeedback-enhanced game Nevermind. She graduated from USC with a BA in Fine Arts in 2006, then worked in the game industry as a Game Designer for several years until returning to USC to explore the potential of positive games, earning her MFA in Interactive Media in 2012. She has diverse experience spanning the past 10 years in developing games within a variety of environments, including as a developer (handheld, social, PC, and mobile), publisher, academic, and indie. She is passionate about the potential games have to empower, educate, and inspire players of all kinds and to make the world a better, more playful place. To this end, she founded the game studio Flying Mollusk to further pursue these ambitions.
  • Chris Curran
    Chris Curran is a Founding Partner of Education Growth Advisors who brings 20 years of experience in banking, consulting, operations, and policy in the education industry, and is well known as a thought leader and speaker in the field. He previously led the Education and Training practice at Berkery Noyes. In his 6 years at the firm, Chris became the pre-eminent education industry investment banker, having personally initiated, negotiated, and managed more than $3 billion in transaction volume in virtually every sub-segment within the preK-12, postsecondary, and corporate training sectors.

    Previously, Chris was the Managing Director of Eduventures and before that, Senior Vice President of Business Development at I.COMM, a software provider to the education and government marketplaces. During his time at I.COMM, Chris also served as the president and executive director of the SchoolFirst Foundation, which developed a model educational technology platform that was donated to underserved schools.

    Chris began his career as Research and Policy Director for the Massachusetts House of Representatives, where he supervised a staff of 30 and was intimately involved in the development of several initiatives focused on educational reform, charter school funding, and the implementation of educational technology in Massachusetts public schools. He currently serves on the Board of Trustees at Education Week and Editorial Projects in Education, on the Bill and Melinda Gates-sponsored Games and Learning Publishing Council, and on the Board of Adopt-A-Classroom Inc. Chris has a B.A from St. Lawrence University, an M.A. from Boston University in Economics, and a J.D. from Suffolk University Law School.
  • Tinsley Galyean, PhD
    Tinsley is an entrepreneur who has been involved with a number of startups, most recently Static-Free Media. In this capacity he has helped museums like MoMA, Museum of Science & Industry Chicago, Boston Museum of Science, Liberty Science Center, Georgia Aquarium, and SciTech Perth, engage and educate their audiences. His work developing mass media experiences for children have included broadcast and online projects for Disney, Warner Brothers, and an Emmy nominated program for Discovery Kids. Tinsley was the first Ph.D. from the Interactive Cinema Group at the MIT Media Lab and holds a ScM in computer graphics from Brown University.
  • Stephanie Gottwald, PhD
    Stephanie’s research has focused on investigations of linguistic knowledge in children with reading disabilities and interventions for struggling readers. Her work at the Center includes the development of literacy content and materials, conceiving and conducting professional development programs for educators, and implementing research projects investigating the characteristics of children with reading impairments. Stephanie holds an M.A. in linguistics from Boston College and completed her Ph.D. in language development and literacy at Tufts University.
  • Marc Ruppel
    Dr. Marc Ruppel is a Senior Program Officer at the National Endowment for the Humanities, Division of Public Programs, where he specializes in digital media and transmedia storytelling. Before joining the Endowment, Marc worked on several transmedia/digital-experiential learning + gaming projects, including the Tribeca-funded Robot Heart Stories. He holds a Ph.D in Digital Studies from the University of Maryland College Park, and has held positions with the Maryland Institute in Technology for the Humanities (MITH) and NASA. His dissertation, titled ‘Visualizing Transmedia Networks: Links, Paths, Peripheries’ , explores the possibilities of network or graph-based analyses of transmedia practices, particularly as they relate to the interconnected development of fictional narratives and the media and learning modes that support them. Marc has also written widely about transmedia and digital practices in venues such as The International Journal of Learning and Media and Convergence: The International Journal of Research into New Media Technologies, and in edited collections such as The Mobile Story: Narrative Practices and Locative Technologies.
  • Greg Kieser
    Greg Kieser is a Technology Strategy Consultant on the Management Assistance team at the Robin Hood Foundation, New York’s largest poverty fighting organization. In this role he oversees technology related grants and projects for Robin Hood's 220+ grantee organizations to help them reach their full potential. These projects range from database implementations to business intelligence to digital media and consumer-facing mobile solutions. In this capacity, Greg selects and funds technology projects based on their potential to produce the greatest poverty fighting impact.
  • Linda Burch
    Linda Burch is a co-founder and Chief Education and Strategy Officer of Common Sense Media, a not-for-profit dedicated to improving the lives of kids and families by providing the trustworthy information, education, and independent voice they need to thrive in a world of media and technology. Linda leads Common Sense Media’s education, strategy, and development efforts as well as the growth of its regional offices. She is the architect of Common Sense Media’s K-12 Digital Literacy and Citizenship program that is now being used in over 70,000 schools across the country and more recently has spearheaded the strategic development of Common Sense Media’s new learning ratings initiative. Linda is a widely sought after speaker on digital learning and kids’ media and technology use. Previously, Linda was Senior Vice President of Business Development and Corporate Planning at SyStemix, a biotechnology company that she helped build and then sold to Novartis. From 1985 to 1990 she was a strategic management consultant at McKinsey & Company in New York, where she served healthcare and consumer-products companies and prior to that she spent five years in investment banking at Bear Stearns and Merrill Lynch, where she negotiated joint ventures between U.S. technology companies and the People's Republic of China. Linda received her MBA from Stanford University and her bachelor's degree from Yale. She has two kids who love media and technology almost as much as they love being outside.
  • Zach Gage
    Zach Gage is a game designer, programmer, educator, and conceptual artist from New York City. His work often explores the power of systems, both those created by social interaction in digital spaces, and those that can be created for others, through the framing of games. An Eyebeam Alumni, Apple Design and Game of The Year Award Winner, and BAFTA Nominee, he has exhibited internationally at venues like the Venice Biennale, the New York MoMA, The Japanese American National Museum in Los Angeles, XOXO Festival in Portland, FutureEverything in Manchester, The Centre for Contemporary Art Ujazdowski Castle in Warsaw, and in Apple stores worldwide. His work has been featured in several online and printed publications, including The New York Times, The New York Times Magazine, EDGE Magazine, Rhizome.org, Neural Magazine, New York Magazine, and Das Spiel und seine Grenzen (Springer Press). In games, he is best known for SpellTower, Ridiculous Fishing, and Lose/Lose.
  • National STEM Challenge Awards
    New for 2014, E-Line Media and the Joan Ganz Cooney Center are proud to honor the winners of the 2013 National STEM Video Game Challenge at the Games for Change Festival. Announced at the White House by President Obama in 2010, the National STEM Challenge encourages youth in grades 5-12 to design original video games as a way of building a motivation for Science, Technology, Engineering and Math. The 2013 competition, sponsored by the Entertainment Software Association, AMD Foundation, Institute of Library and Museum Services, NYC Hive and Microsoft, honors the top original video games and game design concepts across 14 categories. This year's 16 youth winners' games which were selected from nearly 4000 entries will be recognized as part of the G4C Awards Ceremony.
  • Rich Metson
    Rich is one half of the indie developer duo creating 'Off Grid', their first commercial title. Having started out as a metal worker casting bronze sculpture for artists such as Tracy Emin and the Chapman Brothers, Rich moved through animation and post production, and into games. 'Off Grid' is not his first foray into creating media with a social impact, over the last 4 years collaborating as part of the 'Onwards' collective creating web based design and animation for social causes and organizations including Greenpeace, the New Economics Foundation, 10:10, and Lush.
  • Wendy Smolen
    Wendy has been an astute player in the children’s toy and media industry for nearly 20 years. She tests, evaluates, and critiques products and brands, and often blogs about the best of them on Kidscreen.com. She has helped numerous companies strategize about new products and frequently names them. Because her office is wall-to-wall toys, she refers to her business appointments as “playdates.” Wendy has held senior editorial positions at Nick Jr. Family Magazine, Parents, and Toy Wishes. At all three publications, she established synergistic relationships with the magazines’ online counterparts. She has appeared on numerous television shows, and has been interviewed by national publications discussing both parenting, play and media.
  • Claire S. Green
    Claire is the president of Parents’ Choice Foundation, the nation’s oldest nonprofit guide to quality children’s media and toys. Since taking the helm in 1999, Claire has been determined to preserve and promote the organization’s reputation as a leading authority in and advocate for quality children’s media and toys. One of the ways she does that is by getting down on the floor herself and playing with her minions of mini testers. Claire serves on the selection committee for the National Toy Hall of Fame® at the Strong National Museum of Play® and is a member of the TOTY nomination committee.
  • 129 MacDougal St
    Tel: (212) 529-5945
  • Come Out & Play
    From 10 am - 6 pm, Come Out & Play will run four fun, physical games for families to play together. Games will rotate throughout the day, repeating every hour.

    Sesame Street Box Heads: In Sesame Street Box Heads, kids with tablets control grownups wearing boxes and headsets in a real live video game. Unable to see where they are going, the grownups listen for audio commands like “turn” “go forward” and “grab the cookie!” The kids use the arrows on the tablets to race Elmo and Cookie Monster to catch the cookie!

    Death Throes of the Republic: An epic live-action retelling of the fall of the Roman Republic, inspired by Dan Carlin’s “Hardcore History.” Three selections from the piece will be premiered at Games for Change.

    Running of the Stocks: Join a team and run for our fortune in this parody of the pre-Recession stock market fused with the Running of the Bulls. Collect, trade, and sell sets of stocks over several rounds of frantic play. Be the team with the most money by the Crash and you win. Just be sure to keep moving so you’re not the one gored by the Bulls!

    Sandwich Shop: Sandwich Shop is a card-trading game to help players understand the systemic effects of public defecation. Players compete to make the best sandwiches by strategically trading for the best ingredients. Each sandwich consumed gets you closer to winning, but just like in real life, produces a bit of human waste in the process. Can you successfully navigate an increasingly dirty environment to come out on top?

  • Colleen Macklin is an Associate Professor in the school of Art, Media and Technology at Parsons The New School for Design and founder and co-director of PETLab (Prototyping Education and Technology Lab), a lab that develops games for experimental learning and social engagement. PETLab projects include disaster preparedness games and sports with the Red Cross, the urban activist game Re:Activism and the physical/fiscal sport Budgetball. PETLab has also published game design curricula for the Boys and Girls Club. She is a member of the game design collective Local No. 12, best known for their collectible card game, the Metagame. Her work has been shown at Come Out and Play, UCLA Art|Sci Center, The Whitney Museum for American Art and Creative Time. BFA Media Arts Pratt Institute, MA International Affairs, The New School.
  • Conversations on Games, Film & Innovation: Jamin Warren (Kill Screen), Craig Hatkoff (Tribeca Film Festival), Irwin Kula (Disruptor Foundation)
    Join the conversation between Craig Hatkoff, the visionary co-founder of the Tribeca Film Festival, and the curator of the "Disruptive Innovation Awards", and Jamin Warren, self described advocate of "the true, the beautiful and the good in games", founder of videogame magazine Kill Screen and the PBS series Game/Show, along with esteemed Rabbi Irwin Kula.
  • Thomas Tighe
    Thomas Tighe is President and CEO of Direct Relief, a nonprofit humanitarian medical organization based in Santa Barbara that provides medical material assistance to locally run health programs around the world and in all 50 U.S. states. Tighe previously served as Chief of Staff and Chief Operating Officer of the Peace Corps, overseeing day-to-day operations of the agency’s worldwide programs, and also as lawyer in the U.S. Senate conducting oversight and developing legislation related to veterans’ mental-health care, special disability programs, drug and alcohol treatment, and services for homeless veterans as well as U.S. foreign aid and the Peace Corps. A graduate of the University of California, Berkeley, Tighe received a J.D. from the University of California, Hastings College of Law and an Honorary Doctorate of Laws from Hobart and William Smith Colleges. He served for two years as a Peace Corps Volunteer teacher in rural Thailand. Tighe is a Henry Crown Fellow of the Aspen Institute, on the editorial advisory board for Pacific Standard Magazine, a member of the Pacific Council on International Policy, an adviser to the Clinton Global Initiative, and is a former member of the Board of Directors of InterAction and Antioch University Santa Barbara. He is a visiting professor at the University of California, Santa Barbara’s graduate program in Global and International Studies.
  • Gerad O'Shea
    Gerad O’Shea is a Research Director and Statistics Coordinator at Michael Cohen Group. He is currently leading a study to inform the development of a music-based touchscreen app to help children with ASD communicate with their families. He has also previously directed research that has developed and evaluated nutrition curriculum for the USDA's Food and Nutrition Services, interactive television episodes for Nickelodeon, and touchscreen apps for the Department of Education. Gerad graduated from Berklee College of Music with a Bachelor of Music in Music Education, and received an M.A. in Applied Psychology from the Steinhardt School of Culture, Education, and Human Development at NYU, supported by the Monroe Stein Memorial Scholarship. Prior to entering the field of applied psychology, Gerad was the assistant band director at the Boston Arts Academy and founded Four Square Records in Boston, MA. Gerad has been playing games for 30 years, and his favorite titles include Shining Force, Toejam & Earl, Final Fantasy VII, Limbo, Castle Crashers, and XCOM: Enemy Unknown.
  • Shelley Pasnik directs the Center for Children and Technology, a part of the Education Development Center. Her work is devoted to understanding how emerging technologies can support teaching and learning, especially in areas where there is high concentrations of poverty and inequity. Among others, she has collaborated with the US Department of Education, the Bill & Melinda Gates Foundation, the Corporation for Public Broadcasting, the Intel Foundation, the American Museum of Natural History, WGBH, Carnegie Hall, Sesame Workshop, and IBM. She has helped shape national policy, developed public education campaigns, and guided the production of children's educational services, both in the United States and abroad. She also has written for a range of organizations and companies, including PBS, for which she created their first Parent's Guide to Children and Media, and speaks frequently to national and local news outlets.
  • Craig Hatkoff
    Craig Hatkoff is a co-founder of the Tribeca Film Festival along with Jane Rosenthal and Robert De Niro. The largest film festival in North America, the festival was created immediately following the events of September 11th to help revitalize lower Manhattan. In 2010, Craig created and curates the annual Tribeca Disruptive Innovation Awards in collaboration with Professor Clayton Christensen [with whom he is Co-founder of the Disruptor Foundation] Craig is Chairman of Turtle Pond Publications LLC, a private entertainment and media based company. He is on the Board of Directors of the Tribeca Film Institute, Tribeca Flashpoint Media Arts Academy, Sesame Workshop, The Desmond Tutu Peace Foundation, the Child Mind Institute, The Alliance for Young Artists & Writers, The Wild Bird Fund and the Borough of Manhattan Community College Foundation. He is also a member of the Clinton Global Initiative. He is a Director of two NYSE companies, Taubman Centers Inc. and SL Green Realty Corporation. In addition, he has co-authored with his young daughters a best-selling series of children's books including the New York Times #1 best-selling Owen and Mzee. Craig graduated from Colgate University'76 and received his MBA from Columbia University '78, where he was an adjunct professor at the business school for five years.
  • 505 LaGuardia Place
    April 23, 9:00am-11:30am
    Come Out & Play live outdoor games
  • Gabriel Adauto
    Gabriel Adauto is the co-founder and CTO of Motion Math, making delightful games that help elementary school kids master math's most challenging concepts. Gabriel developed his engineering expertise in enterprise software development, providing stable, scalable, and user-friendly infrastructure for many large institutions worldwide, and simultaneously spent five years teaching technology classes. He has a B.S. in Computer Science and an M.A. in Learning, Design, Technology from Stanford.
  • Ailea Sneller
    Ailea is a Project Manager and game researcher at FHI 360. Her work focuses on using media and technology to support civil society and democratic engagement around the world. Her favorite thing is applying innovative gameful design concepts to solve international development problems. She also has a background in journalism, press freedom advocacy, and online marketing.
  • Sam Liberty
    Sam is lead writer for EGL's projects, including Community PlanIt and Civic Seed, and one half of the Spoiled Flush Games design studio. His designs took top prize at Game Chef 2011, as well as at the 2010 Rio Grande game design competition. Games include Forsooth, Gladiators (Rio Grande), and Cosmic Pizza (Cambridge Games Factory). Sam has been featured in the Ideas section of the Boston Globe ("Inside the Board Game Renaissance"), and spoke on the topic of board game design at TEDxBoston 2012.
  • Naomi Clark
    Naomi Clark has been working on games, virtual worlds and digital toys for nearly twenty years, ever since helping to build MUDs (text-only online virtual worlds) as a teenager. As an editor at the landmark ’90s webzine Word, Naomi co-designed Sissyfight 2000, one of the first multiplayer web games. She went on to produce and architect online games and digital building tools for LEGO. Over the last decade, Naomi has worked as a producer, game designer and creative director for independent game studios such as Gamelab, Blue Fang, and Fresh Planet. She has helped design and build everything from downloadable casual games to tactics RPGs for the post-D&D crowd to educational web games for kids, Facebook games, and mobile-phone reboots of retro classics. Her work has delved into workplace politics and identity (Miss Management), asynchronous competition (LEGO Drome Racing Challenge), spooky social-boardgame mechanics for Facebook (Dreamland) and the power of game design driven by a community of kids (Gamestar Mechanic). Along the way, Naomi has also blogged about gender and popular culture at Feministe, taught workshops and classes about games at the NYU Game Center and Parsons School of Design, played drums in a country band, and helped start the Sylvia Rivera Law Project, a collective non-profit working for gender self-determination in a framework of social & racial justice. She currently lives with her girlfriend in Brooklyn, where she splits her work between consulting on numerous game projects and collaborating with the Brooklyn Game Ensemble on a new independent game.
  • Kfir Damari
    Kfir Damari is Co-founder of SpaceIL, a nonprofit organization that seeks to plant Israel’s flag on the moon. Kfir runs SpaceIL’s daily operations and educational programs. His work includes strengthening relationships, creating new strategic partnerships, inventing new initiatives and developing the long-term vision for the organization. Kfir is a communication systems engineer, lecturer on computer communications and an advisor in the field of communications and information security.
  • Yaniv Rivlin
    Yaniv Rivlin is the Schusterman Foundation’s Program Officer, where he supports the Foundation’s efforts to identify, connect and support global networks of young Jewish adults. Prior to joining the foundation, Yaniv co-founded Comtribute, a company specializing in providing non-profit organizations with a free and unique platform to raise funds and engage with their users online. Prior to that, he worked as a One Voice Ambassador. Yaniv worked with, among others, the Naumann Foundation for Liberty in Jerusalem, the Israeli Knesset and the Israeli Embassy in London. Yaniv is a graduate of the Masters of Public Policy program at the Harvard Kennedy School of Government, where, he was the co-founder of the Harvard Israel Conference. He also holds a B.A. in Political Science, Sociology and Anthropology from the Hebrew University of Jerusalem and is a Sauvé Scholar and a Global Shaper of the World Economic Forum.
  • Cheng Zhang is a Ph.D. student in Computer Science & Engineering Department at the Ohio State University. She obtained her Design MFA at the Ohio State University in May 2013. She is also an adjunct professor at Columbus College of Art and Design and teaches Interactive Design with the focus on game programing. She is interested in applying computing technology and various art forms to digital media such as computer games, virtual reality, and computer animation for the improvement of people’s lives.
  • Sheri Larrimer is working on an MFA at the Ohio State University in design with a focus on digital animation and interactive media. She has received a BFA in Time Based Media Studies from the Columbus College of Art and Design. Her research centers on the development of meaningful gameplay and the relationship between narrative and game mechanics. She is interested in creating video games which cultivate curiosity and instill a sense of exploration.
  • Award winning new media producer, Jasmine has led the production of games and interactive projects at Activision, PBS, and humble indie studios. She has distinguished herself in her field with her expert leadership across production disciplines and what she calls “adding the 10% extra unicorn sparkle”. She says she has found her perfect role between the creative and the technical working on passion projects by developing educational and social impact games. At lunch you’ll find Jasmine taking advantage of Theorify’s close proximity to a dog beach and many taco joints.
  • Vince may be most famous for his beard where ever he goes, but he is an accomplished producer with an ear for music. He cut his teeth in interactive production at SXSW with PBS and went on to produce new media at the local PBS station in Southern California. On any given day you will find him critiquing the content production of mobile and social games, or baseball @vclose13, but you can also catch him spinning music on KCTY 107.7 FM when he isn’t creating content updates for social impact games at Theorify.
  • Irwin Kula
    Rabbi Irwin Kula is the president of the CLAL the National Jewish Center for Learning and Leadership and Co-founder and Editor In Chief of TheWisdomDaily.com. An internationally sought–after speaker, Rabbi Irwin Kula has inspired people worldwide using Jewish wisdom to live with a greater sense of purpose and virtue, hope and love. An engaged and thoughtful trader in the global marketplace of ideas, he led a Passover Seder in Bhutan; consulted with government officials in Rwanda; helped build cultural and interfaith bridges in Qatar; and met with leaders as diverse as the Dalai Lama and Queen Noor to discuss compassionate leadership in the 21st century. Across the U.S., he works with religious, business and community leaders, corporate and family foundations, and religious and philanthropic institutions to promote ethical leadership and institutional change. In 2008 Rabbi Kula Walter Cronkite Faith and Freedom Award for his work "toward equality, liberty and a truly inter–religious community." Fast Company magazine and Religion and Ethics Newsweekly (PBS) both named him one of the leaders shaping the American spiritual landscape, and he has been listed in Newsweek for many years as one of America's "Most Influential Rabbis." He is the author of several books including the award winning Yearnings: Embracing the Sacred Messiness of Life. A sought after media commentator on culture, politics, and spirituality Irwin has appeared on NBC’s The Today Show, The Oprah Winfrey Show, The O'Reilly Factor and PBS Frontline. He hosted the public television special, "The Hidden Wisdom of Our Yearnings” and wrote and was featured in the documentary film Time for a New God (2004).
  • Bobak Ferdowsi
    Bobak Ferdowsi is a systems engineer for NASA's Jet Propulsion Laboratory (JPL). He became famous as "Mohawk Guy" during his work as a flight director for NASA's Curiosity landing on Mars. The viral Internet story of his distinctive image as a young, hip person working in aeronautical engineering prompted President Obama to joke that he was thinking about getting a mohawk too. Bobak would later have a front row seat next to First Lady Michelle Obama at the president's second inauguration. Since then, Bobak has continued to work at the Mars Mission for JPL and speaks frequently to schools and the public to advocate engagement in science, technology, engineering and math.
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