As corporate vice president of Global Marketing for the Interactive Entertainment Business at Microsoft Corp., Jeff Bell is responsible for worldwide marketing strategies and plans for the Xbox and Games for Windows businesses. His team serves Microsoft Game Studios games, the Xbox and Games for Windows platforms and brands, global marketing promotions for Xbox Live, and customer relationship management. Since joining Microsoft in June 2006, Bell’s team has produced several successful launch campaigns including “Halo 3” and “Rock Band”. Bell brings a consumer marketing perspective and innovation to the Interactive Entertainment Business from his prior experience at the Chrysler Group, where he was largely credited with helping revitalize the Dodge, Jeep and Chrysler brands. In 2005, he recognized by Advertising Age as Interactive Marketer of the Year and was recently named one of the 21 Most Intriguing People in Marketing by min Magazine. Bell holds a bachelor’s degree in history and Spanish from Kenyon College, a master’s degree in international economics from Johns Hopkins University, and an MBA from the Wharton School of the University of Pennsylvania. He serves as a trustee on the National Multiple Sclerosis Society, at his alma mater, Kenyon College.
Lucy Bernholz is the Founder and President of Blueprint Research & Design, Inc. a strategy consulting firm that helps philanthropic individuals and institutions achieve their missions. Bernholz is also the publisher of Philanthropy2173, an award winning blog about the business of giving, and she serves as Executive Producer of The Giving Channel on Fora.tv. Dr. Bernholz is a noted analyst of the philanthropic industry and has published articles in the trade and general press, edited collections, and scholarly journals. Her most recent book, Creating Philanthropic Capital Markets: The Deliberate Evolution, was published in 2004. Bernholz has a B.A. from Yale University and a M.A. and Ph.D. from Stanford University.
Fran C. Blumberg is Coordinator of the Educational Psychology program at Fordham University. Her research interests concern the development of children's attention and attention strategies in the context of academic and non-academic learning situations. She has published and received funding for her research concerning children's attention and learning while playing video games. Her current project, funded through the Spencer Foundation, concerns the study of children and adolescents learning while playing commercial video games and distinctions between that learning and that which occurs in the classroom. Her most recently edited book is When East meets West: Media research and practice in the US and China(2007; Cambridge Scholars Publishing).
Asi Burak co-founded ImpactGames to influence society and promote change through interactive media. Toward this end, ImpactGames developed PeaceMaker, a video game simulation of the Israeli- Palestinian conflict. Unlike most “serious games”, PeaceMaker aims to bridge the gap between education and entertainment and reach a mass market. PeaceMaker has been sold in over 60 countries, been featured in top media outlets around the world, and has won several international awards. Prior to that, he was VP of Marketing at Axis Mobile LTD., where he helped to introduce mobile games to a world-wide market (Asia, Europe, US). As a former Art Director at Saatchi & Saatchi, Asi was first introduced to advanced systems for communication and analysis as a Captain in the Israeli Intelligence Corps. He holds a Masters of Entertainment Technology from Carnegie Mellon and a BA in Design from the Bezalel Academy in Jerusalem.
Wendy Cohen is the Manager of Community and Alliances at Participant Media and is the co-founder and National Director of Screening Liberally. Before joining the Participant family, she was the Community Manager at the Huffington Post. Born and raised in Montreal, Wendy moved to New York in 2004 to be the Outreach Coordinator for Arts Engine, Inc. and programmer of their Media That Matters film festival and Media That Matters: Good Food project. She was research and creative assistant for The Art of the Documentary (New Riders Press, 2005), part of the DocuClub screening committee and was a co-chair on the Urban Pathways Young Professional Board . She just finished producing her first short documentary films about bees that is premiering in New York this summer.
Chris Crawford earned a Master of Science degree in Physics from the University of Missouri in 1975. After teaching physics for several years, he joined Atari as a game designer in 1979. There he created a number of games: Energy Czar, an educational simulation about the energy crisis, Scram, a nuclear power plant simulation, Eastern Front (1941), a wargame, Gossip, a social interaction game, and Excalibur, an Arthurian game. Following the collapse of Atari in 1984, Crawford took up the Macintosh. He created Balance of Power, a game about diplomacy, Patton Versus Rommel, a wargame, Trust & Betrayal, a social interaction game, Balance of the Planet, an environmental simulation game, and Patton Strikes Back, a wargame. In 1992, Crawford decided to leave game design and concentrate his energies on interactive storytelling, a field that he believed would become important. He created a major technology for interactive storytelling systems, patenting it in 1997. He is now commercializing his technology at his company website at storytron.com. Crawford has written five published books: The Art of Computer Game Design, now recognized as a classic in the field, in 1982; Balance of Power (the book) in 1986; The Art of Interactive Design in 2002; Chris Crawford on Game Design in 2003; and Chris Crawford on Interactive Storytelling in 2004. 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. Crawford served as computer system designer and observer for the 1999 and 2002 NASA Leonid MAC airborne missions; he also has done some analysis of the resulting data. He lives in southern Oregon with his wife, 3 dogs, 10 cats, 5 ducks, and 3 burros.
Dr. Arlene de Strulle is a Program Director at the National Science Foundation (NSF) in the Directorate for Education and Human Resources (EHR), Division of Research on Learning in Formal and Informal Settings (DRL) where she is engaged in furthering NSF’s current and future investment in cyberlearning. Dr. de Strulle manages the Learning Technologies section of the Informal Science Education Program (ISE) and is the EHR Co-Lead for the Cyber-enabled Discovery and Innovation (CDI) and Virtual Organizations as Sociotechnical Systems programs. Dr. de Strulle also serves as a Program Director in Creative IT, Innovative Technology Experiences for Students and Teachers, Communicating Research to Public Audiences, and other NSF programs. Along with her work at NSF in cyberlearning, Dr. de Strulle is engaged in research with the Department of Defense investigating the transferability of the military’s game-based education and training programs to science education. Dr. de Strulle has a doctorate in educational technology (instructional game design and virtual reality).
Mallika Dutt is the founder and executive director of Breakthrough and oversees program and operations of both partner offices located in the US and India. Until December 2000, Mallika was the Program Officer for the Human Rights & Social Justice Program at the Ford Foundation’s New Delhi office. She also served as the Associate Director of the Center for Women’s Global Leadership, where she held the first US meeting to create links between human rights domestically and abroad. Mallika authored the widely-referenced With Liberty and Justice for All: Women's Human Rights in the United States. She was also the co-author of the globally utilized manual, Local Action Global Change: Learning About the Human Rights of Women and Girls. Mallika has served on several boards and committees, including the Human Rights Watch Women's Rights Project, Asia Watch, Sister Fund, Asian American Pacific Islanders in Philanthropy, Lt. Governor Committee on Public Police Relations, Committee on Sex and Law - the Association of the Bar of the City of New York, and the US NGO Coordinating Committee for the UN World Conference Against Racism. She is currently on the Board of WITNESS.
Joellen Easton is a Public Insight Analyst at American Public Media, based in Los Angeles. She divides her attention among building a network of public sources and interacting with them to inform Marketplace's Sustainability, Entrepreneurship and Washington desks; tackling business technology needs and developing journalism games for APM's Center for Innovation in Journalism; and training CIJ's partner public radio stations in the use of Public Insight Journalism. Jo came to Los Angeles from Boston, where she had worked in public radio since 1998, most recently as an associate producer at PRI's Global Resources Desk at The World and previously at WGBH Radio's Culture Desk and PRI's Sound & Spirit. She came to American Public Media in 2005 shortly after completing her master's in Comparative Media Studies at MIT, where she wrote her thesis on "High-Interactivity Radio: Using the Internet to Enhance Community Among Radio Listeners." With a B.A. in anthropology from Tufts University, Jo has studied classical trumpet at New England Conservatory, West African drumming at the University of Ghana, and audio art in the woods of Quebec.
Ken Eklund is Writerguy, a game designer and writer. He is the creator of WORLD WITHOUT OIL, a massively collaborative "historical pre-enactment" of a global oil crisis. WORLD WITHOUT OIL broke new ground as the first alternate reality game to confront and attempt to solve a serious real-world problem. Ken's other educational projects include the interactive science mysteries at ScienceMystery.com and the Eagle Eye Mystery series of kids' games; in the commercial realm he has credits in over two dozen games, including major Star Trek and Dungeons & Dragons titles. He lives in San Jose, California.
Rafael Fajardo is the founder of SWEAT, a loose collaborative that makes socially conscious video games. SWEAT has published four video games, two that comment on the game-like nature of (il)legal human traffic at the US/Mexico border, and two that explore the effects of (il)licit drug agriculture in Colombia. SWEAT’s games have been exhibited internationally. Fajardo also teaches at the University of Denver where he is an associate professor of Electronic Media Arts Design and the Director of Digital Media Studies. With his colleague, Scott Leutenegger, he has overseen the creation of Squeezed, a videogame, co-sponsored by mtvU that comments on the lives of (im)migrant farm workers in the US. With Dr. Leutenegger and with Dr. Debra Austin he has received a multi-year grant from the National Science Foundation to explore the teaching of videogames as a holistic pedagogy in high schools.
Tracy Fullerton is an experimental game designer and associate professor in the Interactive Media Division of the School of Cinematic Arts at the University of Southern California (USC) where she is director of the USC Electronic Arts Game Innovation Lab. Recent credits include faculty advisor for the award-winning student games Cloud, flOw, The Misadventures of P.B. Winterbottom and game designer for The Night Journey a unique game/art project with artist Bill Viola. She is the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games (2008), a design book formalizing the creative approach used in the USC Game Innovation Lab and games curriculum.
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the “New Literacy Studies”, an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent book is Good Video Games and Good Learning: Collected Essays (2007). Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.
Alan Gershenfeld has spent the last twenty years at the intersection of entertainment, technology and social entrepreneurship. He is currently Co-Founder and Managing Partner of E-Line Ventures, a ‘double bottom line’ early-stage venture fund focused on empowering individuals, small businesses and underserved communities to better compete in a global marketplace and popular media which engages people in the critical issues of the day. Prior to E-Line, Alan spent seven years as CEO and Co-Founder of netomat, a leader in mobile-web community solutions. As CEO, Alan helped to transform a network-based art project into a pioneering software company. netomat was selected as a Technology Pioneer at the 2007 World Economic Forum at Davos. Before co-founding netomat, Alan spent six years at Activision, a global leader in entertainment software. He was a member of the executive management team which rebuilt Activision from bankruptcy into a profitable, multi-billion dollar industry leader. At Activision, Alan served as Senior Vice President of Activision Studios where he supervised all product development at the company's Los Angeles studios. Titles released under Alan's leadership include Civilization: Call to Power, Asteroids, Muppet Treasure Island, Spycraft, Pitfall, Zork and Tony Hawk Skateboarding. Alan currently serves on the Board of Directors of FilmAid International, Games4Change, Sustainable South Bronx, and on the Advisory Boards of Scenarios USA, Personal Technology Solutions and the Joan Ganz Cooney Center For Educational Media and Research (Sesame Workshop).
Jessica Goldfin is a journalism program associate at the John S. and James L. Knight Foundation. There she monitors and evaluates the journalism grant portfolio, assists with grant development and has a rocking good time. She joined the foundation as an intern in June 2007, and was hired as a permanent staff member in January 2008. Before that, she interned in the publications department at the Art Institute of Chicago. Jessica earned undergraduate degrees in art history and classical civilizations from Florida State University, and is currently pursuing a master’s degree in communication studies from the University of Miami.
Austin Hill is a Canadian entrepreneur who has been creating technology start-ups for 15 years. He is currently CEO and Co-founder of Akoha a new multi-player reality based game based on the concept of pay-it-forward. Incorporating inspirations from virtual worlds, serious gaming and casual gaming Akoha will be the first mainstream meaningful game allowing players to spread deliberate acts of kindness throughout the world. Austin is also Chairman on Standout Jobs and was formally President and Co founder of Zero-Knowledge Systems (renamed Radialpoint in 2002) where he helped the company raise $75 million between 1997 and 2001. He also served as Chief Technology Officer and Chief Strategy Officer of Zero-Knowledge Systems, CEO of Synomos Inc. (a Zero-Knowledge Systems subsidiary), and Executive-Vice President of Research for Radialpoint. Radialpoint was honoured by Deloitte & Touche as one of Canada’s fastest-growing technology firms in their 2006 Technology Fast 50 award. Austin was awarded the 2001 Ernst & Young Entrepreneur of the Year Award for Emerging Entrepreneur in Quebec. In 2002 Austin was named a Technology Pioneer of the World Economic Forum in Davos, Switzerland.
Karin Hillhouse has worked for Ashoka's Changemakers initiative in Washington DC for the last 10 years, becoming director of partnerships in 2006. Before starting at Ashoka in 1997, Karin was based in Denver, Colorado, and spent several years as a freelance writer, publishing articles, essays, and reflections on literature, art, and architecture, solar energy and historic preservation. She won a writing fellowship from the Rocky Mountain Women's Institute to work on a novel. Additionally, she co-taught "Architectural Theory and Practice" at the University of Colorado at Denver and apprenticed as a landscape architect. As a consultant to Colorado Governor Richard Lamm, she was part of the team instrumental in Colorado's winning a national competition to launch the country's principal research center for the development of solar energy and other renewable energy sources. As a senior policy analyst, she was part of the core start-up staff at the Solar Energy Research Institute (now the National Renewable Energy Laboratory). Working for the Environmental Law Institute, Karin was principal investigator and co-author of a National Science Foundation-funded study of the legal and institutional barriers to solar energy development. She was editor of the Open Space Report, a monthly publication of the Rocky Mountain Center on the Environment. Karin earned an undergraduate degree in philosophy from Smith College, a master's degree in comparative literature from the University of Wisconsin at Madison, and a master's degree in urban planning and community development from the University of Colorado Denver.
Dr. Justin Hollander is interested in the role of planning and public policy in managing land use and environmental changes associated with shrinking cities. He has worked on brownfields redevelopment, sustainability indicators, eco-industrial development, military base reuse, and smart decline. Dr. Hollander has written extensively on these topics including peer-reviewed scholarly articles and a chapter in the book Recent Advances in Urban and Regional Studies. His first book "Unwanted, Polluted, and Dangerous: America's Worst Abandoned Properties and What Can Be Done About Them" is forthcoming from the University of Vermont Press in the end of 2008. Dr. Hollander has almost a decade of experience as a practitioner in land use and environmental planning at the local, regional, and federal levels, most recently for the Public Buildings Service of the U.S. General Services Administration as a Presidential Management Fellow. Dr. Hollander teaches classes in regional planning, planning history and theory, computer applications, and field projects. His Spring 2007 Physical Planning & Design course pioneered the use of "Second Life" as a platform for 3-D planning work. More information can be found at: Teaching. Professor Hollander's team was selected as finalists in an international competition exploring depopulation in Second Life. Dr. Hollander has a Ph.D. in Planning and Public Policy from the Edward J. Bloustein School of Planning and Public Policy at Rutgers, The State University of New Jersey. While at Rutgers, he conducted research at the National Center for Neighborhood and Brownfields Redevelopment. His graduate studies were partially supported through fellowships from the Urban Land Institute and the Lincoln Institute of Land Policy. He received a Bachelor's Degree in Political Science from Tufts University and a Master's Degree in Regional Planning from the University of Massachusetts, Amherst. He is a member of the American Institute of Certified Planners and a Non-Resident Research Fellow with the Genesee Institute.
Henry Jenkins is the Co-Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. He is the author and/or editor of twelve books on various aspects of media and popular culture, including Convergence Culture: Where Old and New Media Collide, Fans, Bloggers and Gamers: Exploring Participatory Culture, The Wow Climax: Tracing the Emotional Impact of Popular Culture, Textual Poachers: Television Fans and Participatory Culture, Hop on Pop: The Politics and Pleasures of Popular Culture, and From Barbie to Mortal Kombat: Gender and Computer Games. Jenkins writes regularly about media and cultural change at his blog, henryjenkins.org. He is one of the principal investigators for The Education Arcade, a consortium of educators and business leaders working to promote the educational use of computer and video games and of the Knight Center for Future Civic Media, a joint effort with the MIT Media Lab to use new media to enhance how people live in local communities. He is one of the principle investigators for GAMBIT, a lab focused on promoting experimentation through game design, and of Project nml, a MacArthur Foundation funded project that develops curricular materials focused on promoting the social skills and cultural competencies needed to become a full participant in the new media era. Jenkins has a MA in Communication Studies from the University of Iowa and a PhD in Communication Arts from the University of Wisconsin-Madison.
Devon Johnson is currently pursuing a B.A. in Interactive Entertainment at USC with specializations in Web Development and Interactive Multimedia. Prior to attending USC, she developed a broad skill set within fine arts, which she continues to apply within her digital work. Aside from creating Hush, Devon has worked on another USC game project called Exchanging Cultures. Devon is continuously challenging herself artistically both in and outside of the classroom through freelance work and personal projects and feels that Interactive Entertainment is her ideal creative outlet.
Zakiyyah Kareem, Project Manager, Girlstart,has dedicated her professional career to informal education programs that empower young people to be leaders in their communities and the world. She currently serves as PI on Girlstart’s NSF-funded IT Girl project, a program that engages high school girls in digital media projects with a purpose. Zakiyyah comes to Girlstart by way of the public education sector where she spent over 5 years supporting teachers, students, administrators, and community partners in the development of high-quality service-learning programs.
Bob Kerrey is president of The New School in New York City. For twelve years prior to becoming president of The New School, Bob Kerrey represented the State of Nebraska in the United States Senate. Before that he served as Nebraska's governor for four years.
David Kirkpatrick, senior editor, internet and technology at FORTUNE, specializes in the computer and technology industries, as well as in the impact of the Internet on business and society. He writes a column which appears weekly on fortune.com and through e-mail subscription. Kirkpatrick joined Time Inc. in 1978 while working as a video artist, and started at FORTUNE in 1983. In 1991 he began covering the computer beat. In 1990 his story "Will You Be Able to Retire?" was a finalist for the National Magazine Award in the personal service journalism category. He has written cover stories on Apple, IBM, Microsoft, Intel Sun, and numerous other topics including bogging. Marketing Computers regularly ranks him among the top five most influential technology journalists in the country. Kirkpatrick has appeared frequently as a technology industry expert on CNN and PBS. Working with other FORTUNE editors, he developed and hosts Brainstorm, a multi-disciplinary conference which brings together global leaders to interact and discuss the future. The conference, first held in 2001, takes place annually in Aspen and is produced in partnership with the Aspen Institute. Kirkpatrick has a B.A. in English from Amherst College, and attended art school for two years.
Gerard LaFond is Co-Founder and Partner of Persuasive Games. Mr. LaFond co-founded Persuasive Games to produce videogames that make you think. In five short years, Persuasive Games has produced over 30 games for political campaigns, social causes, corporate training and most recently a series of games based on current events featured monthly on the NYTimes.com. Persuasive Games’s forthcoming game “Fatworld” in partnership with PBS, will be released in early 2008. Persuasive Games has produced award winning work for: Cisco Systems, Domino’s Pizza, Cold Stone Creamery, CNN, the New York Times, Shockwave, Best Buy, and many others. Mr. LaFond’s background includes producing webisodes for Fox TV shows and founding his own advertising agency, red TANGENT. Prior to Persuasive Games, Mr. LaFond was VP of Marketing and Business Development for the award winning interactive agency Media Revolution and was formerly the General Manager of Citysearch.com. Mr. LaFond is a sought after speaker on the subject of serious videogames, marketing, and interactive entertainment. He has been featured numerous times on NPR, and guest lectured at both UCLA and USC. Mr. LaFond holds an undergraduate degree in Philosophy from the University of California, Riverside and a graduate degree in Management from Azusa Pacific University. www.persuasivegames.com; www.redtangent.com
Frank Lantz is Creative Director and co-Founder of area/code, a New York based developer that creates cross-media, location-based, and large-scale social games. He has worked in the field of game development for the past 20 years. Before starting area/code, Frank was the Director of Game Design at gameLab, a developer of online and downloadable games. For over 10 years, Frank has taught game design at NYU's Interactive Telecommunications Program. His writings on games, technology and culture have appeared in a variety of publications.
Ellen LaPointe is responsible for developing key strategic private and public sector partnerships to increase HopeLab's institutional resources, leverage the potential impact of its innovative solutions, and raise awareness of HopeLab's work among thought leaders and key stakeholders. She assumed the role of Vice President of Strategic Partnerships in May 2007 following a two-year tenure as Vice President of Strategic Initiatives at HopeLab. Ellen has extensive experience in organizational leadership, strategy development and implementation, partnership cultivation, fund development, communications, financial management, and program oversight. Prior to joining HopeLab, Ellen served as Executive Director of Project Inform, a national nonprofit AIDS treatment information and advocacy organization. She was Director of Clinical Research at Saint Francis Memorial Hospital in San Francisco from 1992 to 1996, and Coordinator of the Brown University AIDS Program prior to that. Ellen is also an attorney and was an associate attorney at the firm of Heller Ehrman LLP in San Francisco from 1999 to 2001. Ellen received her B.A., magna cum laude, in Community Health from Brown University and her J.D. from the University of California, Berkeley, Boalt School of Law.
Richard Lemarchand is a Game Designer at Naughty Dog, creators of the multimillion selling Jak and Daxter and Crash Bandicoot series of games - which have sold over 35 million copies internationally. He was the Lead Game Designer of Naughty Dog’s first game for the PlayStation 3, Uncharted: Drake’s Fortune, which received a very warm critical and public reception, going on to sell 1.4 million copies in the first five months after its release. Richard has made story-based character-action games the main focus of his design career, and has worked with some of the industry’s best and brightest in the field along the way. His credits also include the Gex and Soul Reaver series of games, and Jak 3 and Jak X: Combat Racing for Naughty Dog. He is a contributor to Game Developer Magazine, and was a speaker at the Game Developers Conference in 2008. His interests include action games and storytelling, design innovation, education and interactivity, and the socially progressive role that art, film and music play in society.
Robert Nashak was appointed Vice President, Worldwide Casual Studios, for the EA Casual Entertainment Label in March 2008. In his role as the head of the Casual Studios Robert will be responsible for the product development strategy and will oversee development of both internal and external development teams. He will partner with EA Casual Product Marketing to set the Casual Entertainment slate. Nr. Nashak is an accomplished studio executive with more than 15 years of game and online entertainment development and management experience. Prior to his current position Robert was Vice President and General Manager of Yahoo! Games where he was the key strategist and business owner for Yahoo! Gaming with a focus around multiple content areas including casual game downloads, multiplayer games services, flash games portal, video game editorial and video content. Prior to this, he was with Glu Mobile for three years as their SVP, Production, and Chief Creative Office. Before joining Glu, Robert held various product development roles at Acclaim, Vivendi, Disney Online, and Knowledge Adventure, where he worked on both core and casual properties.
Sandra Day O'Connor (Retired), Associate Justice, was born in El Paso, Texas, March 26, 1930. She married John Jay O'Connor III in 1952 and has three sons - Scott, Brian, and Jay. She received her B.A. and LL.B. from Stanford University. She served as Deputy County Attorney of San Mateo County, California from 1952-1953 and as a civilian attorney for Quartermaster Market Center, Frankfurt, Germany from 1954-1957. From 1958-1960, she practiced law in Maryvale, Arizona, and served as Assistant Attorney General of Arizona from 1965-1969. She was appointed to the Arizona State Senate in 1969 and was subsequently reelected to two two-year terms. In 1975 she was elected Judge of the Maricopa County Superior Court and served until 1979, when she was appointed to the Arizona Court of Appeals. President Reagan nominated her as an Associate Justice of the Supreme Court, and she took her seat September 25, 1981. Justice O'Connor retired from the Supreme Court on January 31, 2006. Currently, Justice O'Connor is working on several projects to foster national dialogue about the judiciary in our system of government. She has brought together experts at Georgetown Law School and Arizona State University to create Our Courts, which will be an online interactive civics curriculum for middle school students.
Nora Paul is director of the Institute for New Media Studies at the University of Minnesota. Nora was previously (1991-2000) at the Poynter Institute teaching news library management, computer-assisted research, and new media leadership. She was editor for information services at the Miami Herald from 1979-1991. Nora is the co-author of Behind the Message: Information Strategies for Communicators. She has traveled worldwide presenting seminars and lectures on research methods and innovation in online news. Her work at the Institute focuses on evolving digital storytelling forms, eye-tracking research, and news game development.
Shelley Pasnik is the Director of EDC¹s New York-based Center for Children and Technology (EDC/CCT). Since joining EDC/CCT, much of Shelley¹s time has been devoted to understanding how cultural institutions, especially public broadcasters, private foundations and corporate philanthropies can support learners. She¹s sought out opportunities to work with the Corporation for Public Broadcasting, the Partnership for 21st Century Skills, Intel, the American Museum of Natural History, Carnegie Hall, AOL, WNET/Thirteen, WGBH and IBM. She also has written for a range of organizations and companies, including the National Alliance for Media Arts and Culture, Apple, the National School Board Foundation, Cable in the Classroom and PBS, for which she created the Parents Guide to Children and Media. And, she sits on the advisory board for the Global Action Project, a media arts and leadership organization that steadfastly believes young people can transform their communities ‹ by expressing their
Celia Pearce is a game designer, author, researcher, teacher, curator and artist, specializing in multiplayer gaming and virtual worlds, independent, art, and alternative game genres, as well as games and gender. She began designing interactive attractions and exhibitions in 1983, and has held academic appointments since 1998. She received her Ph.D. in 2006 from SMARTLab Centre, then at Central Saint Martins College of Art and Design, University of the Arts London. She currently is Assistant Professor of Digital Media in the School of Literature, Communication and Culture at Georgia Tech, where she also directs the Experimental Game Lab and the Emergent Game Group. Her game designs include the award-winning virtual reality attraction Virtual Adventures (for Iwerks and Evans & Sutherland) and the Purple Moon Friendship Adventure Cards for Girls. She is the author or co-author of numerous papers and book chapters, as well as The Interactive Book (Macmillan 1997). She has also curated new media, virtual reality, and game exhibitions and is currently Festival Chair for IndieCade, an international independent games festival and showcase series. She is a co-founder of the Ludica women’s game collective.
Ken Perlin is a professor in the Department of Computer Science at New York University, He was founding director of the Media Research Laboratory and also directed the NYU Center for Advanced Technology. His research interests include graphics, animation, user interfaces, science education and multimedia. He received an Academy Award for Technical Achievement from the Academy of Motion Picture Arts and Sciences for his noise and turbulence procedural texturing techniques, which are widely used in feature films and television, as well as the TrapCode award for achievement in computer graphics research, the NYC Mayor's award for excellence in Science and Technology and the Sokol award for outstanding Science faculty at NYU, and a Presidential Young Investigator Award from the National Science Foundation. He has also been a featured artist at the Whitney Museum of American Art. Dr. Perlin received his Ph.D. in Computer Science from New York University, and a B.A. in theoretical mathematics from Harvard University. Before working at NYU he was Head of Software Development at R/GREENBERG Associates in New York, NY. Prior to that he was the System Architect for computer generated animation at Mathematical Applications Group, Inc. He has served on the Board of Directors of the New York chapter of ACM/SIGGRAPH, and currently serves on the Board of Directors of the New York Software Industry Association.
Cindy Poremba is a digital media theorist, creator and curator researching documentary and video games through Concordia University's Doctoral Humanities program. She has produced and curated non-traditional exhibitions such as the CGSA Artcade, PoV Alternative Games Exhibition, eyeTEASers: Art Podified, and most recently, gamma 256 (Montreal, QC) and The Art of Play Arcade (Pittsburgh, PA), as a member of the Kokoromi collective.
As the General Manager and Chief XNA Architect of the XNA Group at Microsoft Corp., Chris Satchell is responsible for driving innovation in technology, services and partnerships used by game developers around the world to bring the best games possible to Windows and Xbox 360. The XNA Group encompasses industry-leading developer support services, game certification for Games for Windows and Xbox 360, Xbox Development Kit, DirectX software development kit, and new XNA product offerings for game developers such as XNA Game Studio. Satchell joined Microsoft in 2002 as a development manager in Microsoft Game Studios (MGS), working on critically acclaimed franchises such as “Project Gotham Racing,” “RalliSport Challenge,” “Fable” and “Forza Motorsport.” Most recently he was director of Engineering for MGS responsible for driving cross-organizational engineering initiatives with a focus on preparing the organization for the next generation of gaming platforms from Xbox and Windows. Hailing from the United Kingdom, Satchell has an honors degree in computing and a diploma of industrial studies from Loughborough University. He also received the New Holland Ford prize for Computing, earning the highest ever marks in the history of the Computer Science Department, and has completed more than two years of post-graduate research into distributed artificial intelligence systems.
Suzanna Samstag Oh is joining the Games for Change Festival from Seoul, Korea where she has lived and worked for nearly 28 years. Originally she came to Korea in 1980 as part of the last group of Peace Corps Volunteers to serve there and she has remained working to promote the country’s traditional culture internationally and as an editor of the Korean-language edition of Newsweek. Recently she was asked to coordinate Daesung Group’s (a major Korean energy company) investments in the culture industry and had the honor of welcoming Suzanne Seggerman to Seoul for our Global Contents Forum in 2007. On that occasion they founded the Games for Change chapter in Seoul and, with the start of the school year in March 2008, inaugurated an undergraduate class at one of Korea’s major universities (Yonsei University) entitled Games for Social Change. Korea is a great country for gamers. Suzanna sees a great opportunity to introduce games for social change as part of the regular school curriculum dealing with topics such as North-South Korean reunification scenarios as well as environmental and energy-related issues. She looks forward to learning more about games for social change at the festival and networking with people and organizations that she can work with.
Suzanne Seggerman is President and Co-Founder of Games for Change. Before G4C, Suzanne was a Director at NYC-based think tank Web Lab, where she oversaw a variety of cross-media projects. At Web Lab, she co-curated the show "Provocations" for the 2002 Florida Film Festival, the first national exhibition featuring digital games about social-issues. Her background in online media includes community-oriented interactive environments and the design of non-traditional games, which earned her awards from New Voices New Visions and Communications Arts. Before her involvement with new media technologies, she worked as a documentary film producer for PBS, including on Ken Burns/Stephen Ives PBS series "The West" and as Co-producer of "Race For Life," a humanitarian aid and documentary film about Eastern Europe. Suzanne received a BA from Kenyon College and a Masters from NYU's Interactive Telecommunications Program.
Bill Shribman is the Executive Producer of WGBH's Interactive Kids Group and oversees all WGBH kids' projects, including those in development, for Web and new platforms. He devised and produced the internationally recognized Curious George, Zoom, Peep and the Big Wide World, and Between the Lions Web sites. He is also a content producer and games designer for the Fetch, Design Squad, Martha Speaks, Arthur, and Postcards from Buster sites. Traffic to these sites amounts to more than 10 million visitors every month. He devised and produced the site at FFFBI.com, the Fin, Fur and Feather Bureau of Investigation and is also the creator of WGBH's broadband animated series The Greens. His writing for Between the Lions was Emmy-nominated in 2006. He is also currently the principal investigator and lead producer on a U.S. Department of Education Steppingstones of Technology grant, creating games to help kids with ADHD manage issues of organization and task completion.
Karen Sideman works for Games For Change as Director of Projects for PETLab, the organization’s prototype creation engine. She maintains a parallel career as a freelance interactive designer specializing in educational play, currently helping create climate change awareness and action materials for the Sally Ride Science Club and edgy flash games for This Is Pop. She has been involved in digital interactive design for about as long as there has been a field to be involved in, and could always be found at the most groundbreaking firms - such as Edwin Schlossberg, Inc. and R|GA Interactive – whenever the really interesting stuff was happening. She spent a good portion of the dot.com boom years as creative director of team that built Sesame Street Online.
Chris Swain is Assistant Professor, University of Southern California - School of Cinematic Arts, Interactive Media Division. Chris Swain is a game designer, professor, and co-author of the textbook Game Design Workshop. He co-directs the EA Game Innovation Lab at USC. His game design research specializes in matters related to original system design and new kinds of play. The lab seeks to change conventional wisdom about what games are and can be. His lab projects to date include: The Redistricting Game – funded by the Annenberg Center for Communication, Immune Attack – funded by National Science Foundation and created in collaboration with Brown University and the Federation of American Scientists, ELECT-BiLat and ELECT urbanSIM– funded by the US Army and produced for USC Institute for Creative Technologies, The New New Deal – funded by the Rockefeller Foundation and produced in collaboration with the LA Times. He was a faculty advisor to three USC teams accepted into the Independent Games Festival: Dyadin 2005, Cloud 2006, and P.B. Winterbottom 2008. He was also a faculty advisor to the student game fl0w which became the first student project to be released on a major game console and is now the top selling downloadable game on the Playstation 3 Network. Prior to coming to USC Chris worked on games for Microsoft, Sony, Disney, Activision, Acclaim, and many others. He was a founding member of the New York design firm R/GA Interactive. At R/GA he lead over 100 projects for clients that include AOL, Warner Brothers, PBS, Intel, Children’s Television Workshop, and many others. He was a creator of NetWits – a massively multiplayer online game show - for the Microsoft Network. Other notable projects include Multiplayer Wheel of Fortune and Multiplayer Jeopardy! for Sony Online, and Weakest Link Interactive for NBC. Chris was a co-founder of the start-up Spiderdance, Inc. He served on the Board of Directors of the Emmy’s from 2000-2004. His work has received many awards including Time Magazine’s Best of the Web. He started his career at the pioneering interactive firm Synapse Technologies.
David Thomas is a nationally syndicated videogame journalist, critic and teacher. He co-authored the Videogame Style Guide and Reference Manual and regularly blogs about games at www.examiner.com. He teaches courses covering the history of digital media, videogame studies and a unique class that uses games to teach students about urban planning. His interest in virtual places and leisure spaces led his to study as a PhD student in the college of architecture and planning, where he focuses on the question of “What makes a place fun?” He can be found online at www.buzzcut.com
Christophe Watkins is Executive Producer at Artificial Mind and Movement, North America’s largest independent game developer. He’s responsible for business and corporate development as well as New Media convergence. Prior to AM&M, Mr Watkins was EVP of Business Development at Icarus Stuidos, a leading provider of MMOG and virtual world technologies/services and Co-Founder of Mforma (later renamed Hands-On Mobile) a global leader in the publishing and distribution of mobile entertainment, supporting over 50 wireless operators worldwide. Mr Watkins was also Director of Multimedia Publishing for France Telecom, Director of New Media for the Infogrames Group – now Atari, one of the world’s largest publishers and distributors of entertainment software and a television producer in France and New York.
Peggy Weil, Visiting Assistant Professor of Interactive Media at USC School of Cinematic Arts, is a digital media artist and designer focusing on interactive design as immersive experience for perceptual and civic engagement. She’s produced interactive work for The Voyager Company, Broderbund, Electronic Arts, Von Holtzbrinck and Ravensberger Interactive, awarded the MILIA D'OR in Cannes in 1998. Recipient of a New York Foundation of the Arts & WebLab grant to create The Blurring Test (www.mrmind.com) a bot who challenges you to convince him that you are human. Weil has consulted for The Getty Institute and The Dia Foundation; for the later Weil designed the original Roden Crater Website for artist James Turrell. She is currently designing and producing a comprehensive digital presence for Turrell and Skystone Foundation to launch coinciding with the crater opening in 2012. She worked as designer and producer on innovative games at USC’s Game Innovation Lab: ELECT for the Institute for Creative Technology and The Redistricting Game, for Annenberg Center. With Nonny de la Peña, she was awarded a residency in BAVC’s inaugural New Media Producer’s Institute for Gone Gitmo, an installation of Guantánamo Prison in Second Life. She is the recipient of a San Francisco Foundation 2008 commission to address how emerging technology impacts arts and arts organization's connection to new audiences.
Jordan Weisman has been the creative motivating force behind the founding and successful growth of Smith & Tinker, 42 Entertainment and a number of other companies during his near quarter-century in the media and entertainment industry. He is responsible for the creation of The Beast, which Internet Life called "the Citizen Kane of online entertainment," and is widely regarded as the first alternate reality game (ARG). With 42, he oversaw the advancement of the ARG as an art form and the creation of I Love Bees and Year Zero. Jordan co-founded FASA Corp. in 1980, and led the design and creation of game lines such as BattleTech, Shadowrun, and Crimson Skies. In 1987, Jordan and his partners founded VWE, and built the world's first virtual reality entertainment venue, The BattleTech Center. In 1992, members of the Disney family acquired a majority stake in VWE. In 1995 Jordan founded FASA Interactive to develop MechWarrior, a PC game that ultimately sold more than 11 million units. Microsoft acquired FASA Interactive in 1999 and Jordan assumed the role of Creative Director of Microsoft's Entertainment Division. Jordan left Microsoft in the fall of 2002 to found 42 Entertainment in 2003. In 2000, Jordan and Dawne Weisman founded WizKids, creating collectable miniatures games including Mage Knight, HeroClix for Marvel and DC, and MechWarrior: Dark Age. Retail sales for WizKids products topped $100 million in 2003. In 2003, Jordan sold WizKids to The Topps Company. Jordan has won more than one hundred awards during his career, including election to the game designer's hall of fame by the Academy of Adventure Gaming Arts & Design, and selection as Pacific Northwest Entrepreneur of the Year for 2003 by Ernst & Young.
Eric Zimmerman has been working in the game industry for fourteen years. He is the co-founder and Chief Design Officer of Gamelab (www.gamelab.com), an independent game development company based in New York City. Gamelab creates and self-publishes innovative singleplayer and multiplayer games that are distributed online, on mobile phones, and through retail, including the hit downloadable games Diner Dash, Miss Management, and Jojo's Fashion Show. Pre-Gamelab titles include SiSSYFiGHT 2000 and the PC title Gearheads. Eric has taught courses at MIT, New York University, and Parsons School of Design. He has lectured and published extensively about game design and is the co-author with Katie Salen of Rules of Play: Game Design Fundamentals (MIT Press, 2004), and The Game Design Reader: A Rules of Play Anthology (MIT Press, 2006), as well as the co-editor of RE:PLAY (Peter Lang Press, 2004).