Section D Celia Pearce – Curriculum Vitae Employment and Education History

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Section D Celia Pearce – Curriculum Vitae Employment and Education History Section D Celia Pearce – Curriculum Vitae Employment and Education History Employment 2014–Present Associate Professor of Game Design Northeastern University College of Arts, Media and Design, Department of Art + Design, Boston, MA 2006–2014 Assistant/Associate Professor of Digital Media Georgia Institute of Technology Ivan Allen College of Liberal Arts, School of Literature, Media, and Communication, Atlanta, GA 2001–2006 Lecturer/Visiting Researcher/Arts Research Manager (Joint Appointments) University of California, Irvine, Claire Trevor School of the Arts; Donald Bren School of Information and Computer Science; California Institute for Telecommunications and Information Technology (Calit2), Irvine, CA, and San Diego, CA 2006–Present Co-Founder and Festival Chair/Special Project Director IndieCade International Festival of Independent Games 1998–2001 Adjunct Instructor/Interactive Media Program Head/Visiting Researcher University of Southern California School of Cinematic Arts; Information Sciences Institute; Annenberg Center for Communications, Los Angeles, CA, and Marina Del Ray, CA 1989–Present Experience and Game Design Consultant Celia Pearce & Friends, Los Angeles, CA/Atlanta, GA/Boston, MA 1983–1989 Senior Game Designer/Project Manager Edwin Schlossberg Incorporated, New York, NY Education 2006 PhD in Site-Specific Media Arts SMARTlab, Central Saint Martins College of Art and Design, University of the Arts, London Thesis: “Playing Ethnography: A study of emergent behaviour in online games and virtual worlds.” Advisor: Dr. Lizbeth Goodman Note: No prior degrees. Professional accomplishments were accepted in lieu of prior degrees for admission into the PhD program. These included award-winning interactive media projects, scholarly publications including a book, and academic appointments including helping to set up a master’s degree program. See remainder of CV for details. Page 1 of 19 Celia Pearce — Curriculum Vitae Research/Scholarship/Creative Activity Publications Reviewed Articles Pearce, C., Gillian, S., Choi. J., & Carlsson, I. (2017). Designing eBee: A reflection on quilt-based game design. Proceedings of the 12th International Conference on the Foundations of Digital Games 201, August 14–17, Hyannis, MA. Winner – Best Paper. (50% Contribution) Pearce, C., Gillian, S., Choi. J., & Carlsson, I. (2016). eBee: Merging quilting, electronics & board game design. Proceedings of the CHI 2016 Conference on Human Factors in Computing Systems, May 7–12, San Jose, CA. (50% Contribution) Symborski, C., Pearce, C., Barton, M., & Crane, G. F. (2013). Quantitative and qualitative methods in virtual worlds behavioral research. Proceedings of the 2013 DiGRA International Conference, August 26–29, Atlanta, GA. (25% Contribution) Rosier, K., & Pearce, C. (2011). Doing gender vs. player gender in online worlds: Masculinity and femininity in Second Life and Guild Wars. Journal of Gaming & Virtual Worlds, 3(2). (25% Contribution) Magerko, B., Manzoul, W., Riedl, M., Baumer, A., Fuller, D., Luther, K., & Pearce, C. (2009). An empirical study of cognition and theatrical improvisation. Proceedings of the 7th ACM Conference on Creativity and Cognition, October 27–30, Berkeley, CA. (20% Contribution) Pearce, C. (2009). Collaboration, creativity and learning in a play community: A study of the university of there. Proceedings of the 2009 DiGRA International Conference September 1–4, London, England. Pearce, C. (2008). Spatial literacy: Reading (and writing) game space. Proceedings of the 13th Vienna Video Games Conference, Future and Reality of Gaming, October 17–19, Vienna, Austria. Morie, J. F., & Pearce, C. (2008). Uses of digital enchantment: Computer games as the new fairy tales. Proceedings of the 13th Vienna Video Games Conference, Future and Reality of Gaming, October 17–19, Vienna, Austria. (50% Contribution) Pearce, C. (2008). Identity-as-place: Trans-ludic identities in mediated play communities—The case of the Uru diaspora. Proceedings of Internet 9.0: Association of Internet Researchers, October 15–18, Copenhagen, Denmark. Fron, J., Fullerton, T., Morie, J., & Pearce, C. (aka Ludica). (2007). The hegemony of play. Proceedings of the 2007 DiGRA International Conference, September, 309–318, Tokyo, Japan. (25% Contribution) Fullerton, T., Morie, J., & Pearce, C. (aka Ludica). (2007). A game of one’s own: Towards a new gendered poetics of digital space. Proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment Arts, September, 136–146, Perth, Australia. (25% Contribution) Fron, J., Fullerton, T., Morie, J., & Pearce, C. (aka Ludica). (2007). Playing dress-up: Costume, roleplay and imagination. Conference Proceedings of the Philosophy of Computer Games, January 25–27, Reggio-Emilia, Italy. (25% Contribution) Pearce, C., & Ashmore, C. (2007). Principles of emergent design in online games: Mermaids phase 1 prototype. Proceedings of the 2007 ACM SIGGRAPH Symposium on Video Games, July, 65–72. (70% Contribution) Pearce, C. (2008). The truth about baby boomer gamers. Games & Culture, 3(1), 142–174. Page 2 of 19 Celia Pearce — Curriculum Vitae Pearce, C. (2006). Productive play: Game culture from the bottom up. Games & Culture, 1(1), 17–24. Pearce, C. (2006). Games as art: The aesthetics of play. In K. Friedman & O. Smith (Eds.), S. Poggenpohl (Series Ed. and Publisher), Fluxus and Legacy: Special Issue of Visible Language, 40(1), Part 2, 66–89. Fron, J., Fullerton, T., Morie, J., & Pearce, C. (aka Ludica). (2005). Sustainable play: Towards a New Games movement for the digital age. Proceedings of the Digital Arts and Culture 2005 Conference, December, Copenhagen, Denmark. (25% Contribution) Pearce, C. (2005). Theory wars: An argument against arguments in the so-called ludology/narratology debate. Proceedings of the 2005 DiGRA International Conference, June 16–20, Vancouver, Canada. Pearce, C. (2002). Emergent authorship: The next interactive revolution. Computers & Graphics, 26(1), 21–30. Pearce, C. (1994). The ins & outs of nonlinear storytelling. Computer Graphics, 28(1), 100–101. Non-Reviewed Articles Ellis, J., Nardi, B., & Pearce, C. (2009). Productive play: Beyond binaries. Productive Play: Special Issue of Artifact, 2(2), 60–68. (50% Contribution) Fron, J., Fullerton, T., Morie, J., & Pearce, C. (aka Ludica). (2007). Sustainable play: Towards a new games movement for the digital age. Invited reprint. Games & Culture, 2(3), 261–278. (25% Contribution) Pearce, C. (2005). The art of worldbuiling: A conversation with Raph Koster. Game Studies Journal, 5(1), May. Pearce, C. (2003). Game noir: A conversation with Tim Shafer. Game Studies Journal, 3(3), May. Pearce, C. (2002). The player with many faces: A conversation with Louis Castle. Game Studies Journal, 2(2), December. Pearce, C. (2002). Sims, BattleBots, cellular automata, God and Go: A conversation with Will Wright. Game Studies Journal, 2(2), July. Books Pearce, C. (in press). IndieCade: A history—The interdependence of independents. Pittsburgh: ETC/CMU Press. Hollengreen, L, Pearce, C., Rouse, R., & Schweizer, B. (Eds.) (2014). Meet me at the fair: A world’s fair reader. Pittsburgh: ETC/CMU Press. (25% Contribution) Boellstorff, T., Nardi, B., Pearce, C., & Taylor, T. L. (2012). Ethnography and virtual worlds: A handbook of method. Princeton: Princeton University Press. (25% Contribution) Pearce, C. (2009). Communities of play: Emergent cultures in multiplayer games and virtual worlds. Cambridge, MA: MIT Press. Pearce, C. (1997). The interactive book: A guide to the interactive revolution. Indianapolis: Macmillan Technical Publishing. Page 3 of 19 Celia Pearce — Curriculum Vitae Book Chapters Pearce, C. (in press). Playing ethnography: Participant engagement in role/play. In D. Snyder-Young & M. Omasta (Eds.), Impacting audiences: Methods for studying change. New York: Routledge. Pearce, C. (in press). Foreword: “Press play.” In B. De Koven with H. Gramazio, E. Zimmerman & C. Pearce (Eds.), The infinite playground: A player's guide to imagination (pp. xi–xiv). Cambridge, MA: MIT Press. Pearce, C. (in press). Strange bedfellows: Indie games and academia. In P. Ruffino (Ed.), Independent videogames: Cultures, networks, techniques and politics. London: Routledge. Pearce, C., & Schweizer, B. (2016). Remediation on the high seas: A Pirates of the Caribbean odyssey. In S. A. Lukas (Ed.), Reader in immersive and themed spaces (pp. 95–106). Pittsburgh: ETC/CMU Press. (50% Contribution) Pearce, C. (2016). Curating for diversity. In Y. B. Kafai, G. T. Richard, & B. M. Tynes (Eds.), Diversifying Barbie and Mortal Kombat: Intersectional perspectives and inclusive designs in gaming (pp. 200–216). Pittsburgh: ETC/CMU Press. Pearce, C. (2016). Role-play, improvisation and emergent authorship. In G. Lewis & B. Piekut (Eds.), The Oxford handbook of critical improvisation studies, volume 2 (pp. 445–468). Oxford: Oxford University Press. Pearce, C. (2015). Foreword. In A. Harvey, Gender, age, and digital games in the domestic context (pp. xi–xiv). New York: Routledge. Pearce, C. (2014). Eames at the fair: A legacy of communication design. In L. Hollengreen, C. Pearce, R. Rouse, & B. Schweizer (Eds.), Meet me at the fair: A world’s fair reader (pp. 207–220). Pittsburgh: ETC/CMU Press. Pearce, C. (2014). Independent and art games. In M. L. Ryan, L. Emerson, & B. J. Robertson (Eds.), The Johns Hopkins guide to digital media (pp. 273–277). Baltimore: Johns Hopkins University Press. Pearce, C. (2014). Online game communities. In M. L. Ryan, L. Emerson, &
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