Sixth Annual Games for Change Festival May 28 - 29 At Parsons The New School for Design New York, NY

Sponsored by

Foundation Agenda - Thursday, May 28 - Morning

8:45am • Opening Remarks (Tishman Auditorium) – Suzanne Seggerman, President and Co-Founder, Games for Change.

9:00am • Keynote Address (Tishman Auditorium) – Nicholas Kristof, Author and Pulitzer Prize-winning journalist at The New York Times.

Morning: Strategy Track - Option 1 Morning: Action Track - Option 2

9:45am • Research Hits the Road – Games and Civic 10:00am • Issue Literacy (Wollman Hall) Engagement (Tishman Auditorium) A fundamental concern Games for Change seeks to Fall 2008 saw the release of a major new study– "Teens, address is “issue literacy”— the understanding of issues Video Games and Civics." Funded by the MacArthur and their systemic causes. This session presents three Foundation, conducted by the Pew Internet & American programs teaching youth about games as tools for Life Project and co-authored by Joseph Kahne of Mills exploring and addressing societal concerns: Boys and College, the study found that, "virtually all American Girls Clubs of America game design curriculum, Colleen teens play computer, console, or cell phone games and Macklin, Director of PETLab and Associate Professor, that the gaming experience is rich and varied, with a CDT Parsons, The New School for Design; John Sharp, significant amount of social interaction and potential for Professor Interactive Design & Game Development, civic engagement." We are also witnessing across the SCAD-Atlanta; Barry Joseph, Director, Online board an extraordinary surge of civic participation in Leadership Program, Global Kids; Mary Flanagan and teens and college students through new media James Bachhuber, Vexata, an issue literacy board game, campaigns such as MTV's "Choose Or Lose." And the Tiltfactor Lab. Joan Ganz Cooney Center will be releasing a new study 10:45am • Break in May 2009 on games and their application in education and civic engagement. It is becoming 11:15am • Documentary Games (Wollman Hall) increasingly clear that games are a powerful new tool in engaging young people on the most pressing issues As game theory and the practice of making games they carry with them into their future. Panelists: Joseph become recognized as valued pedagogical and cultural Kahne, Dean of the School of Education at Mills College; processes across a broad spectrum of disciplines, we Ian Rowe, former head of Public Affairs at MTV; Michael see forthcoming a movement specific to a new genre— Levine, Executive Director Joan Ganz Cooney Center; documentary gaming— which will position game moderated by Omar Wasow, Ph.D. candidate in African- systems within a framework that questions the practice, American studies and political science, Harvard. ethics, and identity of games. Can documentary best practices help us negotiate the socio-political and 10:30am • Break cultural significance of a game? Do the same ethical concerns and the validity of the “truth claim” affect 11:00am • Games and Assessment, Games and games the way they have historically influenced the Engagement (Tishman Auditorium) efficacy of documentary and journalistic media? How As more and more games are being used and created may designers, filmmakers and activists collaborate to specifically for learning as well as civic participation, the advance and diversity the space? Panelists: Steve need for clear assessment strategies for measuring the Anderson, Assistant Professor, Director, Media Arts & effectiveness of the various approaches is increasingly Practice Ph.D. Program, University of Southern imperative. From well-funded and established game California; Tracy Fullerton, Professor, USC, Interactive projects like Quest Atlantis, to the extensive and Media; Emily Verellen, Senior Program Officer, Fledgling comprehensive studies at University Wisconsin at Fund; Judith Helfand, Filmmaker, Co-founder, Working Madison’s Academic Co-Lab to the more experimental Films; moderated by Susana Ruiz, Doctoral student, Co- initiatives like the NYC “Game School” Quest To Learn, founder, Take Action Games. games and learning scholars share their views on how best to begin a long-term and sustainable framework to assess games for learning. While they will reflect on experiences in their own designs, the panel is charged Tishman Auditorium is located at 66 W. 12th St. to report out in a manner that will allow us to benefit Wollman Hall is located across the adjoining courtyard from some of their experience and insight as we design from Tishman. Follow the signs through the building, assessment for civic engagement and social change in across the courtyard and up to the 5th floor our own games. Panelists: James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University; Katie Salen, Executive Director, Institute of Play; Associate Professor, Design and Technology Department, Parsons The New School for Design; Constance Steinkuehler, Assistant Professor at University of Wisconsin-Madison; and Kurt Squire, Assistant Professor at University of Wisconsin-Madison.

2 Agenda - Thursday, May 28 - Afternoon

12:15pm • Box Lunch 4:30pm • Networking Game (Lang Student Center) Lunch on your own or Grow-A-Game Workshop (Wollman Hall) The G4C community is made up of almost exactly equal parts NGO, educator, industry, and media, and is Mary Flanagan, Tiltfactor Lab, will use her specially- best known for the cross-sector collaborations that designed Grow-A-Game cards to lead the audience in form the core of these emergent game models. This an exploration and hands-on game-building exercise in pre-Expo Night activity challenges festival-goers to creating games about meaningful social issues. Lunch reach across their disciplines to foster an environment on site! Maximum 150 participants. of play and meaning as the beginning of the evening’s event unfolds around them. 1:45pm • Iron G4C Designer, Eric Zimmerman and Karen Sideman (Tishman Auditorium) 5-7pm • Game Expo (Lang Student Center)

Leading game designer and author Eric Zimmerman Expo Night is an evening reception where festival- and Karen Sideman, of Games for Change will take the goers can play games, meet each other, and enjoy food audience through the process of how a game is and drink in a lively and informal atmosphere. Visitors proposed, conceived, designed, play-tested, evaluated, will also be invited to play the newest games from our and assessed. A freewheeling and performative session community, including games on debt, HIV/AIDS, and a inspired by the television show Iron Chef, Iron G4C number of important domestic and global issues. This Designer will engage participants from all the G4C year, the Knight Foundation will be sponsoring the sectors including funders, game designers, educators 2009 Knight News Game Award, where we will feature and NGOs on stage in the full game design process. and present awards to the best news games from the The final product: two playable in-session games for past several years. change pitted against each other with a final pitch session to pick—and play—the best one. For more information, see pages 7-23

Contestants: Joaqim Alvaro, Brenda Brathwaite, Tracy Fullerton, Mary Flanagan, Barry Joseph, Frank Lantz, John Sharp, Kurt Squire, Constance Steinkhuler Tishman Auditorium is located at 66 W. 12th St.

Judges: Heather Chaplin, N'Gai Croal, Alan Wollman Hall is located across the adjoining courtyard Gershenfeld, Colleen Macklin from Tishman. Follow the signs through the building, across the courtyard and up to the 5th floor 3:00pm • Money and Meaning (Tishman Auditorium) Lang Student Center is located at 55 West 13th Street, 2nd Floor New York Times game critic and technology journalist Seth Scheisel moderates this industry-focused panel, with former industry game execs (and current G4C board members) Alan Gershenfeld (Activision) and Sharon Knight () in a conversation with Lucy Bradshaw, Executive Producer, Spore, Electronic Arts and Larry Goldberg, former Chief Corporate Office and EVP, Activision Studios, on the challenges and opportunities of engaging the mainstream industry in creating multi-million unit sellers with social impact agendas. Is the mainstream industry ready for a game for change? Is the game for change community ready to make a financially viable video game? How do we bridge the dual (and sometimes dueling!) goals of money and meaning?

3 Agenda - Friday, May 29 - Morning

10:00am • Fireside Chat with Henry Jenkins and Jim Gee (Tishman Auditorium) – Henry Jenkins is the Co- Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University.

Morning: Strategy Track - Option 1 Morning: Action Track - Option 2

10:45am • Funders' Perspective (Tishman Auditorium) 11:00am • Ethics & Game Design (Wollman Hall)

New challenges are arising from the philanthropic This panel addresses the challenges of expressing sector as foundations explore how to fund the values through games and the difficulties of emerging use of games in the public interest. What are maintaining ethical game design. Topics include the their current initiatives, goals and constraints? What ethics of games promotion, representation in games, can the community do to assist their work? Hear from and the game development process, as well as the the organizations examining and supporting the work potential of games to inspire ethical reflection and of this community. Panelists: Joaquín Alvarado, reasoning. Panelists include: John Nordlinger, Senior Founding Director, Institute for Next Generation Research Manager, Microsoft; Jordana Drell, Director, Internet at San Francisco State University; Arlene de Preschool Games, Nickelodeon; Sam Gilbert, Research Strulle, Program Director at the National Science Assistant at project zero, Harvard; and Doris Rusch, Foundation (NSF), Division of Research on Learning in Post Doctoral Researcher at MIT Comparative Media Formal and Informal Settings; Jessica Goldfin, Studies, Singapore-MIT. Moderated by Karen Schrier, Journalism Program Associate at the John S. and Senior Producer/Doctoral Student, Scholastic/ James L. Knight Foundation; Benjamin Stokes, Columbia University. Program Officer, The MacArthur foundation; moderated by Laura Callanan, Social Sector Office of McKinsey & 11:45am • A New Designer Mindset (Wollman Hall) Co, Philanthropy Practice. This panel discusses games as promoters of a “new 11:45am • Public/Private Partnerships (Tishman designer mindset," that is more critical, participatory, Auditorium) and in tune with the needs and challenges of the 21st century, than the mindset promoted by our expert- How do you combine the expertise of public and driven society. Ivan Games, Sean Duncan, Moses private organizations to create a fun, action-based, Wolfenstein and John Martin from the UW-Madison multiplayer game for HIV prevention messaging Games, Learning and Society group, present without being an obvious "AIDS game"—all in less than complementary research approaches to the study of a year? As part of a Public Private Partnership (PPP), games, play, and design thinking, hoping to start a The Partnership for an HIV-Free Generation and Warner broader conversation on this important issue. Bros. in collaboration with the U.S. President’s Moderated by Hsing Wei, Games for Change. Emergency Plan for AIDS Relief (PEPFAR), produced an action-based videogame (Pamoja Mtaani) for implementation in three youth centers in Nairobi, Kenya." Panelists: Debra Baker, Senior Vice President, Tishman Auditorium is located at 66 W. 12th St. Operations for Warner Bros; Grace Osewe, Project Wollman Hall is located across the adjoining courtyard Manager and lead, Pamoja Mtaani Videogame at the from Tishman. Follow the signs through the building, Office of the U.S. Global AIDS Coordinator; Delia Lang, across the courtyard and up to the 5th floor Research Assistant Professor, Emory University Rollins School of Public Health; Dr. Linda Wright DeAguero, Chief of program evaluation, Centers for Disease Control and prevention/CDC; Moderator Spencer Stephens, Vice President and General Manager, Warner Bros.

4 Agenda - Friday, May 29 - Afternoon

12:30pm • Box Lunch Lunch on your own or The Frank Lantz & Karen Sideman Show (Tishman Auditorium)

Frank Lantz, Area/Code and Karen Sideman, Games for Change will reprise their open discussion with the community. Always our most popular session!

2:30pm • Games and the News (Tishman Auditorium)

A conversation sponsored by The Knight Foundation featuring Ian Bogost, Research & Design Associate Professor, Georgia Institute of Technology, Founding Partner, Persuasive Games; and Clive Thompson, Contributor, The New York Times, Wired.

3:15 • Closing Keynote (Tishman Auditorium)

A closing keynote with Lucy Bradshaw, Executive Producer, Spore, Electronic Arts.

Tishman Auditorium is located at 66 W. 12th St.

5 Expo Night

Thursday, May 28, from 5 to 7 pm at the Lang Center

Join us for Expo Night 2009, an evening reception and games showcase where festival-goers can meet each other and enjoy food and drink in a lively and informal atmosphere. Meet the game makers and play the games that are addressing some of today’s most important social issues, from the economy, disaster response, the environment, to human rights.

The Expo Night will feature brief remarks by Joel Towers, Dean, Parsons The New School for Design; Ian Bogost, CEO, Persuasive Games and Jessica Goldfin, Journalism Program Associate at the John S. and James L. Knight Foundation.

At this year’s Expo, we are proud to present the first Knight News Game Awards honoring the best in digital games that help us to understand and engage in the some of the most pressing current events and issues of the day.

6 Play the News www.playthenewsgame.com Developer: ImpactGames

acclaimed PeaceMaker interface the games integrate broader contextual background information, multiple perspectives, and allow users to role-play Project Leads • Asi Burak critical players in the news. The games are unique and easy for users to share and embed (like a YouTube video). The Game Release Date • March 2008 platform’s publishing tools allow quick, easy, and economical repackaging of Overall Budget • $750,000 existing content into an interactive layer Budget Secured • $500,000 in order to address breaking issues in real time. The community profile and gaming Synopsis • Play the News is a web-based elements promote tracking stories over platform to bring interactive gaming time, broader content consumption, and elements to the online news media engageusers in the building of their own industry, and current event based social political profile in relation to classroom. Impact Games has created current events. ImpactGames created an engine to drive “Interactive News” content on a near daily basis from April mini games and community features that to October 2008 in a “newsroom 2.0” change news consumption from passive format. Through this period the reading to active engagement. This company was able to track usage ability to create a more compelling statistics that validated the engagement online news experience presents an and value proposition. opportunity to increase engagement metrics on many dimensions. The Social Issues Addressed • Environment, Platform is composed of three major Global Conflict, Poverty, Domestic Issues, components: a web based publishing Public Policy, Religion, Education, tool, the interactive game modules, and a Discrimination, Politics community gaming and commenting structure. While still a relatively short Where You Can Play It • and casual experience the games allow www.playthenewsgame.com for an experience that affects a deeper understanding of issues beyond the headlines. Building on the internationally

Contact Eric Brown [email protected]

7 The Budget Maze Developer: Gotham Gazette with Forum One

The Budget Maze follows the actual Project Lead • Amanda Hickman city and state budget process and is designed to gently educate New Game Release Date • May 2008 Yorkers about the budget process by illustrating the steps that go into Synopsis • Gotham Gazette’s Budget securing discretionary funding, a line Maze, written in AJAX, PHP and item in the city budget or a change MySQL, challenges players to make to the tax code. their way through the maze of the city budget as the calendar ticks Purpose • Our goal is to illustrate a down to the budget deadline. The complex policy issue with the game has three levels, the first a fairly ultimate aim of arming our readers simple level where the player must with better tools to bring with them procure funding from a discretionary into policy debates. pool. The third level requires the player to travel to and from the state Where You Can Play It • capital organizing support for their www.gothamgazette.com/article/ budget proposal. issueoftheweek/20080519/200/2525 At each level the player navigates a maze to arrive at challenges– questions about the budget process that they must answer to proceed. Too many wrong answers and they budget passes without them.

Contact Amanda Hickman [email protected]

Press Contact Sara Stuart [email protected]

8 Hurricane Katrina: Tempest in Crescent City Developer: Global Kids and Gamepill Project Lead • Jay Bachhuber Tempest is meant to be a fun adventure Game Release Date • July 2008 game that also addresses meaningful, accurate and difficult historical situations. Synopsis • Global Kids Youth Leaders selected the topic of Hurricane Katrina and Social Issues Addressed • Poverty, worked with game developers Gamepill to Domestic Issues, Public Policy, create Hurricane Katrina: Tempest in Discrimination, Politics. Crescent City. The web-based game recognizes local heroes that emerged Purpose • Educational goals: during the disaster while educating its * Teach players about how everyday players about the essentials of disaster residents of New Orleans acted heroically readiness and of reporters. to help each other. This is a celebration of New Orleans residents and their culture. Tempest is a side-scrolling platform game * Emphasize what are perhaps the two set in New Orleans during the Hurricane most important priorities in any disaster: Katrina Disaster of 2005. The game’s main communication and use of local resources, character is Vivica Water, a young woman needs, and knowledge. The relief effort in from New Orleans who moved to New York Hurricane Katrina was severely hampered after surviving the storm. The game takes by the poor communication between place in a dream Vivica has where she government agencies and through most searches for her mother and helps her media outlets. Top down disaster neighbors as the hero she wishes she could management also led responders to ignore have been. local resources and knowledge that could have saved many lives. Vivica can not move to the next level unless * Draw attention to the continuing struggle she collects local news from residents and in New Orleans as residents fight for passing that information on to the reporter. housing in 2008. Between levels the viewer reads headlines based on the collected news. Where You Can Play It • www.tempestincrescentcity.ning.com/game

Contact Barry Joseph bjinfo2@global kids.org

Press Contact sofia@globalkid s.org

9 September 12th - A Toy World www.newsgaming.com Developer: Newsgaming.com

but also generate so-called collateral damage. When civilians mourn the innocent dead they soon turn into terrorists. After a couple of minutes, this Middle- Eastern village is destroyed and crawling with terrorists. The player soon realizes that there is no way to win the game through shooting. The game’s main goal was not to convince people that the War on Game Release Date • September Terror was wrong. Instead, it aimed 2003 at triggering discussion among young players. Indeed, that’s what Synopsis • The New York Times happened in multiple online described September 12th as “An forums. The game was highly Op-Ed composed not of words but controversial when it launched, of actions”. This newsgame generating threats and mild or became a viral hit by exposing the negative reviews. As the War on futility of the U.S.-led War on Terror went sour, its popularity Terror. Created by a team of grew exponentially. Today, Uruguayan game developers lead September 12th has been exhibited by a former CNN journalist, this in museums and galleries all over was the first game of the series the world and has been used by that coined the term newsgame. teachers as a tool for discussing terrorism. The project’s main idea was to use the language of videogames to Social Issues Addressed • Global describe current events while Conflict, News, Politics conveying a timeless maxim: violence begets more violence. The Where You Can Play It • player controls what seems to be a www.newsgaming.com/games/ sniper rifle target but, when index12.htm clicked, launches missiles. The bombs not only kill the terrorists

Contact Gonzalo Frasca, [email protected]

10 PlayPower.org 8-bit Learning games on $10 Computers Developer: Open-Source Community Development

Working with our global network of open-source contributors, we’re developing multilingual, innovative 8-bit learning games and distributing them freely to the manufacturer.

8-bit learning games play an important role in the history of serious games, as numerous titles were produced for 8-bit computers like the Apple II, MSX, Project Leads • Derek Lomas Commodore 64, BBC Micro, NES, etc. While 8-bit games are simple, they can Game Release Date • Currently available be highly expressive–consider the massive use of 8-bit aesthetics in the Indie Games movement. As a result, we Synopsis • People need affordable continue to build our network of artists, learning games. Worldwide, 4.1 billion musicians, designers and 6502 fanatics people earn under $3,000 per year, who find 8-bit design constraints exciting meaning that even a $100 computer is and productive. Playpower seeks to often out of reach for the world's revisit the history of 8-bit games and re- emerging middle class. Playpower is imagine its future through the lens of the targeting a $10 platform that makes contemporary serious games movement. learning games affordable for "the other Did we mention that we need your help? 90%."

It sounds improbable, but 8-bit Social Issues Addressed • Environment, "education computers" are currently sold Public Health, Human Rights, Economics, in street markets around the world for as Poverty little as $10. Despite the cost, they come with a full keyboard, mouse, game Where You Can Play It • Currently controllers, and game cartridges filled available in street markets in India, China, with typing games, BASIC programming, Pakistan, South America, etc. and other games. They are so cheap because they use an existing TV as a In the USA, it is available through MAKE screen, they are manufactured at a large magazine's Makershed.com scale by dozens of manufacturers in China, and because the patents have run out on the original technology.

Contact Derek Lomas [email protected]

11 Debt Ski www.debtski.com Developer: mtvU

Game Release Date • April 23, 2009 pushing players to be thoughtful about the items they collect in order to control Synopsis • As part of the Indebted spending and ensure a successful campaign, mtvU and the Peterson financial future. After game play, users are Foundation launched the Indebted Digital encouraged to learn more and take action Challenge last fall, asking young people to help stop the fiscal crisis facing our everywhere to propose ideas for a viral nation at indebted.com. Through the video game that would raise awareness power of online gaming, Debt Ski aims to about the dangers of excessive debt. motivate college students everywhere to Brian Haveri of Milburn, NJ took the $10K engage in personal budgeting and prize with his side-scrolling game, Debt advocacy for responsible government Ski (www.debtski.com), which features a spending, in order to change the financial piggy bank on a personal watercraft who future they are inheriting. must overcome various obstacles while maximizing his savings, limiting his debt Social Issues Addressed • Economics, and maintaining his happiness. One of Youth-Produced Debt Ski’s biggest challenges comes in the form potential spending tsunamis Where You Can Play It • which represent unexpected yet costly www.debtski.com life events like losing one’s job. To prepare himself for these unforeseen and expensive tsunamis, the piggy bank must build up his savings and stay below his credit limit, while also making sure he’s paid for necessities such as housing and food. Reflecting the choices young people encounter in real life, the piggy bank must also wisely decide on the purchase of optional items such as Contact electronics and clothing, which can boost Claudia Bojorquez his happiness but also plunge him deep [email protected] into debt. While traditional side-scrolling Press Contact games typically encourage players to Janice Gatti collect everything they encounter, Debt [email protected] Ski takes a twist on this concept by

12 Real Lives 2010 www.educationalsimulations.com Developer: Educational Simulations

Project Lead • Bob Runyan The purpose of Real Lives is to increase awareness of, and empathy Game Release Date • July 1, 2009 for, people living in different situations and the opportunities and Synopsis • Real Lives 2010 is the constraints they face as they make latest version of the Real Lives life decisions. simulation that enables you to live Game Purpose a life in any country of the world, all based on real world statistics. This new version features an Social Issues Addressed • entirely new user interface, Economics, Global Conflict, Human animated 3D graphics, family trees, Rights, Politics, Poverty, Public graphs of personal statistics, the Health ability to create a business, integrated Google maps and Flickr Where You Can Play It • photos, and many other features www.educationalsimulations.com requested by users.

Contact Bob Runyan bobrunyan@educationalsimula tions.com

13 Caduceus www.g4gmib.org Developer: FableVision and MIT Education Arcade

Project Lead • Alex Chisholm (www.kids.generationcures.org). Once registered, kids can reach out to Game Release Date • May 2008 parents, relatives and family friends, asking them to sponsor their game play Synopsis • The Caduceus game by making a “Game for Good” pledge of transports kids to a virtual world where any dollar amount. Generation Cures they take on the role of young healers teaches kids about the power of tracking down the source of a compassion and giving. In addition to mysterious plague. As they solve the site’s interactive Caduceus game, scientific puzzles, tweens experience the Generation Cures features an animated same hurdles that real doctors and series about a high school rock band scientists face in their work. They are that makes a difference through music challenged to track down the source of and moving kid-directed videos filmed the disease, isolate its causes and mix by former patients of Children’s Hospital and match ingredients to find a cure. As Boston. kids conquer each of the game levels, portions of their sponsors’ pledges are Social Issues Addressed • Public Health unlocked and donated to Children’s Hospital Boston. If they complete all Where You Can Play It • five, they cure the virtual plague, earn www.g4gmib.org the title “Master Healer” and win the full donation amount to advance real-world cures for kids. All funds raised go directly to research to find cures and treatments for debilitating childhood illnesses including cancer, diabetes and heart disease. Kids can enter the Generation Cures Game for Good challenge by registering for free on the Generation Cures site

Contact Alex Chisholm [email protected]

Press Contact Kathleen Bowden [email protected]

14 Globaloria Student Produced Games www.myglife.org Developer: Globaloria Students

Project Leads • James Bohon, Kris collaboratively within an activity-driven, Kepner, Brandon Stalnaker, Toby Devine, virtual, networked learning community Clint Higgins with a specific social-issue thematic focus. The program follows a learning- Game Release Date • June 2007 & June by-doing curriculum approach to producing web games using the latest 2008 digital communication technology to enable active and transparent Overall Budget • $900,000 participation, exchange, communication, Budget Secured • $600,000 and collaboration online. Through the process of virtual web-game design and Synopsis • Featured here are games creation, young learners master the created by students using the Globaloria abilities to originate creative and program. The Zeitgeist, a right-scroll purposeful digital content, to write as platformer, is a multifaceted game where well as read digitally, to express each level represents a new historical themselves in a networked community, period. The Zeitgeist was created by WV and to innovate and collaborate using public high school and community social networks and social media college students to delve deeper into technology; the very skills needed to be game-making and history. The productive and successful 21st-century Rethinkers, a group of 10 to 17 year olds citizens. whose lives were devastated by Hurricane Katrina, used the Globaloria Social Issues Addressed • Economics, program to develop The Ultimate Lunch Environment, Human Rights, Politics, Tray as an advocacy tool for healthier Public Health, Public Policy, Youth- cafeterias. They presented their original Produced game to the district school superintendant. Using Globaloria, John Rhea, an American University student, Where You Can Play It • developed Jimmy vs. the Splurge, a www.myglife.org/usa/wv/rtc/en/play vertical shooter, to teach about nutrition and healthy eating. The Globaloria program (www.Globaloria.org) is a social network for learning that invites students and educators to master the tools of social media technology by creating their own web-games, wikis, and blogs. They work individually and

Contact Idit Harel Caperton [email protected]

Press Contact Amber Oliver [email protected] 15 Budgetball www.budgetball.org Developer: PETLab & Area/Code

be paid for by taking sacrifices later in the game, or they may take sacrifices early in order to pay for advantages in later play. At the end of the game (or in the last game of a tournament), any remaining debt reduces a team's final score and any surplus increases a team's final score.

Budgetball was designed by PETLab and Area/Code in partnership with the National Academy of Public Administration through a grant from the Project Leads • Colleen Macklin Peter G. Peterson Foundation. For more on Budgetball visit: http:// Game Release Date • February 2009 www.budgetball.org

Synopsis • Budgetball is a brand new Social Issues Addressed • Economics, sport designed to raise awareness about Politics, Public Policy the issue of the federal debt and encourage discussion and debate about Where You Can Play It • Rules for America's fiscal future. budgetball can be found here: http:// www.budgetball.org/playing/rules/ Budgetball is a non-contact sport played with a standard-size volleyball on a Budgetball is a non-contact sport played basketball court (or similarly sized with a standard-size volleyball on a outdoor field). It is played by two teams basketball court (or similarly sized of 6 or more players each. Players must outdoor field) between two teams of 6 pass the ball to move it around the court or more players each. and to a player in the end zone in order to score. The team with the most points Contact at the conclusion of the game is the Colleen Macklin winner. [email protected]

Press Contact The game is punctuated by strategy Deborah Kirschner sessions during which players can take [email protected] immediate playing advantages that can

16 Homeland Guantanamos www.homelandgitmo.com Developer: Breakthrough/Free Range Studios

Homeland Guantanamos launched as part of the Hold DHS Accountable! campaign, a national initiative coordinated by the Rights Working Group, which seeks to expose and reform Department of Homeland Game Release Date • September 2008 Security (DHS) policies that deny fundamental human rights. The purpose of the game, therefore, is to Synopsis • Homeland Guantanamos is a broaden awareness of the deaths and game designed to spotlight the inhumane inhumane detention conditions that conditions being faced by 300,000 are the result of a DHS that lacks people in immigrant detention as a result of unfair Department of Homeland oversight and codified standards, in Security policies. Players assume the role order to build support for legislative of an undercover journalist doing an change. investigative series who must uncover the Game Purpose true story of Boubacar Bah, an immigrant who died in U.S. Immigration & Customs event is revealed in the timeline. Once all Enforcement custody under questionable the events are revealed, the user has circumstances in 2007. The user solved the mystery and can publish their experiences a 3D walk-through tour of the story. The visitor concludes their tour with facility led by a guide, during which they a visit to a memorial wall for the 87 encounter video stories about actual women and men who have died in situations as experienced by former detention. detainees. These testimonials, along with facts, images, and stories expose the deplorable medical conditions, abuse, and Social Issues Addressed • Human Rights, lack of due process faced by detained Politics immigrants. After the user watches each short video piece, they are asked Where You Can Play It • questions about what they just learned. If www.homelandgitmo.com the user answers these correctly, they are rewarded with an item to help them solve Boubacar’s case. If they find the correct place in the facility to unlock the clue, an

Contact Heidi J. Boisvert [email protected]

Press Contact Paula Gottlob [email protected]

17 Vexata Developer: Tiltfactor

Project Lead • Mary Flanagan Storm and Sun clouds express their concepts. Sun and Storm cards are Game Release Date • TBD - Vexata is used immediately after drawing still in development them, while Gear cards can be saved and played at later, strategic times. Synopsis • Because game mechanics By using the Sun and Storm clouds, are one of the principal ways that and then reflecting on them and games communicate, learning to developing their own rules with the “read” mechanics is a critical skill for Gear cards, players begin to developing game literacy. Vexata is a understand how actions within a new game literacy tool that builds off game can express ideas. lessons learned from Tiltfactor’s Grow A Game cards and our team’s years Purpose • Vexata is designed to help of experience working in game players understand the expressive design education. While the Grow A power of game mechanics. Game cards present an open system Specifically, we are interested in within which users develop their helping players recognize how human game designs, Vexata presents the values manifest in games, but the discrete system of a board game to same skills can be used to interpret better help middle school students. games in a variety of ways. Players begin Vexata by taking turns Where You Can Play It • The game is rolling the dice to determine who a board game prototype at this point. goes first. When the first player It can be played anywhere with a flat begins her turn, she rolls the dice and surface. advances on the board the number she rolled. She will land on one of four types of spaces: Blank, Storm, Sun, or Gear. If the player lands on a Storm, Sun, or Gear space, she draws a card with a corresponding symbol on it. Each Sun card has positive value printed on it and a rule that expresses that value. Storm cards have negative actions or behaviors and corresponding rules. Finally, Gear cards prompt the player to make up her own rule based on certain constraints, or explain how certain

Contact James Bachhuber [email protected]

18 USC Game Innovation Lab Developer: USC EA Game Innovation Lab

Runesinger Free Ranger

Play with Korean. Feed a village. A better life awaits--for chickens, that Practice a few nouns and verbs by is. You are Rex Rooster and you will serving food to villagers during a save your sisters from Kenutky Factory famine in North Korea. Each villager farm. In this casual videogame, sings the food they need. Compose the experience: Fast puzzle gameplay. letters into a magic word. Play in Original music. Cartoon animatics. virtual environment and user interface Facts about factory farming. that embody Hangul.

Ninjabi Participation Nation Ninjabi is an empowerment fantasy game set in the Muslim world, where a Participation Nation is a game designed young woman dares to defy the rules to engage high school students in and fight for her rights. The main American constitutional history and character, Layla, undertakes small acts civics. Players act as the “Forces of of rebellion, in order to gather her Change” or the “Status Quo” in a strength and the strength of her debate over Constitutional issues that community to fight back against her have shaped the country. oppressors.

Contact Tracy Fullerton [email protected]

19 Train Developer: Brenda Brathwaite Project Lead • Brenda Brathwaite a)To use the power of the game mechanic to create meaning through a form of Game Release Date • April 2009 procedural rhetoric. Meaning emerges through play and through repeated play. Synopsis • Train is the first game in the It is never pressed or didactic. Mechanic is the Message series of non- digital games. Much like photographs, b)To challenge the range of human paintings, literature and music are capable experience games presently cover. Games of transmitting the full range of the human are expressively capable of producing experience, so too can games. The direct engagement required by game play permits deep feeling, empathy while educating in a higher form of communication - a form of a way no other medium can. procedural rhetoric - and new means for conveying complex aspects of our past, c)To harness the tremendous power in the present and future. process of engagement. Through the process of play, participants express their opinions into the ruleset Train also resists commoditization. There is creating a unique form of engagement and one of each, and they are all non-digital. complicity not entirely possible in the Social Issues Addressed • Global Conflict, digital realm. Poverty, Domestic Issues, Sexual and Reproductive Health, Drugs and Alcohol, Purpose • The purpose of Train and the Religion, Education, Discrimination series in which it sits is threefold: Where You Can Play It • It is presently at the Savannah College of Art and Design.

Contact Brenda Brathwaite [email protected]

20 MILLEE Mobile and Immersive Learning for Literacy in Emerging Economies Developer: Matthew Kam and team

Project Lead: Matthew Kam India and validation against standardized school tests. The lessons Game Release Date • July 2009 will permit the project to be scaled nationwide and replicated in other Synopsis • Literacy levels in poor developing countries for other countries remain shockingly low. Even languages. The project has been more challenging is the tension featured in India’s major press, a between regional and “world” Canadian public television languages–that economic documentary, and soon, ABC News. opportunities are often closed to those literate only in a regional language. In Social Issues Addressed • Poverty India for example, the value of English is widely recognized by ordinary Purpose • In India for example, English Indians, and it is the poorest citizens is the language of instruction in private who are lobbying most strongly to schools and all universities, a large expand English teaching. Whereas fraction of business and government, regular school attendance is far out of and the language which is driving reach for those children who have to India’s service economy. The value of work for the family in agricultural fields English is widely recognized by or households, the growing adoption of ordinary Indians, and it is the poorest cellphones in developing countries hold citizens who are lobbying most the potential for mobile learning to strongly to expand English teaching. make English literacy more widely For complex reasons, however, English accessible in places and times more teaching in low-resource public schools convenient than school. The MILLEE is not succeeding. MILLEE aims to research project, now starting its 6th complement the formal education year, aims to realize this opportunity. system by dramatically expanding MILLEE takes a scientific approach to English skills in young Indians, which is the design of immersive, enjoyable, the fastest way to open the doors for language learning games on well-paying employment and further cellphones. It draws from theory and education. best practices in second-language learning. It also draws on the traditional Where You Can Play It • Via village games that rural children are cellphones–more information at: familiar with. It has won several www.cs.cmu.edu/~mattkam/millee/ competitive grants, and seen extensive field tests with rural and urban slums children. We are taking the project to the next level: a controlled field experiment with 800 rural children in

Contact Matthew Kam [email protected]

21 Poster Presentations at the Expo

Pixels, Programming, Play Lit

& Pedagogy Game Release Date • October 2010

Synopsis • P4Games is a new Overall Budget • $500,000 instructional model that uses the creation of computer games to integrate Synopsis • Nicotine remains the most mathematics, computer science, design, common form of chemical dependence and art instruction in a projected based in the U.S. Among adult smokers, 70% collaborative learning process. report that they want to quit. More than 40% try to quit each year. Lit helps players achieve their smoking reduction We aim to attract high school students, goals through the innovative use of especially women and minorities, into breath control as a central game technology and game development by mechanic. using student interest in computer games and art, and by focusing on the Social Issues Addressed • Public Health helping aspect of games, which we have coined Humane Games. Purpose • Smoking reduction and/or cessation Purpose • We believe Game Where You Can Play It • iPhone and Development will capture and direct iTouch devices. student passion into greater learning and higher college matriculation in STEM disciplines.

22 Poster Presentations at the Expo

Possible Worlds Mission America: For Synopsis • We are conducting Crown or Colony? exploratory research into aspects of Game Release Date • Fall 2008 children’s abilities to engage in problem solving and scientific reasoning as they Synopsis • Mission America: For Crown play four commercial video games: or Colony? is an adventure game that Auditorium, World of Goo, Portal, and introduces middle school-aged students Crayon Physics. The goal of this work is and game players to historical events, to achieve greater insight into how perspectives, and conflicts in colonial children draw on their problem solving Boston on the eve of the American and scientific reasoning capacities in Revolution. order to solve problems they encounter in video games. Purpose • The project's central premise is that a well-designed adventure/role- Purpose • The goal of this work is to achieve greater insight into how children playing game—alone and in combination draw on their problem solving and with classroom activities—can deeply scientific reasoning capacities in order to engage students in learning history; solve problems they encounter in video improve their understanding of U.S. games. Specifically, we are interested in history events, people, and ideas; and children’s understanding of game foster the development of historical feedback and how it influences their thinking skills. choices about strategies to complete levels in the games. We are also Where You Can Play It • investigating whether players’ explicit www.electricfunstuff.com framing of game problems helps them develop more successful strategies.

23 Festival Background

Welcome to the Sixth Annual and is back this year by Games for Change Festival! popular demand. In January This year’s festival brings this year, we launched the 101 together innovators from the Toolkit for Making Social issue A game for change game industry, education, games, funded by the AMD is a digital game journalism, government, Foundation. which engages a philanthropy, and nonprofit This online, multimedia contemporary social sector to explore how games resource, available on the G4C can change our lives and our issue to foster a website, is designed to help world. Our panels include nonprofit organizations and more equitable, just many of the leading thinkers others develop a game and/or tolerant in social issue game design, strategy for outreach and research, and practice, as well society. shows the steps and resources as leaders in related fields. that are necessary to make a successful game. We are also This year we present the first proud to host another Festival gratitude to The New School Knight News Game Awards Expo Night featuring some of for all the support they recognizing the most creative the latest outstanding social provide in putting on this work connecting games and issue games, including the festival. We appreciate the journalism. We are pleased to Knight News Game Award extensive feedback we heard offer once again this the year finalists. from last year’s attendees and “Let the Games Begin: A 101 hope that this year’s festival Workshop for Making Social Games for Change actively meets many of your needs Issue Games.” This workshop explores and promotes social and wishes. We will continue on the fundamentals of social issue games around the world to work with you to further issue game design was first throughout the year—at this field and hope that the offered at last year’s festival conferences, in the media, and festival informs and inspires through our own initiatives. your work throughout the Our social issues games list year. and regional Games for Change chapters continued providing lively forums on a broad range of social issue game topics. “We are convinced that games have the power to We thank our festival make a powerful and supporters, the AMD positive impact on the Foundation, The John S. and world today.” James L. Knight Foundation, the John D. and Catherine T. Suzanne Seggerman - President Join our Listserv: and Cofounder Games for Change http://www.gamesforchange.org/ MacArthur Foundation, info/lists Edelman and Seed Magazine. As always, we extend our 24 About the Speakers

Joaquin Alvarado is the Founding Director of the Institute for Next Generation Internet at San Francisco State University. In 2004 he began architecting the National Public Lightpath as a framework for public media, education and community leadership in the future of the Internet. In 2005 he formed San Francisco’s Digital Media Advisory Council and founded the Digital Sister Cities initiative to connect leading communities worldwide in common efforts to stimulate economic development, innovation, and diversity. In 2008 he launched CoCo Studios to develop media collaboration and information platforms for fiber networks. In addition to his leadership role in education, Joaquín Alvarado is also an award- winning writer, producer and director. His films have been featured in numerous film festivals, including the AFI Los Angeles International Film and the San Francisco Independent Film Festival. Joaquin Alvarado is the author of Contemporary Chicana and Chicano Art Volumes I & II, published by Bilingual Review Press. He is a contributing author in Teaching Ethnic Diversity With Film: Essays And Resources For Educators In History, Social Studies, Literature And Film Studies, published by Mcfarland & Co. The Silent Cross, for which he wrote the screenplay, is Joaquín Alvarado's first feature film as a director and made its debut at the Cine-Latino Film Festival in 2004. Mr. Alvarado holds a B.A. in Chicano Studies from U.C. Berkeley and an M.F.A. from the UCLA School of Film, Television, and Digital Media. He serves on the Board of Directors for the Bay Area Video Coalition, the California Council for he Humanities, CineGrid, TechSoup Global, and Latino Public Broadcasting.

Steve Anderson Ph.D., directs the Ph.D. program in Media Arts & Practice at the University of Southern California’s School of Cinematic Arts. He is a scholar-practitioner working at the intersection of media, culture and technology. His research interests include the theory & history of emerging technologies, documentary and experimental film & video, and interactive media design. Anderson is also the associate editor of Vectors Journal of Culture and Technology in a Dynamic Vernacular, an online journal seeking to redefine scholarly research and publication in the digital age. He is currently completing a book and companion digital media project titled Technologies of History, which examines the construction of alternative histories in film, video and digital media. He is the Principle Investigator of Critical Commons, a fair use advocacy site and media resource supported by the MacArthur Foundation's Digital Media and Learning Initiative.

James Bachhuber is a designer, writer, and educator who consults on game-based learning projects for a number of organizations. As a member of the Tiltfactor Lab, he’s developed pedagogical tools as well as digital and urban games. Last year, he cofacilitated an after school program at Canarsie High School that taught teenagers serious game design and worked with participants to design the game Hurricane Katrina: Tempest in Crescent City. His most recent Global Kids project involved developing the curriculum for an educational gaming after school program that is running in New York City and Boston.

Debra Baker, Senior Vice President, Operations, heads multiple departments for Warner Bros. Interactive Entertainment (WBIE) including marketing and PR, business development, first party operations, and business and legal affairs. She is responsible for terms of intellectual property acquisitions, film property and television licenses, talent deals, and production deals for the company as well as for strategic cross divisional initiatives on behalf of the division. High-profile projects executed during Debra’s tenure with WBIE include games based on the following Warner Bros.’ properties: Harry Potter, Matrix, Batman, and the 2008 hit titles, LEGO: Batman the Videogame and F.E.A.R. 2: Project Origin. Debra led the WBIE team which developed and deployed the PC LAN-based multi-player game, Pamoja Mtaani, into youth centers in Nairobi, Kenya, in partnership under the President’s Emergency Plan for AIDS Relief. Before joining WBIE, she was Vice President of Business & Legal Affairs for Warner Bros. Corporate Business Development & Strategy after a role as Vice President of Business & Legal Affairs, General Counsel for Warner Bros. Studio Stores. Before coming to Warner Bros., Debra was a partner at Long & Levit, and she previously served as an associate attorney with Adams, Duque & Hazeltine and Rogers & Wells. She graduated from University of Minnesota Law School and received her B.A. from Gustavus Adolphus College. Debra was awarded the 2007 Media & Entertainment Counsel of the Year Award for Video and Online Games.

25 About the Speakers Ian Bogost is a videogame designer, critic, and researcher. He is an Associate Professor at the Georgia Institute of Technology and Founding Partner at Persuasive Games LLC. His research and writing considers videogames as an expressive medium, and his creative practice focuses on games about social and political issues. Bogost is author of Unit Operations: An Approach to Videogame Criticism (MIT Press 2006), recently listed among “50 books for everyone in the game industry,” of Persuasive Games: The Expressive Power of Videogames (MIT Press 2007), and co-author (with Nick Montfort) of Racing the Beam: The Atari Video Computer System (MIT Press 2008). Bogost’s videogames about social and political issues cover topics as varied as airport security, disaffected workers, the petroleum industry, suburban errands, and tort reform. His games have been played by millions of people and exhibited internationally. Lucy Bradshaw, General Manager/SVP, - She tells her kids that when she was young, she had to walk an 8 mile paper route through the harsh winter conditions of her home town of Grand Rapids, Michigan. Even at the young age of 10, she proved herself to have enough strength, focus, and creativity to get a difficult job done. These same qualities have helped her achieve success in her present position at Maxis. As executive producer of 2, the fastest selling PC game of all time, Lucy oversaw the overall game design and played a major role in its unprecedented success. She encourages people to express creativity and enables ownership to the teams. Her experience at Activision, Lucas Arts, and Electronic Arts served as a launching pad when Lucy decided to join Maxis after it was acquired by EA in 1997. Prior to working in the games industry, Lucy received a BA in psychology from the University of Michigan. She originally began working on SimCity 3000 and then worked on The Sims, SimCity 4, and . She is currently running the critically-acclaimed Spore franchise, including Spore Galactic Adventures, Spore Hero and Spore Hero Arena, all of which will release in 2009. Brenda Brathwaite, A 27-year veteran of the videogame industry, is an award-winning game designer and has worked on 22 internationally known titles including titles in the Def Jam, Dungeons & Dragons and Wizardry series. Brathwaite serves on the board of the International Game Developers Association (IGDA), was the chair of the IGDA's Education SIG Ad hoc Committee and the co-founder and chair of the IGDA's Savannah chapter. She was named one of the top 20 most influential women in the game industry by Gamasutra.com in 2008 and of the 100 most influential women in the game industry by Next Generation magazine in 2007. Nerve magazine also called her one of the “the 50 artists, actors, authors, activists and icons who are making the world a more stimulating place”. Her current works lean toward non-digital, art and social games. She is presently building a series of six expressive games for an installation titled The Mechanic is the Message. Alison Bryant is Senior Research Director of Brand & Consumer Insights and Digital Analytics for the Nickelodeon/MTV Networks Kids & Family Group. She leads Nick’s efforts to understand the digital lives of kids and families, conducting research on a variety of digital platforms (online, console and handheld gaming, interactive television, mobile), and manages research for the magazine group. Her Ph.D. is from the Annenberg School of Communication at the University of Southern California and before joining Nickelodeon she was an assistant professor of Telecommunications at Indiana University. She has published and presented extensively on media, kids and families, including two edited books– The Children's Television Community and Television and the American Family (2nd Ed) – and is associate editor for the Journal of Children & Media. Laura Callanan joined the Social Sector Office of McKinsey & Co in July 2008 as a member of the Philanthropy Practice. Laura supports foundation and nonprofit clients, and leads research focused on social investing and social impact measurement. Prior to joining McKinsey, Laura was an independent consultant working with The Synergos Institute, a non-profit organization addressing global poverty and social injustice and E-Line Ventures, a double bottom line investment fund focused on video games with social impact. Laura served as Senior Adviser at the United Nations Development Programme in the Bureau for Crisis Prevention and Recovery where she was responsible for resource mobilization and external communications, and served as chief of staff. As Executive Director of The Prospect Hill Foundation, Laura led all aspects of the Foundation’s strategy development, board relations, and operations. The Prospect Hill Foundation’s grant making is primarily in the areas of environmental conservation, reproductive health and rights, and nuclear non-proliferation. As Associate Director at The Rockefeller Foundation, Laura had general management responsibility for all activities related to the $3 billion endowment, and investment responsibility for the Foundation’s venture capital and private equity portfolio. Laura was also a member of the Foundation’s Program Venture Experiment (ProVenEx) commitment committee and oversaw investment decisions for program-related investments and similar public-private activities. Prior to joining Rockefeller, Laura was Associate Treasurer for the Wallace Foundation. After graduating from Columbia University with a Master of Public Administration degree, she worked in public finance investment banking serving university endowments and other nonprofit organizations on behalf of Lehman Brothers, JP Morgan and Moody’s Investors Service. Laura’s undergraduate degree is from Barnard College of Columbia University. Laura is currently a member of the Audit Committee for the International Women’s Health Coalition, and an advisory board member for E-Line Ventures. She is a past member of the board of directors of Signature Theater Company, the New York Foundation for the Arts, and Rhizome.org. Laura was a founding investment committee member and audit committee member for the American Academy of Arts and Letters.

26 About the Speakers N'Gai Croal is a videogame design consultant. Previously, he was a senior writer for technology at Newsweek, where he had written about technology since he joined Newsweek in February of 1995. In September of 2006, N'Gai launched a videogame blog for Newsweek called "Level Up" that quickly became an industry must-read. In addition to his work in the game industry, N'Gai currently writes a monthly column for the renowned U.K. gaming magazine Edge called "Playing In the Dark." He lives in Brooklyn, New York. Linda Wright DeAguero currently serves as the Associate Director for Prevention Science with the Centers for Disease Control and Prevention (CDC), Global AIDS Program (GAP), National Center for HIV/ AIDS, Hepatitis C, STD, and TB Prevention, where she focuses on the improving the quality of program operations, implementation, and effectiveness. She has extensive experience in research, program evaluation and the provision of technical assistance focused on public health, HIV/AIDS, social and environmental factors that influence health and wellbeing, and the interrelationships of health and socioeconomic issues. She has worked extensively both domestically and internationally to research and develop strategies and activities aimed at changing behaviors and/or influencing public health policies and practices to prevent HIV/STD transmission and unintended pregnancy. Prior to joining GAP, Dr. Wright DeAguero served as Chief of the Program Evaluation Research Branch, Division of HIV/AIDS Prevention at CDC. She oversaw the HIV counseling and testing reporting system, the development of prevention program performance indicators and was responsible for developing the evaluation approach and implementing studies to assess the effectiveness of CDC-funded HIV prevention programs delivered by health departments and community-based organizations. Sean Duncan is a doctoral candidate in the Department of Curriculum & Instruction and member of the Games+Learning+Society Initiative at the University of Wisconsin-Madison. His work involves understanding the productive learning practices present within online communities around videogames, focusing on the ways that these spaces may help us to understand the role of design in learning. His research interests also include understanding the ways that fan communities around media can serve as models for social engagement, pedagogy for fostering digital media literacy, and the social implications of videogames. He was previously a usability intern at Microsoft Corporation, and a University instructor in psychology, interactive media studies, and interdisciplinary studies. His personal website and blog are at http://se4n.org.

Mary Flanagan is the Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College. Her current Tiltfactor projects include work in education and games, design processes and methods, and game literacy. With funding from Microsoft, the Design for Learning group is focused on determining those specific design aspects of games which allow for good learning in games. Our Values at Play project investigates how designers can be more intentional about the ways in which they integrate human values into their game-based systems. The lab created and tested a values based college curriculum, the Grow-A-Game brainstorming tool, and develops novel games which integrates values. The lab's most recent digital game LAYOFF attracted over 1 million players in its first week of release and educated players about the financial crisis. The lab's current board game VEXATA helps middle school students learn to “read” game mechanics and develop a game literacy. Finallly, the lab's forthcoming urban game, PHOTOPOLIS (with Parsons) explores how players can envision and document how human values manifest in everyday life across cultures, and it will launch with players in New York, Beijing, and Shanghai.

Tracy Fullerton, M.F.A., is a game designer, educator and writer with fifteen years of professional experience. She is currently an Associate Professor in the Interactive Media Division of the USC School of Cinematic Arts where she is Director of the Electronic Arts Game Innovation Lab and holder of the Electronic Arts Endowed Chair in Interactive Entertainment. Tracy is the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games, a design textbook in use at game programs worldwide. Recent credits include faculty advisor for the award-winning student games Cloud, flOw, Darfur is Dying; and The Misadventures of P.B. Winterbottom, and game designer for The Night Journey; a unique game/art project with artist Bill Viola. Prior to joining USC, she was president and founder of the interactive television game developer, Spiderdance, Inc. Spiderdance’s games included NBC’s Weakest Link, MTV’s webRIOT, The WB’s No Boundaries, History Channel’s History IQ, Sony Game Show Network’s Inquizition and TBS’s Cyber Bond. Before starting Spiderdance, Tracy was a founding member of the New York design firm R/GA Interactive, Creative Director at the interactive film studio Interfilm and a designer at Robert Abel’s early interactive company Synapse. Notable projects include Sony’s Multiplayer Jeopardy! and Multiplayer Wheel of Fortune and MSN’s NetWits, the first multiplayer casual game. Tracy’s work has received numerous industry honors including an Emmy nomination for interactive television and Time Magazine’s Best of the Web.

27 About the Speakers Ivan Alex Games is a doctoral candidate at the University of Wisconsin-Madison, USA and a member of the Games, Learning and Society Group. He holds an M.Sc. in Educational Technology, a B.S. in Computer Systems Engineering, and has extensive experience working in research and development within the fields of technology and educational technology within corporate and academic settings. His current research concentrates on the pedagogical use of games and game design to promote the mindset and literacy skills learners need in the 21st century. His work has appeared in E-Learning, Educational Technology Magazine, Games and Culture, and the Proceedings of the International Conference of the Learning Sciences. He has been a presenter at the Game Developer's Conference.

James Paul Gee received his Ph.D in linguistics from Stanford University in 1975. He started his career in theoretical linguistics, working in syntactic and semantic theory, and taught initially in the School of Language and Communication at Hampshire College in Amherst Massachusetts. He went on to do research in psycholinguistics at Northeastern University in Boston and at the Max Planck Institute for Psycholinguistics in Holland. As his research focus began to switch to studies on discourse analysis, sociolinguistics, and applications of linguistics to literacy and education, he took a position in the School of Education at Boston University, where he was the chair of the Department of Developmental Studies and Counseling. From Boston University, he went on to serve as a professor of linguistics in the Linguistics Department at the University of Southern California and, later, served as the first Jacob Hiatt Professor of Education in the Hiatt Center for Urban Education at Clark University in Worcester, Massachusetts. In 1998, he became the Tashia Morgridge Professor of Reading in the Department of Curriculum and Instruction at the University of Wisconsin at Madison. In 2007 he became the Mary Lou Fulton Presidential Professor of Literacy Studies at the Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990) was one of the founding documents in the formation of the “New Literacies 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) 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) offers 36 reasons why good video games produce better learning conditions than many of today’s schools. 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 new book, Good Games and Good Learning: Collected Essays (2007) situates game-like learning in the framework of current research in the Learning Sciences. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education. In 1989, the Journal of Education, one of the longest running journals in education in the United States, published a special issue devoted to reprinting his early essays on literacy.

Alan Gershenfeld has spent the last twenty years at the intersection of entertainment, technology and social entrepreneurship. He is currently President and Founder of E-Line Ventures, a publisher of digital entertainment that engages and empowers–with a core focus on computer/video games and webcomics/graphic novels. 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 Activision from bankruptcy into a profitable industry leader with more than a billion dollars in revenue. 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. Before joining Activision, Alan spent nearly ten years in the film industry where he worked in a variety of development, production and post- production positions with credits on numerous feature film and documentaries. Alan currently serves as Chairman of the Board of Games for Change. He also serves on the Board of Directors of FilmAid International and on the Advisory Boards of Creative Capital, SplashLife, Global Kids, We Are Family Foundation and the Joan Ganz Cooney Center For Educational Media and Research (Sesame Workshop).

Sam Gilbert is a researcher on the GoodPlay Project, a study at the Harvard Graduate School of Education led by Howard Gardner that seeks to understand the ethical dimensions of young people’s online activities. In conjunction with GoodPlay, he also works with a group of Boston-area researchers and game designers to explore how videogames can address ethical issues and create meaningful experiences. He graduated from Harvard University in 2007 with an BA in social studies and plans to pursue graduate study in the social sciences. 28 About the Speakers Larry Goldberg is an entrepreneur, executive and attorney with significant staff and line experience at both early stage and multi-billion dollar companies. He is currently President and CEO of Morrison Pearl, a wholly-owned angel investment and consulting firm. Larry’s consulting clients have included THQ, EA Mobile, Bank of America Securities, D3 Publishing, MGA Entertainment, Immersion Corporation, Union Entertainment, and video game developers Pandemic Studios, Nikitova Studios and Collision Studios. He currently serves on the Board of Directors of Emergent Game Technologies, a leading provider of technologies and tools used to build interactive games. Before founding Morrison Pearl, Larry spent almost ten years as an executive officer of Activision, a global leader in entertainment software. He served in various executive capacities, including Executive Vice President of Worldwide Studios and Chief Corporate Officer. As head of all studio operations, he increased publishing revenues by $200M and operating income by almost $57M in three years, raising Activision to the #2 game publisher. Titles released under Larry’s leadership include Spider-Man: The Movie, Call of Duty, Tony Hawk’s Pro Skater 3, 4 and 5, Shrek 2, True Crime: Streets of L.A., X-Men: Wolverine’s Revenge, Return to Castle Wolfenstein and Jedi Knight 2.: Jedi Outcast. As Chief Corporate Officer and General Counsel, he managed all strategic relationships, ran the business and legal affairs departments, acquired numerous companies, and closed licensing deals for many well known intellectual properties and several financing agreements. Larry began his professional career as an attorney in private practice in Los Angeles, focusing on business transactions in the media and entertainment industries. His clients included MCA Inc., The Samuel Goldwyn Company, Mary Tyler Moore Entertainment, and several video game developers.

Jessica Goldfin is a Journalism Program Associate at the John S. and James L. Knight Foundation. She is currently pursuing her M.A. in Communication Studies at the University of Miami.

Judith Helfand Filmmaker, activist and educator, Judith Helfand is best known for her ability to take the dark, cynical worlds of chemical exposure, heedless corporate behavior, and environmental injustice and make them personal, resonant and entertaining. Films include: Uprising of 34 (Co-director/George Stoney), the Sundance-award-winning, twice Emmy-nominated Blue Vinyl (Co-director/Daniel B. Gold), and its Peabody-award-winning prequel A Healthy Baby Girl (a five-year video-diary about her experience with DES related cancer) and Everything's Cool (Co-director/Daniel Gold). Their distribution and national broadcasts on PBS/POV, HBO and the Sundance Channel have all been coordinated around grassroots engagement campaigns. Helfand received a 2007 USA artists grant, one of fifty awarded to America's finest living artists. She's taught documentary at NYU's School of Undergraduate Film and Television, New School University and is Filmmaker-in-Residence at University of Wisconsin's Nelson Institute in Madison where she teaches environmental documentary making to environmental scientists and community engagement through film and film festivals. She's Co-founder, Director of Strategic and Creative Development of both Working Films, a leader in linking non-fiction filmmaking to on-the- ground activism, and Chicken & Egg Pictures, a film fund and non-profit production company that supports women filmmakers with money matched by hands-with creative mentorship and executive producing. She is currently in production on her next film, COOKED.

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.

29 About the Speakers Barry Joseph, Director of the Online Leadership Program, holds a BA from Northwestern University and an MA in American Studies from New York University. Barry came to Global Kids in 2000 through the New Voices Fellowship of the Academy for Educational Development, funded by the Ford Foundation. He has developed innovative programs in the areas of youth-led online dialogues, video games as a form of youth media, the application of social networks for social good and the educational potential of virtual worlds like Second Life, combining youth development practices with the development of high profile digital media projects that develop 21st Century Skills and New Media Literacies. He has also worked with GK's development program to secure funding from the Motorola Foundation, Time-Warner Foundation, the Surdna Foundation, the Corporation of Public Broadcasting, the MacArthur Foundation, AMD, and the Microsoft Corporation, amongst others. Barry served on the steering committee of the MacArthur Foundation's Digital Media and Learning initiative and his writing appeared in the Foundation's Ecology of Games volume in 2007. Barry has been invited to present at the University of Wisconsin's Games, Learning and Society Conference, M.I.T.'s Educational Arcade, the annual Games For Change conference, at the United Nations, and at Microsoft's Wide World Summit, amongst others. His projects and views have appeared in the New York Times, CNN, Marie Claire, BusinessWeek, The Voice of America, and through press in Russia and Japan. During his time at Global Kids, Barry has also found time to successfully launch two nonprofits, Games For Change and a second working for a peaceful resolution to the Israeli/Palestinian conflict, and is currently working to advance the emerging communities of both games-based learning and learning through virtual worlds. More information can be found at olp.globalkids.org, youtube.com/holymeatballs, and RezEd.org.

Joseph Kahne, the Abbie Valley Professor of Education, is Dean of the School of Education and Director of the Civic Engagement Research Group at Mills College. Kahne publishes regularly in leading journals on the democratic purposes of education and on urban school reform. His scholarship has received several awards including outstanding paper of the year awards from the American Educational Research Association, the American Political Science Association Division of Teaching and Learning, and the Research in Social Studies special interest group. He just completed a major study of small school reform in Chicago. Currently, he is leading a longitudinal study of youth throughout California that focuses on their civic capacities and commitments and on the ways schools and participation with digital media influence adolescents' civic and political development. This work is funded by the MacArthur Foundation and by the Center for Information and Research on Civic Learning and Education. For more details, please see: www.civicsurvey.org.

Sharon Knight has spent the past six years working for Electronic Arts in both corporate finance and operations in North America and the U.K., where she was involved in promoting Women in Gaming as a speaker and mentor. Most recently, Sharon was Senior Vice President for Central Development Services, which provides integrated development solutions in the areas of global localization, quality assurance, motion capture, art, and mastering to EA's studios worldwide. She also oversaw first party relations with Microsoft, Sony and Nintendo with regards to product quality. While at EA, Sharon gained considerable experience with captive shared service and outsourced solutions in emerging markets. Prior to EA, Sharon held senior management positions in finance with Gap Inc. and KFC; she started her career in commercial banking in Chicago. Knight has a BA from Smith College and an MBA from Kellogg Graduate School of Management. Nicholas D. Kristof, a columnist for The New York Times since 2001, is a two-time Pulitzer Prize winner who writes op-ed columns that appear twice a week. After joining The New York Times in 1984, initially covering economics, he served as a Times correspondent in Los Angeles, Hong Kong, Beijing and Tokyo. In 1990 Mr. Kristof and his wife, Sheryl WuDunn, then also a Times journalist, won a Pulitzer Prize for their coverage of China's Tiananmen Square democracy movement. They were the first married couple to win a Pulitzer for journalism. Mr. Kristof won a second Pulitzer in 2006, for commentary for what the judges called "his graphic, deeply reported columns that, at personal risk, focused attention on genocide in Darfur and that gave voice to the voiceless in other parts of the world." In his column, Mr. Kristof was an early opponent of the Iraq war, and among the first to raise doubts about WMD in Iraq. His columns have often focused on global health, poverty, and gender issues in the developing world. Mr. Kristof has taken a special interest in web journalism and was the first blogger on The New York Times website; he also twitters and has a Facebook fan page and a channel on YouTube. Mr. Kristof and Ms. WuDunn are authors of China Wakes: The Struggle for the Soul of a Rising Power and Thunder from the East: Portrait of a Rising Asia. Their next book, Half the Sky: From Oppression to Opportunity for Women Worldwide, will be published in September.

30 About the Speakers Delia Lang is an Assistant Research Professor at Emory University in the Rollins School of Public Health, the Department of Behavioral Sciences and Health Education. Dr. Lang’s background at the doctoral level is in clinical psychology. She also holds two masters degrees, one in experimental psychology and one in biostatistics. Her research experience is in the area of HIV/AIDS prevention among adolescents with mental illness, disadvantaged women, and commercial sex workers. Dr. Lang’s focus is on the intersection of gender-based violence and HIV acquisition as well as psychosocial factors associated with HIV. Dr. Lang has been involved in several randomized controlled trials and program evaluation projects internationally including Eastern Europe, the Caribbean, South Africa, Eastern Africa, and Armenia. Her research expertise is in research methodology as well as data management and analysis of longitudinal data. In addition to her research, Dr. Lang teaches in the Behavioral Sciences and Health Education department at Emory University and has also taught internationally as a visiting professor. Courses taught by Dr. Lang include Adolescent Health, Theories of Health Education and Behavior, Applied Quantitative Analysis, Survey Methods, and Grant Proposal Writing. Dr. Lang is an author and co-author on multiple peer reviewed journal articles as well as presentations at professional meetings. Outside her academic work, Dr. Lang is also involved in part time clinical practice employing state of the art virtual reality environments to treat post-traumatic stress disorders and other anxiety disorders. David Langendoen is a game designer and partner at Electric Funstuff. Founded in 1998, EFS specializes in taking game design principles and applying them to a broad range of experiences, including products with educational outcomes and transmedia applications (how can a book interact with a website in a fun way?). EFS was the lead designer for Scholastic's ReadAbout reading comprehension program, Scholastic's 39 Clues transmedia franchise, and most recently, Mission America, an adventure-style game series to teach American history in middle school (in partnership with Channel 13/WNET as part of the American History & Civics Initiative funded by CPB). 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. Before starting area/code, Frank was the director of game design at Gamelab, and worked as a game designer for POP&Co. For over 10 years, Frank has taught game design at NYU's Interactive Telecommunications Program, the School of Visual Arts, and the New School. He is currently the director of the NYU Game Center. His writings on games, technology, and culture have appeared in a variety of publications.

Michael Levine, Executive Director, Joan Ganz Cooney Center. Dr. Levine oversees the Center's efforts to catalyze and support research, innovation, and investment in educational media technologies for young children. Prior to joining the Center, Dr. Levine 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, Dr. Levine 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. Dr. Levine 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 We Are Family Foundation, Ready To Learn, Talaris Institute, and Teach For America. Levine is also currently a senior associate at the Edward Zigler Center in Child Development and Social Policy at Yale University. He received his Ph.D. in Social Policy from Brandeis University's Florence Heller School and his B.S. from Cornell University.

Colleen Macklin is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a joint project of Games for Change and Parsons, supported by funding from the MacArthur Foundation, focused on developing new games, simulations, and play experiences which encourage experimental learning and investigation into social and global issues. Projects range from a curriculum in game design for the Boys and Girls Club to big games such as Re:Activism and the sport Budgetball. In addition to work in social games and interactive media, her research focuses on the social aspects of design and prototyping process. In this vein, she is working with the Social Science Research Council on a prototyping approach to creating innovative learning spaces with youth, public schools and cultural institutions, with funding through the MacArthur Foundation’s Digital Media and Learning Initiative. University Forum member, Nokia and India China Institute Fellow (2006-2007). Interactive work shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

31 About the Speakers John Martin believes that good learning can be playful and fun, and still be maddeningly hard. He's come to understand this through his own experiences role-playing as a doctoral student at UW- Madison's Department of Curriculum and Instruction. His research there examines as an artifact that can disseminate the attitudes and values of a community of practice. His dissertation attempts to marry environmental education with the popular medium of video games through the presentation of a case study on the effects of designing and playing place-based augmented reality games on handhelds (ARGHs) as a way of structuring outdoor experiences at a woods camp. He hopes to level up soon.

John Nordlinger has a Philosophy degree from Northeastern University. Now at Microsoft Research (MSR), John addresses enhancing Computer Science (CS) with gaming themes. He produces The Microsoft Research (MSR) gaming kit, manages an initiative on gaming in CS, and works on related assets and events. John has co-authored three papers at ACM SIGCSE 08. John has written, directed and produced his first short film ""Allegory of the Game"" a MMORPG interpretation to Plato's ""Allegory of the Cave"" http://gallery.mac.com/johnnord#gallery which was selected at the 2008 Chicago Short Film Festival. Also John is co-editing a new book WoW and Philosophy - Wrath of the Philosopher King and contributed to Karen Schrier’s Ethics and Game Design Compendium.

Grace Osewe currently serves as Project Manager and lead on behavior change communication for the Pamoja Mtaani Videogame at the Office of the U.S. Global AIDS Coordinator. She is responsible for overall day-to-day management of the project and coordination of implementation partners, technical Advisory Groups (Behavior Change Communication and Monitoring and Evaluation) and other key stakeholders. Ms. Osewe also provides technical expertise and policy guidance in the development of culturally appropriate storylines for game themes and integration of behavior change concepts. Prior to joining PEPFAR, Ms. Osewe was coordinator of the Modeling and Reinforcement to Combat HIV/AIDS (MARCH) program at the Centers for Disease Control and Prevention (CDC), Global AIDS Program (GAP) in Zimbabwe. She was actively involved in the development, implementation and evaluation of programs designed to assist youth in moving beyond awareness of HIV/AIDS to adopt HIV safe behaviors, including Mopani Junction, a long running radio serial drama. Ms. Osewe received her B.A. in Economics from the University of Nairobi, Kenya, and her M.B.A. at the University of Texas in Austin.

Alex Quinn is the Executive Director for Games for Change. Before joining Games for Change, Alex was Executive Director of the Adult Literacy Media Alliance (ALMA), a project of Education Development Center. ALMA produces the Emmy Award-winning television series, TV411, accompanying website and workbook series, and a range of multimedia literacy and life skills curricula on such topics as health, finance, and family literacy. Alex served as the principal investigator for a multi-year National Science Foundation funded project to develop, promote, and broadly distribute a television-based basic math curriculum for adults. Alex has a background in instructional design, video production, and telecommunications policy, and was the executive director for community media centers in Oregon and New York City. He holds a B.A. degree in Comparative Literature from the University of Massachusetts and an M.A. in Broadcast Communication Arts from San Francisco State University.

Ian Rowe is a Deputy Director at the Bill and Melinda Gates Foundation, focused on the strategy to achieve large-scale improvements in college completion rates, especially with low-income young adults. He is formerly the Senior Vice President of Strategic Partnerships and Public Affairs for MTV, where he oversaw MTV’s ‘pro-social' multi-media campaigns to engage, educate, and empower millions of young people to take action on some of the greatest issues facing their generation, including climate change, voting and civic engagement, sexual health, education, and global disease and poverty. Prior to the Gates Foundation and MTV, he was the White House Director of Strategy and Performance Measurement for USA Freedom Corps, the president's initiative on volunteer service created to encourage every American to make a lifetime commitment of at least two years in service to others. He is a two-time Emmy Award winner, an Echoing Green Fellow, a Harvard Social Enterprise Fellow and was also founder and president of Third Millennium Media, a media consulting business. He spent two years with Teach for America, holds an MBA from Harvard Business School and a degree in Computer Science Engineering from Cornell University.

32 About the Speakers

Susana Ruiz is a media practitioner whose research interests include the intersections between art, journalism, game design, computation, ethics and cinema. Susana developed Darfur Is Dying in partnership with mtvU, a game for social change, which received critical acclaim from experts, won numerous awards, and helped garner the Academy of Television Arts & Sciences’ prestigious Governors Award. The game was said to be one of the best presentations of life in Darfur by Pulitzer Prize winner New York Times columnist Nicholas Kristof, and was presented to members of the U.S. Congress. Her follow-up game project entitled RePlay: Finding Zoe was a co-development with The Metropolitan Action Committee On Violence Against Women and Children and addressed gender stereotyping and dating abuse. It won the Ashoka Changemakers global competition Why Games Matter: A Prescription for Improving Health and Health Care, as well as the Adobe/Techsoup Show Your Impact competition. Susana received a BFA from The Cooper Union for the Advancement of Science and Art, an MFA from the University of Southern California's Interactive Media Division, and is currently a PhD student at USC’s Media Arts + Practice Program. She is the co-founder of the design collective Take Action Games, which seeks to address critical social issues with an approach that prioritizes subject-matter research and player affect. In The Balance, her current project, is a multi-platform documentary project dealing with the U.S. Justice system and prison industrial complex. Katie Salen is Associate Professor of Design and Technology, and Director of the Center for Transformative Media at Parsons the New School for Design. She also runs a nonprofit called the Institute of Play that is focused on games and learning, and is co-editor of the International Journal of Learning and Media. Katie is co-author of Rules of Play, a textbook on game design, The Game Design Reader, and editor of The Ecology of Games: Connecting Youth, Games, and Learning, all from MIT Press. Katie worked as an animator on Richard Linklater’s critically acclaimed animated feature “Waking Life,” and co-developed “Karaoke Ice,” an ice-cream truck turned mobile karaoke unit deployed to collect and curate idiosyncratic performances of tinkle-pop songs. She designs big games, slow games, and game-like experiences for audiences of all types. Currently Katie is hard at work on Quest to Learn, a new 6-12th grade public school that will open in New York City in fall 2009. The school uses a game- based learning model and will supports students within an inquiry-based curriculum with questing to learn at its core. She is collaborating with David Birchfield and Mina Glenberg-Johnson at ASU on the design of math, science, and wellness-based games for a mixed reality platform known as SMALLab (supported by MacArthur and Intel), and her nonprofit has support from the Robert Wood Johnson Foundation to design an online social network focused on health and wellness for middle school students called Being Me. Katie was lead designer on Gamestar Mechanic with Greg Trefry, and is finishing up work on an online strategy guide and curricular toolkit for the game, with her team at the Institute of Play. Seth Schiesel writes about video games for the Culture sections of The New York Times. He joined The Times in 1996 as a business reporter covering the telecommunications industry and in 2000 became the lead reporter on global media companies. He became a technology feature writer in 2003 and was invited to the Culture department in 2005. Before joining The Times, he was an editorial page writer at The Boston Globe. He is a graduate of Phillips Academy and Yale College. He grew up in Woodstock, N.Y. Karen Schrier is a media producer, educator, researcher, and writer. She is currently an executive producer at Scholastic, where she spearheads research and digital media projects. She is also a doctoral student at Columbia University and an adjunct professor at Parsons. Karen is the Games Papers co-chair of SIGGRAPH 2009 and is developing and editing a two-volume collection, Ethics and Game Design: Teaching Values through Play, to be published in 2010. She has a master's degree from MIT and a bachelor's degree from Amherst College. 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 B.A. from Kenyon College and a M.A. from NYU's Interactive Telecommunications Program.

33 About the Speakers

John Sharp is an interaction designer, graphic designer and educator. He has been involved in art and design for over twenty years in a variety of media: interaction design, games, print, motion graphics, and radio & club DJing. Today, John is a professor in the Interactive Design & Game Development department and the Art History department at the Savannah College of Art and Design-Atlanta. John is also a partner in Supercosm, where he helps clients entertain, educate and organize interactive experiences. His work has been recognized by ID Magazine, the Art Director's Club and the Webby Awards. Karen Sideman is the Project Director at Games for Change. She is an interactive and game designer with a specialization in educational play. She has been in this field for about as long as it has existed, and has been a participant in some groundbreaking projects and firms, including Edwin Schlossberg, Inc. and R|GA Interactive–often as a charter member, and always when the most interesting work was being done. She was also Creative Director of Sesame Workshop Online and led the team that built the deep, fascinating web presence for Sesame Street that continues to delight families today. In addition to Games For Change, Karen works with Sally Ride Science, making inspirational and informative materials for middle school girls interested in science and technology; and with This Is Pop, making edgy casual games. Kurt Squire is an associate professor of educational communications and technology at the university of wisconsin-madison. He is the author of over 50 scholarly works and current co-director of the games, learning, and society initiative. Constance Steinkuehler is an Assistant Professor in the Educational Communication & Technology program in the Curriculum & Instruction department at the University of Wisconsin–Madison. Her research is on cognition, learning, and literacy in massively multiplayer online games (MMOs). Current interests include “pop cosmopolitanism” in online worlds and the intellectual practices that underwrite such a disposition, including collective problem solving, digital & print literacy, informal scientific reasoning, computational literacy, and reciprocal apprenticeship. Her work is funded by the MacArthur Foundation. Spencer Stephens has been working as a technologist for Warner Bros. responsible for technology development and application across a broad range of digital content distribution and production systems since 2002. In 2008 Stephens was named to the newly created position of Vice-President Production Technology, Warner Bros. Home Entertainment Group. In this position, he is responsible for overseeing the creation, evaluation and implementation of cutting-edge technologies to create new digital infrastructures, procedures and workflows that will facilitate the production needs of the Studio’s motion picture and television productions. He has a leadership role in overseeing the Warner Bros. Entertainment Group’s ongoing support of PEPFAR (The President’s Emergency Plan for AIDS Relief). Stephens brings over 25 years experience in technology and management to Warner Bros. Starting in data communications as system engineer at the inception of the computer network industry he has focused on the design and the innovative application of network systems. He has a BSc (1st Class Honors) in physics from the University of Sussex, U.K. and an MS in computer science from the University of California, Berkeley. Benjamin Stokes is an education program officer at the MacArthur Foundation. His focus is on the $50 million “Digital Media and Learning” initiative launched in 2006 to help determine how digital media is changing the way young people learn, play, socialize, and participate in civic life. Previously, Benjamin Stokes co-founded Games for Change, the central organization advancing games media for positive social change. Benjamin also worked at NetAid/Mercy Corps as an E-Learning Architect, training high school students to reach 150,000 of their peers in the fight on global poverty. Arlene de Strulle is a Program Director at the National Science Foundation (NSF) in the Division of Research on Learning in Formal and Informal Settings where she is engaged in furthering NSF’s current and future investment in Cyberlearning. Arlene is the Chair of the Education Directorate’s Cyberlearning Work Group, and serves on a number of other cross-NSF cyberinfrasture for education committees and task forces that assess games and other immersive technologies for learning, and manages several NSF Program areas, such as: the Learning Technologies section in the Informal Science Education (ISE) Program; the Cyber-enabled Discovery & Innovation (CDI) Program; and the Advanced Learning Technologies (ALT) Program. Dr. de Strulle also conducts 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’s research on learning with Virtual Reality will be published in a book on virtual worlds in Spring, 2009.

34 About the Speakers Clive Thompson is a contributing writer for The New York Times Magazine, Wired, and Fast Company. He writes a video-game column for Wired News, and is a former Knight Science Journalism Fellow. Emily Verellen is the Senior Program Officer at The Fledgling Fund. She joined The Fledgling Fund in 2008. Emily provides strategic communications and expanded outreach support for the Creative Media Initiative. Emily is the co-founder of The Binti Pamoja Center, a women's rights and reproductive health center in Nairobi, Kenya. In 2006, she received a grant from The Fledgling Fund to publish a book about The Binti Pamoja Center, LightBox, which features photographs, stories and autobiographies from the teenage members of the Center. All of the funds earned through the sales of LightBox support The Binti Pamoja Center Scholarship Fund. Emily graduated from American University with a BA in International Development, Anthropology, and Communications and from the London School of Economics with an MA in International Development and Population Studies. Hsing Wei is a Reblogger and News Editor for Games for Change. Her work has spanned from strategy consulting, to venture philanthropy, and media production. Outside of G4C, she continues to develop and manage the research and design of innovation projects for a range of for-profit and nonprofit clients. Her most recent research focuses on collaborative, interactive media. Hsing received a B.S. from the University of Pennsylvania and M.A. from Harvard University. Omar Wasow is currently pursuing a Doctorate in African American studies and Government at Harvard. His research focuses on race and politics, particularly in relation to education and crime. In addition, Omar is the co-founder and strategic advisor to BlackPlanet.com, a social network he helped grow to over three million users a month. Omar also works to demystify technology through regular TV and radio segments on shows like NBC's Today and the Tavis Smiley show. Similarly, Omar tutored Oprah Winfrey in her first exploration of the Net in the 12-part series Oprah Goes Online. In 2003, he helped found a K-8 charter school in Brooklyn. He is a recipient of the NSF Graduate Research Fellowship and the Aspen Institute’s Henry Crown Fellowship. He received his B.A. in Race and Ethnic Relations from Stanford University. He can be reached at [email protected] Moses Wolfenstein is a doctoral student in the Department of Educational Leadership and Policy Analysis (ELPA) at the University of Wisconsin–Madison. He holds an MA in educational administration from Teachers College, Columbia University, where he did mixed methods research and policy analysis on the New York Department of Education’s district level suspension system. While in New York he also studied conflict resolution at the International Center for Cooperation and Conflict Resolution (ICCCR), leading him to focus on the place schools hold within larger social systems, and the various factors creating intractable conflicts at school and district levels. Since his arrival at UW in 2006, Moses has been working with his advisor Richard Halverson on School Leadership Games including Teaching Evaluation, a game-based tool designed to help school leaders develop an eye for classroom practice, and on the development of semantic templates for designing digital interactive cases for school leadership. His dissertation work focuses on analyzing the practices of guild leaders in MMOs so as to better understand what these game spaces can tell us about leadership as a disposition. Moses also works with the ADL Academic Co-Lab in their partnership with Florida Virtual School researching and designing next generation on-line courses. Eric Zimmerman is a game designer, entrepreneur, author, and academic who has been working in the game industry for 15 years. For nine years, 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 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 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 helped create the Institute of Play, a nonprofit headed by Katie Salen that looks at the intersection of games and learning and is currently launching a school in New York City based on play as the model for learning. Eric's game design work prior to Gamelab includes the critically acclaimed SiSSYFiGHT 2000 as well as the PC games Gearheads and The Robot Club. He sits on the boards of Games for Change and The Institute of Play and the Advisory for Digital Media for Global Kids. Eric lectures and publishes extensively on games. 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 has taught courses at MIT's Comparative Media Studies Program, New York University's Interactive Telecommunications Program, Parsons School of Design's MFA in Digital Technologies Program, and School of Visual Arts' Design as Author MFA Program.

35 Registered Attendees (As of May 14, 2009) Stacy Abramson, facing history and ourselves Susan Chun, Consultant to cultural heritage Laura Allen, Founder and CEO, Vision Education & organizations instructor in Museum Studies at Media Johns Hopkins University and the University of Stephen Anderson, NBC Learn, icue.com Lugano founder of Steve.Museum Alice Anderson Dan Cogan-Drew, Play our students' games! Steve Anderson, Director of USC Media Arts & http://ctxpo.org Practice PhD program Betty Cohen, Betty Cohen Media Consulting Carole Artigiani, Executive Director, Global Kids, Ben Cohen, Co-Founder of Ben & Jerry's Inc. Amanda Crispel, President, Hoozinga Studios Ben Aslinger, Assistant Professor, Bentley Program Director of Game Design and Game Art University and Animation at Champlain College Christopher Ault, Assistant Professor of Interactive Peter Criswell, Member, Board of Directors, Reach Multimedia at the College of New Jersey. The World Interactive design advisor to the Kidsbridge N'Gai Croal, Consultant Hit Detection, LLC Tolerance Museum Catherine Cunningham, PhD, Executive Producer Lynne Azarchi, Kidsbridge Tolerance Museum Eikosphere Productions Christine Bachen Larry Dailey James Bachhuber, designer, educator, and writer Dan Davis, National Museum of the American who develops game literacy tools and game-based Indian Smithsonian Institution learning curricula Elizabeth Day, Creative Director for the Columbia Debra Baker, SVP, Operations Warner Bros. University Center for New Media teaching and Interactive Entertainment Learning (CCNMTL) Sylvia Barsion Ann DeMarle, Director of the Emergent Media Samantha Beinhacker, Development Director, Center at Champlain College: Bringing the media Eikosphere Productions and technology expertise of Champlain students Lucy Bernholz, Board Member together with businesses and nonprofits looking to Joe Bisz, English professor who has received explore and create solutions. grants to explore use of games in education Demetri Detsaridis, General Manager of Area/ Joni Blinderman, Associate Director, The Covenant Code, a New York-based independent game Foundation, New York, NY developer that builds innovative cross-media Ian Bogost, Associate Professor, the Georgia entertainment across television, phones, city Institute of Technology; Founding Partner, streets and social networks Persuasive Games LLC Ala' Diab, 2nd year masters student at the Heidi J. Boisvert, Breakthrough Multi-Media Interactive Media Division at the University of Manager Southern California. His main focus for his thesis is Francois Boucher-Genesse, Game designer, UQAM music and collective experience MA student Jim Diamond, Research, Center for Children and Lucy Bradshaw, VP/Maxis Technology/EDC Brenda Brathwaite, Game designer and professor Maitreyi Doshi, Special Projects Coordinator, World Robin Breault, Robin Breault, Ph.D. Management Wide Workshop Foundation and Organizations, Eller College of Management, Rachel Dretzin, Media - FRONTLINE on PBS University of Arizona Sean Duncan Judy A. Breck, Writer and blogger focusing on Lakita Edwards, Arts Education Specialist National engaging education with internet open knowledge Endowment for the Arts resources Thomas Ellman, Associate Professor, Computer Eric Brown, CEO ImpactGames Science Department, Media Studies Program, Alison J. Bryant Vassar College Stephane Buthaud, Executive Director at Enfants & John Englander, Facing History and Ourselves is Development (NGO). 15 years of international an educational nonprofit that helps students entrepreneurial experience in audit, consulting, connect history to the ethical choices they make in microfinance, social business and NGO their own lives. John Englander develops online management. Co-founder and CEO of seminars and workshops, as well as learning HumanoGames (start-up). modules at Facing History. Laura Callanan Allison Fine, Senior Fellow, Demos: A Network of Ideas and Action

36 Registered Attendees Gabriela Frank, Music-related services Mina Johnson, I am a cognitive psychologist Gonzalo Frasca, CCO Powerful Robot Games interested in assessment of learning gains (and Tracy Fullerton, Director, EA Game Innovation lab data visualization) during games and edu tech at USC School of Cinematic Arts, Author of Game experiences. Currently working with SMALLab at Design Workshop ASU-a virtual, embodied learning environment. Ivan Games Barry Joseph, Director, Online Leadership James Garfield Program, Global Kids James Gee Joseph Kahne, Researcher of civic dimensions of Robert Gehorsam, We develop large-scale virtual games world applications for training, learning and Matthew Kam, Assistant Professor in the Human- collaboration. Computer Interaction Institute at Carnegie Mellon Alan Gershenfeld, President and Founder, E-Line University. His formal training blends education, Ventures economic development and information Rodney Gibbs, Game developer, chair of Digital technology. Media Council, co-founder of Dorkbot Austin Phyllis Kaufman, Partner, Frankfurt Kurnit Klein & Sam Gilbert, GoodPlay Project Research Assistant, Selz Harvard Graduate School of Education Eric Keylor, Ph.D. student in Educational Rachel Glaves, Experience Designer Technology at Arizona State University. He was a Gary Goldberger, Executive Vice President and programmer for the award-winning serious game, Director of Production at FableVision. PeaceMaker. He is currently a designer on the Our Jessica Goldfin, John S. and James L. Knight Courts team. Foundation Errol King Andrea Gunraj, Outreach Director of METRAC, a Mitsu Klos, Diana ASNE, which created my.hsj.org, Toronto community-based not-for-profit the world's largest host of teen generated news. organization that seeks to prevent violence against Funded by the Knight Foundation. diverse women, youth, and children Sharon Knight, Former videogame industry Mary Halpine, World Youth Alliance executive Heather Halstead, Executive Director of Reach the Hillary Kolos, Graduate Research Assistant, Project World, a nonprofit education organization founded New Media Literacies, MIT in 1998 that connects students and teachers in Randi Kopp, Kidsbridge Tolerance Museum underprivileged classrooms to real travelers on Emily Kornblut, Learning Designer and Education actual journeys around the globe. RTW is the Consultant developer Delia Lang, Delia Lang, PhD, MPH Jessica Hammer, Graduate student and Mellon David Langendoen, Partner, Electric Funstuff Interdisciplinary Research Fellow Frank Lantz, Creative Director, Area/Code Interim Alison Hanold, Associate Director of the Center for Director, NYU Game Center Social Media Ellen LaPointe, VP, Strategic Partnerships Gabriel Harp, Research Associate, Center for Study HopeLab of Science, Technology and Policy (CSTEP) Daniel Lappin, R&D for next generation avatar, Artist-in-Residence, Center for Experimental Media character, story and world. Integrate medical and Arts, Srishti School of Art, Design and Technology cartoon animation into game design and other Cameron Hartofelis, I work in a Community consumer initiatives Advocacy and Mobilization unit linking Elaine Laughlin, facilitates relationships with international sexual and reproductive health foundation and corporate funding partners on outreach with emergent media and technology. public broadcasting projects, including educational Christine Henseler, Associate Professor of Spanish outreach and games. Marc Hess, Chairperson, Digital Media Department Michelle Lee, CMS Graduate Student Daniel Hickey, Associate Professor of Learning Sarah Lee, Pratt Institute, NY Sciences Indiana University Caren Levine Amanda Hickman, Gotham Gazette is an online Michael Levine, Executive Director, Joan Ganz magazine about public policy in New York City. Cooney Center Ken Howell, Artistic Technical Director, Emergent Kati London, Vice President and Senior Producer Media Center, Champlain College. at Area/Code, a New York-based independent Suki Husain, Instructional designer of K-5 reading game developer that builds innovative cross-media and math software entertainment across television, phones, city Jeffrey Irvine, Media - FRONTLINE on PBS streets, and social networks Henry Jenkins, MIT 37 Registered Attendees Colleen Macklin, Associate Professor of Art, Media Nemo Nox, Director of Interactive Experience, The and Technology, Parsons The New School for Case Foundation Design Peter Ohring, Purchase College, SUNY Bette Manchester, Director, Maine International Amber Oliver, Director of Partnerships & Center for Digital Learning Operations, World Wide Workshop Foundation Christie Manning, Digital development and Sheila Paige, Producer operations coordinator for the Social Action Andrew Parker, Associate - Union Square Ventures department of Participant Media, a production John Parris, Senior researcher, Center for Children company that creates films to inspire social and Technology/EDC change. Adriana Pentz Christopher Marlow, Assistant Professor Karen Petersen, Game Developer Landscape Architecture, Ball State U. Interests: Jan L. Plass, NYU Institute for Games for Learning Site Design, Multimedia Landform Viz, Site Leah Potter Engineering, Recruiting & Marketing for LA Katherine Reilly, Consultant to Community Profession Projects Rhode Island Department of Education Stephanie Pace Marshall, Ph.D., member, G4C Leigh Anna Ridge, Computers For Youth - NYC Advisory Board Program Manager Wendy Martin Michella Rivera-Gravage, Center for Asian John Martin, Place-Based Games Developer American Media James Maza, The Walters Art Museum Alice Robison, Assistant Professor of English, Raymond McCarthy Bergeron, Project Manager of Arizona State University, Tempe, AZ the Emergent Media Center at Champlain College: Ian Rowe, Bill & Melinda Gates Foundation Bringing the media and technology expertise of Susana Ruiz, Panel moderator, Documentary Champlain students together with businesses and Games nonprofits looking to explore and create solutions. Bob Runyan, Bob is the president of Educational John Carter McKnight, Graduate student Simulations and the creator of the life simulation, researching the potential of games for anticipatory Real Lives. governance of emerging technologies Pamela Rutledge, Director, Media Psychology Caitlin McNally, Media - FRONTLINE on PBS Research Center Cindy Menz-Erb, Computers For Youth - NYC Jason Rzepka, VP MTV Public Affairs Director of Programs Katie Salen Karen Michaelson, Tincan teaches youth to Rafi Santo, graduated with a BA in Integral Studies develop serious games as part of its educational from New York University. Since joining Global mission. I teach the design and storyboard content Kids, Rafi has been developing and implementing Kelley Moseley, Outreach Coordinator Kartemquin educational technology projects as varied as youth Films (Chicago) advisories on digital media and online youth John Mullaney, Nord Family Foundation dialogues. Rebecca Mushtare, Assistant Professor of Digital Beth Sanzenbacher Media, Marymount Manhattan College Limor Schafman, Press Tam Myaing, co-founder and chief game designer Seth Schiesel at Neuronic Games, a New York based game Rob Schnieders, Director, National Engagement development company dedicated to creating University of Chicago Urban Education Institute mindware. Karen Schrier, media producer, educator, Lora Myers, Writer/Producer of multimedia researcher, and writer. She is currently an executive learning materials for adults producer at Scholastic, where she spearheads Brian Nelson, Assistant Professor, Arizona State research and digital media projects. She is also a University doctoral student at Columbia University and an Emily Neumann, Play our students' games! http:// adjunct profe ctxpo.org Ellen Scott John Newlin, Maine International Center for Digital Ilana Shapiro, Alliance for Conflict Tranformation Learning (ACT) Helmut Niegemann John Sharp, Professor, Interactive Design & Game Dan Norton, founding partner and Lead Designer Development Savannah College of Art and at Filament Games. He specializes in crafting Design-Atlanta educational game design documents and Peggy Sheehy, Student of the Metaverse storyboards that originate from learning Joan Shigekawa, Associate Director, The objectives. Rockefeller Foundation 38 Registered Attendees Bill Shribman, Executive Producer WGBH Dan White, Lead producer at Filament Games, Dan Interactive (AKA Mr. White) holds a BS in communication Rajan Shukla, The Climate Project technologies from Cornell University and an MS in Karen Sideman, Creative Director, Digital Designer educational communications and technology from and Educator the University of Wisconsin - Madison. David Silvernail, Director of the Center for Jeffrey Wiener, founder and Director of Dangerous Education Policy, Applied Research and Evaluation Media, an Internet Marketing and Design (CEPARE)at the University of Southern Maine, and Consultancy located in New York City. Dangerous Director of Research at the Maine International Media specializes in developing original content, Center for Digital Learning interactive games, interactive marketing platforms, Stephen Smith, Chairman of Raising a Reader websites, Massachusetts and is interested in how egames Kathleen S. Wilson can be used with books to help kids learn. Moses Wolfenstein, Doctoral Student Kurt Squire, Kurt Squire Cooper Wright, Executive Producer, Global Series Constance Steinkuehler, Games & Learning Sesame Workshop Researcher Games+Learning+Society Linda Wright-De Aguero, PhD, MPH Spencer Stephens, VP, Production Technology Ashley York, co-founder (along with Susana Ruiz & Warner Bros. Huy Truong) and producer at Take Action Games, a Benjamin Stokes, program officer in the MacArthur game design studio in Los Angeles that specializes Foundation's portfolio on Digital Media and in casual games for social change. Learning. Lauren Young, Program Director, Spencer Shannon Sullivan, Director of Programs / Foundation Executive Producer, World Wide Workshop Christine Zanchi, Producer, WGBH Interactive Foundation Eric Zimmerman, Game Designer Kathy Suter, Smithsonian Institution National Museum of the American Indian Alain Tascan, Game Executive Kristen Taylor, Online Community Manager for the Knight Foundation Manager, Knight Pulse community site http://knightpulse.org Abigail Taylor, Executive Director Our Courts, iCivics Clive Thompson, Journalist Timothy Tournay, Lead Software Engineer - ImpactGames Huy Truong, co-founder (along with Susana Ruiz & Ashley York) and producer at Take Action Games, a game design studio in Los Angeles that specializes in casual games for social change. Wendy Univer, Writer-Producer-Strategy Consultant for nonprofit organizations Barbara Vagliano, artist Maria-Victoria Veluz, designer Emily Verellen, Senior Program Officer, The Fledgling Fund Elise Wach, Relief International Program Development Associate Lori Walljasper, Scott Community College David Warlick, Ed Tech Consultant Raleigh, NC Hsing Wei, Moderator, Games for Change Peggy Weil, digital media artist and designer focusing on interactive and immersive design. Cheryl Weiner, Rabbi Cheryl Weiner, PhD Wendy Wercion, President and Founder, Green Kids Rock, Inc. Dan Werner, MacNeil/Lehrer Productions

39 Games for Change Board of Directors Lucy Bernholz is the Founder and President of Blueprint Central Development Services, which provides integrated Research & Design, Inc., a strategy consulting firm that development solutions in the areas of global localization, helps philanthropic individuals and institutions achieve quality assurance, motion capture, art, and mastering to their missions. Bernholz is also the publisher of EA's studios worldwide. She also oversaw first party Philanthropy 2173, an award-winning blog about the relations with Microsoft, Sony and Nintendo with regards business of giving, and she serves as Executive Producer to product quality. While at EA, Sharon gained of The Giving Channel on Fora.tv. considerable experience with captive shared service and outsourced solutions in emerging markets. Prior to EA, Alan Gershenfeld is currently Co-founder and Managing Sharon held senior management positions in finance with Partner of E-Line Ventures, a “double bottom line” early- Gap Inc. and KFC; she started her career in commercial stage venture fund focused on empowering individuals, banking in Chicago. Knight has a BA from Smith College small businesses and underserved communities to better and an MBA from Kellogg Graduate School of compete in a global marketplace and popular media Management. She is also on the board of Women's which engages people in the critical issues of the day. Initiative for Self Employment in San Francisco. Prior to E-Line, Alan was CEO and Co-Founder of netomat, a leader in mobile-web community solutions. Alan spent six years at Activision, a global leader in Pro Bono Counsel entertainment software. At Activision, Alan served as Senior Vice President of Activision Studios where he Phyllis Kaufman, Frankfurt Kurnit Klein & Selz Frankfurt supervised all product development at the company's Los Kurnit Klein & Selz (FKKS). FKKS celebrates more than 30 Angeles studios. years as a leading media, entertainment and technology law firm. The firm represents some of the world’s best- known publishers, producers, broadcast entities, actors, Franklin Madison was recently named one of Crain's Tech writers, directors, distributors, financiers, digital games 100, a listing of the Top 100 individuals in technology in developers and publishers, online content and service New York City as chosen by Crain's NY Business, joined providers, models, fashion designers, charitable ITAC in 1999 as Technology Program Coordinator, and organizations, and many of the foremost advertising within four months was promoted to Technology Program Director. He is also the SBIR Regional Specialist for NYC, agencies, information technology companies and Long Island and the Mid-Hudson Regions and Program corporate brands. The firm also represents corporate and Manager for the NASA's SATOP Program. individual clients in complex business transactions and commercial disputes, and provides advice on intellectual Dave Rejeski works at the Woodrow Wilson International property, employment, ethics, tax, trusts and estates, real estate, and venture financing. Center for Scholars in Washington, DC, where he is the Director of the Foresight and Governance Project and the Project on Emerging Nanotechnologies, a partnership between the Wilson Center and the Pew Charitable Trusts. In 2002, he helped launch the Serious Games Initiative National Advisory Group and in 2003, Games for Change Ian Bogost, Associate Professor, Georgia Institute of Suzanne Seggerman, is President and Co-founder of Technology; Founding Partner, Persuasive Games Games for Change. Before G4C, Suzanne was a Director at NYC-based think tank Web Lab, where she oversaw a Malika Dutt, Founder and Executive Director, Breakthrough variety of cross-media projects. Before her involvement with new media technologies, she worked as a Rafael Fajardo, Director, SWEAT Collaborative; Associate documentary film producer for PBS, including on Ken Professor, Director, Digital Media Studies, University of Burns/Stephen Ives PBS series The West and as Co- Denver producer of Race For Life, a humanitarian aid and documentary film about Eastern Europe. Barry Joseph, Director, Online Leadership Program, Alex Quinn, is the Executive Director for Games for Global Kids Change. Before joining G4C, Alex was Executive Director of ALMA, a project of Education Development Center. Stephanie Pace Marshall is the Founding President and President Emerita of the Illinois Mathematics and Science ALMA produces the Emmy Award-winning television Academy series, TV411, accompanying website and workbook series, and a range of multimedia literacy and life skills curricula Katie Salen, Executive Director, Institute of Play; Associate on such topics as health, finance, and family literacy. Alex Professor, Design and Technology Department, Parsons served as the principal investigator for a multi-year National Science Foundation funded project to develop, The New School for Design promote, and broadly distribute a television-based basic math curriculum for adults. Ben Sawyer, Co-Director of the Serious Games Initiative; Co-Founder of Digitalmill Sharon Knight has spent the past six years working for Electronic Arts in both corporate finance and operations Adrian Sexton, Executive Vice President, Digital, Participant Media in North America and the U.K., where she was involved in promoting Women in Gaming as a speaker and mentor. Eric Zimmerman, author and award-winning game Most recently, Sharon was Senior Vice President for designer 40 Games for Change would like to thank

The fantastic G4C staff and consultants, Institutions including (and especially!) The New School and Parsons for all the Maren Perry, Event Manager, for her amazing things they do for (and with!) us, amazing job putting (and holding!) this especially the excellent work of Colleen festival together Macklin, Christine Mickletz, Jedd Wilcox, Kristin Sorenson, Bridget Fisher, Alex Quinn, our Executive Director, for Edwin Diaz, and Bob Kerrey being our Eric Schmidt so ably! Pubic Relations - Edelman Ellen Scott, for her excellent MC'ing, and Paul Levy lots of other help along the way Jessica Lange Farm Saechou Suzanne Seggerman, President, for making her vision a reality Contributors to the G4C Festival Scholarship Fund Karen Sideman, Project Director, Tracy Fullerton, Rodney Gibbs, Barbara Vagliano for all her wisdom and guidance Our Volunteers Mark Smith, Our Very Own Mac Genius, Scott Bowling, Valerie Geiss, Joel Gonzales, Marj for his able managing of all things Kleinman, Emily Kornblut, Carrie Mae Kreyche, registrative and operational. Traci Lawson, Catherine Lewis, Bryan Ma, Erin Margolis, Joe Mauriello, Sandhya Moraes, Ralph Sameer Butt, Video Warren

Christopher Duggan, Threshold Visions, Our Sponsors Photography AMD Foundation, the John D. Festival Advisors/Friends and Catherine T. MacArthur Foundation, and the John S. and James L. Knight Alan Gershenfeld, E-Line Ventures and Foundation Chairman of the Board, G4C, for his continuing guidance and assistance with the All the amazing Speakers and Expo festival and organization participants

Jim Gee, Arizona State University for his Thank you all for making this event happen help with the Games and Assessment Day. and for your continuing contributions to this community! Eric Zimmerman, Author and Game Designer, for his ongoing advice on the festival and the organization

Ian Bogost, Persuasive Games and Georgia Tech, for his ongoing advice on the festival and the organization

41 YOU INVENT IT. WE FUND IT.

The Knight News Challenge, an initiative of the John S. and James L. Knight Foundation, is a five-year, $25 million contest to find the best ideas for digital innovation in community news. Here are just three of the 52 winners so far:

WINNER: Gail Robinson, $250,000

Title: Gotham Gazette Project: Gotham Gazette has developed games to inform and engage players about key issues confronting New York City. Gotham Gazette holds forums on the games’ issues, re- ports on what solutions the players developed and relays those ideas to city officials. Who: Gail Robinson is editor-in-chief of Gotham Gazette, a Web site about the issues facing New York City. Gail On the web: http://www.gothamgazette.com Robinson

WINNERS: Nora Paul and Kathleen Hansen, $250,000

Title: Playing The News Project: Playing the News is a news simulation environment which lets citizens play through a complex, evolving news story through interaction with the newsmakers. Who: Nora Paul is director of the Institute for New Media Studies at the University of Minnesota. Kathleen Hansen is a professor in the University of Minnesota School of Journalism and Mass Communication. Nora Kathleen Paul Hansen On the web: http://www.inms.umn.edu/games

WINNER: Paul Grabowicz, $60,000

Title: Oakland Jazz and Blues Scene Game Project: This project re-creates Oakland’s once vibrant jazz and blues club scene as an on- line video game and virtual world. The game will allow players to experience the club scene as it was in its heyday in the 1940s and 1950s, before it fell victim to redevelop- ment and urban decay. Who: Paul Grabowicz is an adjunct professor, assistant dean and director of the New Media Program at UC Berkeley’s Graduate School of Journalism. Paul Grabowicz On the web: http://www.7thstreet.org

Winners of the 2009 Knight News Challenge will be announced in June 2009. Enter the 2010 Knight News Challenge! Applications will be accepted beginning Sept. 1, 2009. Visit www.newschallenge.org

An initiative of the John S. and James L. Knight Foundation 42 The AMD Foundation proudly sponsors this workshop for nonprofit organizations that want to create digital For the second consecutive help youth harness the AMD Changing the Game games to engage people of all ages in year, the AMD Foundation power of digital games springs from the idea of the critical issues is proud to sponsor Let the with social content, while “meeting kids where they facing our world. Games Begin: A 101 acquiring skills needed to are,” combining their thirst Workshop on Making Social compete in the 21st- for learning, their passion Issue Games. The kick-off century workforce. for gaming and their desire event for the 6th annual Through the process of to help improve the world. Games for Change Festival, developing and playing We believe that digital the workshop is a soup-to- their own issue-themed gaming can and will be a nuts tutorial on the games, AMD Changing the force for social change. fundamentals of social Game participants can Today’s Let the Games issue games. The event will develop essential skills in Begin attendees are at the feature leading experts on science, technology, forefront of tapping into essential topics such as engineering, and math, also the potential that games game design, fundraising, known as STEM skills. with social content can evaluation, youth offer. We applaud your participation, distribution, At the same time, students interest and intent on using and press strategies, and will explore critical digital games will be extended for the thinking, problem solving, to create a robust rest of the year through an project leadership, and educational opportunity for online community contemporary themes of people of all ages who dedicated to learning social responsibility. want about social issue games. Attention to these critical to use digital games for We applaud Games for developmental areas will in social good. Change for their continued turn help participants leadership in the growing expand their future For more information, field of social issue gaming. educational and please visit www.amd.com/ professional opportunities changingthegame AMD Changing the Game, as citizens of the 21st an initiative of the AMD century. Foundation, is designed to

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