Fifth Annual Games for Change Festival at Parsons The New School for Design New York, NY

June 2-4, 2008

Fifth Annual Games for Change Festival June 2-4 2008

Proudly Sponsored by

1 G4CFESTIVAL June 2-4, 2008 Festival Background

Welcome to the fifth annual Games New School, we launched PETLab— for Change Festival! This year’s a public interest game design and festival brings together innovators research lab for interactive media A game for change from the game industry, education, Prototyping, Evaluation, Teaching, government, philanthropy, and non- and Learning. We continued working is a digital game profit sector to explore how games with our Microsoft partners during which engages a can change our lives and our world. the year on the Xbox 360 Games for contemporary social Our panels include many of the Change Challenge, whose winners leading thinkers in social issue game will be selected next month. We also issue to foster a design, research, and practice, as well worked closely with the more equitable, just as leaders in related fields. This year Entertainment Consumers and/or tolerant we have added to the festival a day- Association and the Save the Internet society. long workshop on the fundamentals Coalition on the net neutrality of social issue games specifically to initiative. Our social issues games list assist the many nonprofit and regional Games for Change organizations new to digital games. chapters continued providing lively The New School for all the support We are also proud to host another forums on a broad range of social they provide in putting on this Festival Expo Night featuring some of issue game topics. the latest outstanding social issue festival. games. Organizationally, we are growing as We appreciate the extensive feedback Games for Change actively explores well. This year Games for Change we heard from last year’s attendees and promotes social issue games incorporated as its own nonprofit and hope that this year’s festival around the world throughout the year organization, with a small and meets many of your needs and —at conferences, in the media, and dedicated staff and a distinguished wishes. We will continue to work with through our own initiatives. This group of advisors and board you to further this field and hope that year, in partnership with Parsons the members helping us along the way. the festival informs and inspires your work throughout the year. We give a special thanks to our returning Festival Expo Night sponsor the Microsoft Corporation. We also welcome our new festival “We are convinced that supporters, the AMD Foundation, games have the power to The John S. and James L. Knight make a powerful and Foundation, and the John D. and positive impact on the Catherine T. MacArthur Foundation. world today.” As always, we extend our gratitude to Suzanne Seggerman - President and Cofounder Games for Change

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2 G4CFESTIVAL June 2-4, 2008 Games for Change

Board of Directors National Advisory Group Lucy Bernholz, Founder and President, Blueprint Ian Bogost, Associate Professor, Georgia Research & Design Institute of Technology; Founding Partner, Persuasive Games Alan Gershenfeld, Managing Partner, E-Line Ventures Malika Dutt, Founder and Executive Director, Breakthrough Franklin Madison, Technology Program Director, Industrial Technology Assistance Corporation Rafael Fajardo, Director, SWEAT Collaborative; Associate Professor, Director, Dave Rejeski, Director, Foresight and Governance Digital Media Studies, University of Denver Project, Woodrow Wilson International Center for Scholars Barry Joseph, Director, Online Leadership Program, Global Kids Suzanne Seggerman, Cofounder and President, Games for Change Katie Salen, Executive Director, Institute of Play; Associate Professor, Design and Alex Quinn, Executive Director, Games for Technology Department, Parsons The New Change School for Design

Ben Sawyer, Codirector of the Serious Games Initiative; Cofounder of Digitalmill

Adrian Sexton, Executive Vice President, Digital, Participant Media

Eric Zimmerman, Cofounder & Chief Design Officer, Gamelab

Games for Change 666 Broadway, Suite 825 New York, NY 10012 212-228-7855 www.gamesforchange.org

Contact: [email protected]

Join our listserv: http://www.gamesforchange.org/info/lists

3 G4CFESTIVAL June 2-4, 2008 Agenda - Tuesday, June 3 At Tishman Auditorium; 66 W. 12th St.

8am • Breakfast include: Jordan Weisman, 42Entertainment; Frank Lantz, Area Code; Ken Eklund, WriterGuy, World 8:30am • Opening remarks – Alex Quinn, Without Oil; Moderated By Peggy Weil, USC Executive Director, Games for Change Interactive Media Division

8:45am • Games for Change of the 20th 2:15pm • Using XNA Game Studio to Change Century – A conversation with Jim Gasperini (Hidden the World – of Games: Chris Satchell, General Agenda) and Chris Crawford (Balance of the Planet and Manager and Chief XNA Architect, Microsoft Balance of Power) Chris and Jim will discuss their Corporation making of these first “games for change” in the late 1980s – the environment in which these inspiring 2:45pm • G4C does TED: 10 minutes each from games launched and how things have changed since key voices in the field: Suzanna Samstag, Global then. Moderated by Celia Pearce Contents Forum and G4C Seoul Regional leader; Cindy Poremba, digital media theorist, Concordia 9:30am • Journalism, Games and Civic University; Ken Perlin, Dept. of Computer Science Engagement—this panel will explore the issues and and Media Research Laboratory, NYU; Wendy challenges of the emerging interest and intersection of Cohen, Manager of Community and Alliances, journalism in social issue games and civic engagement. Participant Media Panelists include Nora Paul, Institute for New Media Studies, University of Minnesota; Ben Sawyer, Digital 3:30pm • Break Mill and Serious Games Initiative; Joellen Easton, American Public Media; Asi Burak, Impact Games; 4:00pm • Gaming the Class: Want to get serious Gerard LaFond (respondent); moderated by Heather about using games to change the world but just don’t Chaplin, journalist and author of Smartbomb. have a budget? David Thomas, UC Denver, and Justin Hollander, Tufts University discuss the use of This panel has been generously supported by the John S. and off-the-shelf and Web-based videogames to teach James L. Knight Foundation students about urban planning and design, and engage them on subjects such as equity and 10:30am • Break fairness, the public’s interest in property, the need for 11:00am • Values@Play at Work in the cooperation, and the social contest that underlies the Classroom Values@Play is an NSF-funded research ways our cities form. Using games such as SimCity, Dice project that seeks to harness the power of videogames Wars and Carcassonne, find out how two instructors have in the service of humanistic principles. The panel found a low-cost—and compelling—way to immerse includes game scholars and professors who have their students in complex issues. integrated the curriculum and exercises created 4:30pm • Keynote conversation with Jim Gee through this project in game design classrooms as well and Henry Jenkins, introduced by Colleen as students who have used the tools to create their own Macklin, Director of PETLab and Chair of CDT games for change. Panelists: Mary Flanagan, Parsons, The New School for Design Tiltfactor Lab, Hunter College; Tracy Fullerton, USC; Celia Pearce, Georgia Tech; Jamie Antonisse, Hush At Lang Student Center, 55 West 13th Street, 2nd game; Devon Johnson, Hush game; PETLab, Parsons Floor: 6 – 8pm • Expo Night – Microsoft Corporation and 12:00pm – 1:30pm • Lunch (For those interested, Corporate Vice President Jeff Bell invite you to spend Mary Flanagan’s Grow-A-Game workshop in the the evening seeing some of the Imagine Cup 2008 Lang Student Center, 55 West 13th Street, 2nd Floor) finalists from the Xbox 360 Games for Change 1:30pm • ARGS for Change Alternate Reality Challenge, as we show you the games they built, Games (ARGs) harness large groups of players imagining a world where technology actually enables a working towards a common goal. How can we sustainable environment. And check out some of the harness this “hive mind” to approach messy real world newest G4Cs from Parsons' PETLab, the UN, USC’s issues in addition to the neat narrative puzzles of EA Innovation Lab, and many others. traditional ARGs? How might the game mechanics evolve to effectively embrace social issues? Panelists 4 G4CFESTIVAL June 2-4, 2008 Agenda - Wednesday, June 4

At various NYC locations (please see briefly discuss the work of the new center as well as a www.gamesforchange.org/bwiki to register): new collaboration with Serious Games and Games for 8 – 10am • Birds of a Feather Breakfasts Change. At Tishman Auditorium; 66 W. 12th St.: 12:45pm • Lunch • Open It Up: Frank Lantz and Karen Sideman will reprise their open discussion with 10:00am • Measuring Impact: This panel the community. This years debate will dance around explores evaluation strategies and techniques to the idea that games for change are diminished – both capture and measure the impact of social issue games. as experiences and as directed communications - to Panelists will explore how social issue game evaluation the degree that they are maximized as message is situated within other research on youth-created delivery mechanisms rather than complex and social issue media and within our understanding of balanced systems in their own right. To stimulate social change in general. Panelists include Shelly discussion Lantz and Sideman will report on “deep Pasnik, Director of EDC’s Center for Children; Karin play” experiences with well-known social issue games. Hillhouse, Director of Changemaker Partnerships at They will have played these repeatedly, the way Ashoka; Fran C. Blumberg, Coordinator of the hardcore gamers play A-list console titles, and will Educational Psychology Program at Fordham discuss whether their understanding of, and University; Ellen LaPointe, Hopelab (respondent). relationship with, the games’ “content” deepened over Moderated by Alex Quinn, Executive Director, Games time. for Change. 2:15pm • Moving Markets: Game industry 11:00am • Funding Perspectives: New challenges professionals talk about the challenges and are arising from the philanthropic sector as opportunities in making market-competitive, profitable foundations explore how to fund the emerging use of games that also have a meaningful social impact. games in the public interest. What are their current Panelists include: Robert Nashak, Vice President initiatives, goals and constraints? What can the Worldwide Casual Studios, Electronic Arts; Richard community do to assist their work? Hear from the Lemarchand, Game Designer, Naughty Dog; organizations taking the lead in supporting our Christophe Watkins, Executive Producer, Artificial community’s efforts, panelists include: Connie Yowell Mind and Movement; Austin Hill, CEO, Akoha. of the MacArthur Foundation, Jessica Goldfin of the Moderated by former SVP of Activision Studios, Alan Knight Foundation, Dr. Arlene de Strulle of the Gershenfeld. National Science Foundation; Bradford Lewis (respondent). Moderated by Lucy Bernholz of 3:15pm • Fresh Perspectives: Youth-Created Blueprint Research and Design. Games for Change. How do we actively engage young people from underserved communities in 11:45am • It’s Elementary: The use of public creating games for social change? This panel features media to engage elementary-aged students in social Rafael Fajardo, University of Denver (La Migra, issues: Is there an audience that is too young for social- Crossing); Zakiyyah Kareem, GirlStart; Barry Joseph, impact games? This panel of children's media Global Kids (Ayiti: The Cost of Life, Hurricane Katrina developers advises that if children are interested in the game-in-progress). Moderated by David Kirkpatrick, computer, then they are likely old enough to start Fortune Magazine learning socially aware behaviors. Our discussion will review the ups and downs of their experiences This panel has been generously funded by the AMD Foundation. creating children's games and websites that feature 4:15pm • Break topics such as environmental awareness, global citizenship, media literacy, and civic responsibility. 4:30pm • Opening Remarks, Bob Kerrey, Carla Fischer, Teachers College Columbia University; President, The New School, introduced by Emily Reardon, Sesame Workshop; Bill Shribman, Suzanne Seggerman, President and Co-Founder, WGBH; Silvia Lovato, PBS KIDS GO Games for Change

12:30pm • Corporation for Public Gaming. Closing Keynote: The Honorable Justice Michael Levine of the Joan Ganz Cooney Center will Sandra Day O’Connor 5 G4CFESTIVAL June 2-4, 2008 Expo Night Sponsored by Microsoft

Expo Night is an evening reception where festival-goers can play games, meet each other, and enjoy food and drink in a lively and informal atmosphere. It will be held on Tuesday June 3, from 6 to 8pm, at the Lang Center.

Jeff Bell invites you to join us for a sneak peek of the Imagine Cup 2008 Game Development finalist entries from the Xbox 360 Games for Change Challenge. This year, Microsoft is calling upon students to create a game that is not only entertaining but socially responsible as well. These students are imagining a world where technology enables a sustainable environment, and you get to see their games before anyone else, as they travel the road to the Imagine Cup Finals in Paris this summer.

We will also showcase the latest prototypes from our new lab launched in fall 2007— PETLab—about issues such as malaria prevention, nutrition, and carbon footprints. Visitors will also be invited to play the newest games from our community, including games on immigration, Hurricane Katrina and playing the news.

And finally, don't miss the UN Games Table where representatives of the United Nations will be on hand to show and discuss a variety of games from their many important programs around the world.

Brought to you by

6 G4CFESTIVAL June 2-4, 2008 About the Speakers

Jamie Antonisse is entering his final year as a master's student in USC's Interactive Media program. Before coming to California in 2006, he worked as a 3rd grade teacher and screenwriter in New York City. Aside from his efforts in designing and coding Hush, he has worked on several other USC projects, including writing and design for The Misadventures of P.B. Winterbottom and application development for the Institute for Creative Technologies.

Lucy Bernholz is the Founder and President of Blueprint Research & Design, Inc. a strategy consulting firm that helps philanthropic individuals and institutions achieve their missions. Bernholz is also the publisher of Philanthropy2173, an award winning blog about the business of giving, and she serves as Executive Producer of The Giving Channel on Fora.tv. Dr. Bernholz is a noted analyst of the philanthropic industry and has published articles in the trade and general press, edited collections, and scholarly journals. Her most recent book, Creating Philanthropic Capital Markets: The Deliberate Evolution, was published in 2004. Bernholz has a BA from Yale University and a MA and PhD from Stanford University.

Fran C. Blumberg is Coordinator of the Educational Psychology program at Fordham University. Her research interests concern the development of children's attention and attention strategies in the context of academic and non-academic learning situations. She has published and received funding for her research concerning children's attention and learning while playing video games. Her current project, funded through the Spencer Foundation, concerns the study of children and adolescents learning while playing commercial video games and distinctions between that learning and that which occurs in the classroom. Her most recently edited book is When East Meets West: Media Research and Practice in the US and China (2007; Cambridge Scholars Publishing).

Asi Burak co-founded ImpactGames to influence society and promote change through interactive media. Toward this end, ImpactGames developed PeaceMaker, a video game simulation of the Israeli-Palestinian conflict. Unlike most “serious games,” PeaceMaker aims to bridge the gap between education and entertainment and reach a mass market. PeaceMaker has been sold in over 60 countries, been featured in top media outlets around the world, and has won several international awards. Prior to that, Asi was VP of Marketing at Axis Mobile LTD., where he helped to introduce mobile games to a world-wide market (Asia, Europe, U.S.). As a former Art Director at Saatchi & Saatchi, Asi was first introduced to advanced systems for communication and analysis as a Captain in the Israeli Intelligence Corps. He holds a Masters of Entertainment Technology from Carnegie Mellon and a BA in Design from the Bezalel Academy in Jerusalem.

Heather Chaplin is a journalist and author of the book Smartbomb, about videogames and gaming culture. She is a commentator for All Things Considered and writes for publications such as The New York Times, L.A. Times, GQ and Details. Her column on independent games runs regularly in Filmmaker Magazine. Chaplin has been interviewed or cited about videogames and game culture for Talk of the Nation, The New Yorker, New York Times Magazine, Atlantic,and Business Week, among others places.

Wendy Cohen is the Manager of Community and Alliances at Participant Media and is the co-founder and National Director of Screening Liberally. Before joining the Participant family, she was the Community Manager at the Huffington Post. Born and raised in Montreal, Wendy moved to New York in 2004 to be the Outreach Coordinator for Arts Engine, Inc. and programmer of their Media That Matters film festival and Media That Matters: Good Food project. She was research and creative assistant for The Art of the Documentary (New Riders Press, 2005), part of the DocuClub screening committee and was a co-chair on the Urban Pathways Young Professional Board . She just finished producing her first short documentary film about bees, which is premiering in New York this summer.

7 G4CFESTIVAL June 2-4, 2008 About the Speakers Chris Crawford earned a MS degree in Physics from the University of Missouri in 1975. After teaching physics for several years, he joined Atari as a game designer in 1979. There he created a number of games: Energy Czar, an educational simulation about the energy crisis; Scram, a nuclear power plant simulation; Eastern Front (1941), a wargame; Gossip, a social interaction game; and Excalibur, an Arthurian game. Following the collapse of Atari in 1984, Crawford took up the Macintosh. He created Balance of Power, a game about diplomacy, Patton Versus Rommel, a wargame, Trust & Betrayal, a social interaction game, Balance of the Planet, an environmental simulation game, and Patton Strikes Back, a wargame. In 1992, Crawford decided to leave game design and concentrate his energies on interactive storytelling, a field that he believed would become important. He created a major technology for interactive storytelling systems, patenting it in 1997. He is now commercializing his technology at his company website at storytron.com. Crawford has written five published books: The Art of Computer Game Design, now recognized as a classic in the field, in 1982; Balance of Power (the book) in 1986; The Art of Interactive Design in 2002; Chris Crawford on Game Design in 2003; and Chris Crawford on Interactive Storytelling in 2004. He created the first periodical on game design, the Journal of Computer Game Design, in 1987. He founded and served as Chairman of the Computer Game Developers’ Conference, now known as the Game Developers’ Conference. Crawford has given hundreds of lectures at conferences and universities around the world, and published dozens of magazine articles and academic papers. Crawford served as computer system designer and observer for the 1999 and 2002 NASA Leonid MAC airborne missions; he also has done some analysis of the resulting data. He lives in southern Oregon with his wife, 3 dogs, 10 cats, 5 ducks, and 3 burros.

Dr. Arlene de Strulle is a Program Director at the National Science Foundation (NSF) in the Directorate for Education and Human Resources (EHR), Division of Research on Learning in Formal and Informal Settings (DRL) where she is engaged in furthering NSF’s current and future investment in cyberlearning. Dr. de Strulle manages the Learning Technologies section of the Informal Science Education Program (ISE) and is the EHR Co-Lead for the Cyber-enabled Discovery and Innovation (CDI) and Virtual Organizations as Sociotechnical Systems programs. Dr. de Strulle also serves as a Program Director in Creative IT, Innovative Technology Experiences for Students and Teachers, Communicating Research to Public Audiences, and other NSF programs. Along with her work at NSF in cyberlearning, Dr. de Strulle is engaged in research with the Department of Defense investigating the transferability of the military’s game-based education and training programs to science education. Dr. de Strulle has a doctorate in educational technology (instructional game design and virtual reality).

Joellen Easton is a Public Insight Analyst at American Public Media, based in Los Angeles. She divides her attention among building a network of public sources and interacting with them to inform Marketplace's Sustainability, Entrepreneurship and Washington desks; tackling business technology needs and developing journalism games for APM's Center for Innovation in Journalism; and training CIJ's partner public radio stations in the use of Public Insight Journalism. Jo came to Los Angeles from Boston, where she had worked in public radio since 1998, most recently as an associate producer at PRI's Global Resources Desk at The World and previously at WGBH Radio's Culture Desk and PRI's Sound & Spirit. She came to American Public Media in 2005 shortly after completing her master's in Comparative Media Studies at MIT, where she wrote her thesis on "High-Interactivity Radio: Using the Internet to Enhance Community Among Radio Listeners." With a BA in anthropology from Tufts University, Jo has studied classical trumpet at New England Conservatory, West African drumming at the University of Ghana, and audio art in the woods of Quebec.

Ken Eklund is Writerguy, a game designer and writer. He is the creator of World Without Oil, a massively collaborative "historical pre-enactment" of a global oil crisis. World Without Oil broke new ground as the first alternate reality game to confront and attempt to solve a serious real-world problem. Ken's other educational projects include the interactive science mysteries at ScienceMystery.com and the Eagle Eye Mystery series of kids' games; in the commercial realm he has credits in over two dozen games, including major Star Trek and Dungeons & Dragons titles. He lives in San Jose, California.

8 G4CFESTIVAL June 2-4, 2008 About the Speakers Rafael Fajardo is the founder of SWEAT, a loose collaborative that makes socially conscious video games. SWEAT has published four video games, two that comment on the game-like nature of (il)legal human traffic at the U.S./Mexico border, and two that explore the effects of (il)licit drug agriculture in Colombia. SWEAT’s games have been exhibited internationally. Fajardo also teaches at the University of Denver where he is an associate professor of Electronic Media Arts Design and the Director of Digital Media Studies. With his colleague, Scott Leutenegger, he has overseen the creation of Squeezed, a videogame, co-sponsored by mtvU that comments on the lives of (im)migrant farm workers in the US. With Dr. Leutenegger and with Dr. Debra Austin he has received a multiyear grant from the National Science Foundation to explore the teaching of videogames as a holistic pedagogy in high schools.

Carla Fisher is an educational product developer and doctoral candidate at Teachers College, Columbia University, where she studies technology and its relationship with human cognition and development, particularly as it applies to children and games. She is also a research fellow with Sesame Workshop through the Teachers College Rose Fellowship. Through her work with companies such as Highlights for Children and PBS KIDS Interactive, she has produced and consulted on the creation of dozens of educational games and websites for children. Carla also holds a MA in Media Studies from the New School University.

Mary Flanagan investigates novel approaches to play, and is interested in discovering new ways in which play can affect social change. Flanagan, a MacDowell Fellow and a PI or Co-PI on five National Science Foundation awards, directs the tiltfactor lab, a hotbed of radical design research. Her artwork has been shown internationally, her essays on digital culture have appeared in over 20 periodicals and books, and her own books include reload: rethinking women + cyberculture (MIT 2002), re:SKIN (2007), and critical play (forthcoming 2009). http://www.maryflanagan.com; http://www.tiltfactor.org; http://www.valuesatplay.org

Tracy Fullerton is an experimental game designer and associate professor in the Interactive Media Division of the School of Cinematic Arts at the University of Southern California (USC) where she is director of the USC Electronic Arts Game Innovation Lab. Recent credits include faculty advisor for the award-winning student games Cloud, flOw, The Misadventures of P. B. Winterbottom and game designer for The Night Journey a unique game/art project with artist Bill Viola. She is the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games (2008), a design book formalizing the creative approach used in the USC Game Innovation Lab and games curriculum.

Jim Gasperini, as a game designer is best known for his roles as creator of Hidden Agenda and as Creative Director for SimCity 3000. In the early 1980s, while writing and designing a series of "reader-active" books for Bantam (Time Machine), he wandered into the Colossal Cave (later, Zork). This was a life-changing encounter: clearly, the computer was not just a tool with which to create interactive storytelling, but the medium itself. After writing early text-adventure games (notably Star Trek: the Promethean Prophecy), he conceived Hidden Agenda, inspired by a visit to his journalist brother Bill in Central America during the time of the Contra war. Game design has figured twice in Jim's career. Before, between, and since, his wandering artistic pursuits have included video editor, writer of childrens' books, multimedia artist, software user-experience designer/analyst, photographer, screenwriter, and publisher. His CD-ROM artwork "ScruTiny in the Great Round" won many awards including the Grand Prix du Jury MILIA D'Or at the 1996 Cannes multimedia festival. His passion for stereo photography recently led him to start Cockeyed Creations, through which he publishes 3D image sets for museums, national parks, and zoos. Through Aaron Marcus & Associates he consults, on issues of software conceptual design, for clients ranging from Intel, Ebay, Siemens and Filemaker to small software start-ups and the San Jose Police Department.

9 G4CFESTIVAL June 2-4, 2008 About the Speakers James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, 3rd edition 2007) was one of the founding documents in the formation of the “New Literacy Studies”, an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, 2nd edition 2005) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, 2nd edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent book is Good Video Games and Good Learning: Collected Essays (2007). Professor Gee has published widely in journals on linguistics, psychology, the social sciences, and education.

Alan Gershenfeld has spent the last 20 years at the intersection of entertainment, technology and social entrepreneurship. He is currently Co-Founder and Managing Partner of E-Line Ventures, a ‘double bottom line’ early-stage venture fund focused on empowering individuals, small businesses and underserved communities to better compete in a global marketplace and popular media which engages people in the critical issues of the day. Prior to E-Line, Alan spent seven years as CEO and Co-Founder of netomat, a leader in mobile-web community solutions. As CEO, Alan helped to transform a network-based art project into a pioneering software company. netomat was selected as a Technology Pioneer at the 2007 World Economic Forum at Davos. Before co-founding netomat, Alan spent six years at Activision, a global leader in entertainment software. He was a member of the executive management team which rebuilt Activision from bankruptcy into a profitable, multi-billion dollar industry leader. At Activision, Alan served as Senior Vice President of Activision Studios where he supervised all product development at the company's Los Angeles studios. Titles released under Alan's leadership include Civilization: Call to Power, Asteroids, Muppet Treasure Island, Spycraft, Pitfall, Zork, and Tony Hawk Skateboarding. Alan currently serves on the Board of Directors of FilmAid International, Games for Change, Sustainable South Bronx, and on the Advisory Boards of Scenarios USA, Personal Technology Solutions, and the Joan Ganz Cooney Center For Educational Media and Research (Sesame Workshop).

Jessica Goldfin is a journalism program associate at the John S. and James L. Knight Foundation. There she monitors and evaluates the journalism grant portfolio, assists with grant development and has a rocking good time. She joined the foundation as an intern in June 2007, and was hired as a permanent staff member in January 2008. Before that, she interned in the publications department at the Art Institute of Chicago. Jessica earned undergraduate degrees in art history and classical civilizations from Florida State University, and is currently pursuing a master’s degree in communication studies from the University of Miami.

Austin Hill is a Canadian entrepreneur who has been creating technology start-ups for 15 years. He is currently CEO and Co-founder of Akoha a new multiplayer reality-based game based on the concept of pay-it-forward. Incorporating inspirations from virtual worlds, serious gaming and casual gaming, Akoha will be the first mainstream meaningful game allowing players to spread deliberate acts of kindness throughout the world. Austin is also Chairman of Standout Jobs and was formally President and Co- founder of Zero-Knowledge Systems (renamed Radialpoint in 2002) where he helped the company raise $75 million between 1997 and 2001. He also served as Chief Technology Officer and Chief Strategy Officer of Zero-Knowledge Systems, CEO of Synomos Inc. (a Zero-Knowledge Systems subsidiary), and Executive-Vice President of Research for Radialpoint. Radialpoint was honoured by Deloitte & Touche as one of Canada’s fastest-growing technology firms in their 2006 Technology Fast 50 award. Austin was awarded the 2001 Ernst & Young Entrepreneur of the Year Award for Emerging Entrepreneur in Quebec. In 2002 Austin was named a Technology Pioneer of the World Economic Forum in Davos, Switzerland.

10 G4CFESTIVAL June 2-4, 2008 About the Speakers Karin Hillhouse has worked for Ashoka's Changemakers initiative in Washington D.C. for the last 10 years, becoming director of partnerships in 2006. Before starting at Ashoka in 1997, Karin was based in Denver, Colorado, and spent several years as a freelance writer, publishing articles, essays, and reflections on literature, art, and architecture, solar energy and historic preservation. She won a writing fellowship from the Rocky Mountain Women's Institute to work on a novel. Additionally, she co-taught "Architectural Theory and Practice" at the University of Colorado at Denver and apprenticed as a landscape architect. As a consultant to Colorado Governor Richard Lamm, she was part of the team instrumental in Colorado's winning a national competition to launch the country's principal research center for the development of solar energy and other renewable energy sources. As a senior policy analyst, she was part of the core start- up staff at the Solar Energy Research Institute (now the National Renewable Energy Laboratory). Working for the Environmental Law Institute, Karin was principal investigator and co-author of a National Science Foundation-funded study of the legal and institutional barriers to solar energy development. She was editor of the Open Space Report, a monthly publication of the Rocky Mountain Center on the Environment. Karin earned an undergraduate degree in philosophy from Smith College, a master's degree in comparative literature from the University of Wisconsin at Madison, and a master's degree in urban planning and community development from the University of Colorado Denver.

Dr. Justin Hollander is interested in the role of planning and public policy in managing land use and environmental changes associated with shrinking cities. He has worked on Brownfields redevelopment, sustainability indicators, eco-industrial development, military base reuse, and smart decline. Dr. Hollander has written extensively on these topics including peer-reviewed scholarly articles and a chapter in the book Recent Advances in Urban and Regional Studies. His first book, Unwanted, Polluted, and Dangerous: America's Worst Abandoned Properties and What Can Be Done About Them, is forthcoming from the University of Vermont Press in the end of 2008. Dr. Hollander has almost a decade of experience as a practitioner in land use and environmental planning at the local, regional, and federal levels, most recently for the Public Buildings Service of the U.S. General Services Administration as a Presidential Management Fellow. Dr. Hollander teaches classes in regional planning, planning history and theory, computer applications, and field projects. His Spring 2007 Physical Planning & Design course pioneered the use of "Second Life" as a platform for 3- D planning work. Professor Hollander's team was selected as finalists in an international competition exploring depopulation in Second Life. Dr. Hollander has a Ph.D. in Planning and Public Policy from the Edward J. Bloustein School of Planning and Public Policy at Rutgers, The State University of New Jersey. While at Rutgers, he conducted research at the National Center for Neighborhood and Brownfields redevelopment. His graduate studies were partially supported through fellowships from the Urban Land Institute and the Lincoln Institute of Land Policy. He received a BA in Political Science from Tufts University and a MA in Regional Planning from the University of Massachusetts, Amherst. He is a member of the American Institute of Certified Planners and a Non-Resident Research Fellow with the Genesee Institute.

Henry Jenkins is the Co-Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. He is the author and/or editor of 12 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.

11 G4CFESTIVAL June 2-4, 2008 About the Speakers Devon Johnson is currently pursuing a BA in Interactive Entertainment at USC with specializations in Web Development and Interactive Multimedia. Prior to attending USC, she developed a broad skill set within fine arts, which she continues to apply within her digital work. Aside from creating Hush, Devon has worked on another USC game project called Exchanging Cultures. Devon is continuously challenging herself artistically both in and outside of the classroom through freelance work and personal projects and feels that Interactive Entertainment is her ideal creative outlet.

Barry Joseph, Director of the Online Leadership Program, Global Kids, Inc., holds a BA from Northwestern University and a 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, and the educational potential of both social networks and virtual worlds, combining youth development practices with the creation of high profile digital media projects to yield 21st Century Skills. He has also worked with GK's development program to secure funding from a number of foundations and corporations. Barry served on the steering committee of the MacArthur Foundation's Digital Media and Learning initiative and his writing appeared in the foundation's 2007 Ecology of Games volume. He has spoken at numerous conferences and published articles in a wide variety of publications. Barry is one of the cofounders of Games for Change and is a member of its National Advisory Group.

Zakiyyah Kareem, Project Manager, Girlstart, has dedicated her professional career to informal education programs that empower young people to be leaders in their communities and the world. She currently serves as PI on Girlstart’s NSF-funded IT Girl project, a program that engages high school girls in digital media projects with a purpose. Zakiyyah comes to Girlstart by way of the public education sector where she spent over 5 years supporting teachers, students, administrators, and community partners in the development of high-quality service-learning programs.

Bob Kerrey is president of The New School in New York City. For 12 years prior to becoming president of The New School, Bob Kerrey represented the State of Nebraska in the United States Senate. Before that he served as Nebraska's governor for four years.

David Kirkpatrick, senior editor, internet and technology at FORTUNE, specializes in the computer and technology industries, as well as in the impact of the Internet on business and society. He writes a column which appears weekly on fortune.com and through e-mail subscription. Kirkpatrick joined Time Inc. in 1978 while working as a video artist, and started at FORTUNE in 1983. In 1991 he began covering the computer beat. In 1990 his story "Will You Be Able to Retire?" was a finalist for the National Magazine Award in the personal service journalism category. He has written cover stories on Apple, IBM, Microsoft, Intel Sun, and numerous other topics including bogging. Marketing Computers regularly ranks him among the top five most influential technology journalists in the country. Kirkpatrick has appeared frequently as a technology industry expert on CNN and PBS. Working with other FORTUNE editors, he developed and hosts Brainstorm, a multi-disciplinary conference which brings together global leaders to interact and discuss the future. The conference, first held in 2001, takes place annually in Aspen and is produced in partnership with the Aspen Institute. Kirkpatrick has a BA in English from Amherst College, and attended art school for two years.

12 G4CFESTIVAL June 2-4, 2008 About the Speakers Gerard LaFond is Co-Founder and Partner of Persuasive Games. Mr. LaFond co-founded Persuasive Games to produce videogames that make you think. In five short years, Persuasive Games has produced over 30 games for political campaigns, social causes, corporate training and most recently a series of games based on current events featured monthly on the NYTimes.com. Persuasive Games’s forthcoming game Fatworld in partnership with PBS, will be released in early 2008. Persuasive Games has produced award winning work for: Cisco Systems, Domino’s Pizza, Cold Stone Creamery, CNN, The New York Times, Shockwave, Best Buy, and many others. Mr. LaFond’s background includes producing webisodes for Fox TV shows and founding his own advertising agency, red TANGENT. Prior to Persuasive Games, Mr. LaFond was VP of Marketing and Business Development for the award winning interactive agency Media Revolution and was formerly the General Manager of Citysearch.com. Mr. LaFond is a sought after speaker on the subject of serious videogames, marketing, and interactive entertainment. He has been featured numerous times on NPR, and guest lectured at both UCLA and USC. Mr. LaFond holds an undergraduate degree in Philosophy from the University of California, Riverside and a graduate degree in Management from Azusa Pacific University.

Frank Lantz is Creative Director and co-Founder of area/code, a New York based developer that creates cross-media, location-based, and large-scale social games. He has worked in the field of game development for the past 20 years. Before starting area/code, Frank was the Director of Game Design at gameLab, a developer of online and downloadable games. For over 10 years, Frank has taught game design at NYU's Interactive Telecommunications Program. His writings on games, technology and culture have appeared in a variety of publications.

Ellen LaPointe is responsible for developing key strategic private and public sector partnerships to increase HopeLab's institutional resources, leverage the potential impact of its innovative solutions, and raise awareness of HopeLab's work among thought leaders and key stakeholders. She assumed the role of Vice President of Strategic Partnerships in May 2007 following a two-year tenure as Vice President of Strategic Initiatives at HopeLab. Ellen has extensive experience in organizational leadership, strategy development and implementation, partnership cultivation, fund development, communications, financial management, and program oversight. Prior to joining HopeLab, Ellen served as Executive Director of Project Inform, a national nonprofit AIDS treatment information and advocacy organization. She was Director of Clinical Research at Saint Francis Memorial Hospital in San Francisco from 1992 to 1996, and Coordinator of the Brown University AIDS Program prior to that. Ellen is also an attorney and was an associate attorney at the firm of Heller Ehrman LLP in San Francisco from 1999 to 2001. Ellen received her BA, magna cum laude, in Community Health from Brown University and her JD from the University of California, Berkeley, Boalt School of Law.

Richard Lemarchand is a Game Designer at Naughty Dog, creators of the multimillion selling Jak and Daxter and Crash Bandicoot series of games—which have sold over 35 million copies internationally. He was the Lead Game Designer of Naughty Dog’s first game for the PlayStation 3, Uncharted: Drake’s Fortune, which received a very warm critical and public reception, going on to sell 1.4 million copies in the first five months after its release. Richard has made story-based character-action games the main focus of his design career, and has worked with some of the industry’s best and brightest in the field along the way. His credits also include the Gex and Soul Reaver series of games, and Jak 3 and Jak X: Combat Racing for Naughty Dog. He is a contributor to Game Developer Magazine, and was a speaker at the Game Developers Conference in 2008. His interests include action games and storytelling, design innovation, education and interactivity, and the socially progressive role that art, film and music play in society.

13 G4CFESTIVAL June 2-4, 2008 About the Speakers Dr. Michael Levine oversees the Joan Ganz Cooney 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 PhD in Social Policy from Brandeis University's Florence Heller School and his BS from Cornell University.

Bradford H. Lewis, ACSW is a Program Officer for Learn and Serve America at the Corporation for National and Community Service (CNCS), an independent federal agency where he has served since 1994. He manages a grant portfolio and works on youth voice, community-based issues and technology initiatives. As a member of the Steering Committee for the National Service-Learning Conference, with the assistance of Global Kids, he helped to bring Second Life residents into the conference, in 2006, coverage which expanded in the metaverse in this year's conference to include Whyville. Mr. Lewis was also a guild leader in an MMORPG; has been a panelist or speaker at Games for Change and Games for Health; is active on the Serious Games listserv; and serves on the CNCS Web 2.0 Workgroup. Mr. Lewis received his Master's Degree in Social Work (MSW) from Columbia University in 1983.

Silvia Lovato, as Associate Director, leads the editorial strategy for the PBS KIDS GO! Web site at pbskidsgo.org, PBS's online destination for school-aged children. She has been at PBS Interactive since October 2000. She holds a MA in Communication, Culture, and Technology from Georgetown University. Prior to working at PBS, she worked as a content producer for Terra Networks and washingtonpost.com.

Colleen Macklin is the Chair of 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. She has led social media projects and programs with partners such as the UN and Open Society Institute (OSI), including a design fieldwork program connecting Parsons students with OSI's Public Health programs in Africa and the former Soviet Union. In 2006-2007 Colleen was a fellow at the India China Institute at the New School investigating the use of mobile phones and location-based media in urban design with support from Nokia. In the days prior to the dot.com bubble, Colleen designed websites and interactive applications for clients such Citibank, France Telecom and Moët, and dj'ed and vj'ed at site-specific venues and for cultural institutions such as SoundLab, The Whiney Museum for American Art and Creative Time. Colleen holds a BFA. in Media Arts from Pratt Institute, and has done graduate work in Computer Science at CUNY and International Affairs at The New School.

14 G4CFESTIVAL June 2-4, 2008 About the Speakers Robert Nashak was appointed Vice President, Worldwide Casual Studios, for the EA Casual Entertainment Label in March 2008. In his role as the head of the Casual Studios Robert will be responsible for the product development strategy and will oversee development of both internal and external development teams. He will partner with EA Casual Product Marketing to set the Casual Entertainment slate. Robert is an accomplished studio executive with more than 15 years of game and online entertainment development and management experience. Prior to his current position Robert was Vice President and General Manager of Yahoo! Games where he was the key strategist and business owner for Yahoo! Gaming with a focus around multiple content areas including casual game downloads, multiplayer games services, flash games portal, video game editorial and video content. Prior to this, he was with Glu Mobile for three years as their SVP, Production, and Chief Creative Office. Before joining Glu, Robert held various product development roles at Acclaim, Vivendi, Disney Online, and Knowledge Adventure, where he worked on both core and casual properties.

Sandra Day O'Connor (Retired), Associate Justice, was born in El Paso, Texas, March 26, 1930. She married John Jay O'Connor III in 1952 and has three sons—Scott, Brian, and Jay. She received her BA and LLB from Stanford University. She served as Deputy County Attorney of San Mateo County, California from 1952-1953 and as a civilian attorney for Quartermaster Market Center, Frankfurt, Germany from 1954-1957. From 1958-1960, she practiced law in Maryvale, Arizona, and served as Assistant Attorney General of Arizona from 1965-1969. She was appointed to the Arizona State Senate in 1969 and was subsequently reelected to two two-year terms. In 1975 she was elected Judge of the Maricopa County Superior Court and served until 1979, when she was appointed to the Arizona Court of Appeals. President Reagan nominated her as an Associate Justice of the U.S. Supreme Court, and she took her seat September 25, 1981. Justice O'Connor retired from the Supreme Court on January 31, 2006. Currently, Justice O'Connor is working on several projects to foster national dialogue about the judiciary in our system of government. She has brought together experts at Georgetown Law School and Arizona State University to create Our Courts, which will be an online interactive civics curriculum for middle school students.

Nora Paul is director of the Institute for New Media Studies at the University of Minnesota. Nora was previously (1991-2000) at the Poynter Institute teaching news library management, computer-assisted research, and new media leadership. She was editor for information services at the Miami Herald from 1979-1991. Nora is the co-author of Behind the Message: Information Strategies for Communicators. She has traveled worldwide presenting seminars and lectures on research methods and innovation in online news. Her work at the Institute focuses on evolving digital storytelling forms, eye-tracking research, and news game development.

Shelley Pasnik is the Director of EDC’s New York-based Center for Children and Technology (EDC/ CCT). Since joining EDC/CCT, much of Shelley’s time has been devoted to understanding how cultural institutions, especially public broadcasters, private foundations and corporate philanthropies can support learners. She has sought out opportunities to work with the Corporation for Public Broadcasting, the Partnership for 21st Century Skills, Intel, the American Museum of Natural History, Carnegie Hall, AOL, WNET/Thirteen, WGBH and IBM. She also has written for a range of organizations and companies, including the National Alliance for Media Arts and Culture, Apple, the National School Board Foundation, Cable in the Classroom and PBS, for which she created the Parents Guide to Children and Media. She sits on the advisory board for the Global Action Project, a media arts and leadership organization that steadfastly believes young people can transform their communities by expressing their ideas and by honing their critical literacy.

15 G4CFESTIVAL June 2-4, 2008 About the Speakers Celia Pearce is a game designer, author, researcher, teacher, curator and artist, specializing in multiplayer gaming and virtual worlds, independent, art, and alternative game genres, as well as games and gender. She began designing interactive attractions and exhibitions in 1983, and has held academic appointments since 1998. She received her PhD in 2006 from SMARTLab Centre, then at Central Saint Martins College of Art and Design, University of the Arts London. She currently is Assistant Professor of Digital Media in the School of Literature, Communication and Culture at Georgia Tech, where she also directs the Experimental Game Lab and the Emergent Game Group. Her game designs include the award-winning virtual reality attraction Virtual Adventures (for Iwerks and Evans & Sutherland) and the Purple Moon Friendship Adventure Cards for Girls. She is the author or co-author of numerous papers and book chapters, as well as The Interactive Book (Macmillan 1997). She has also curated new media, virtual reality, and game exhibitions and is currently Festival Chair for IndieCade, an international independent games festival and showcase series. She is a co-founder of the Ludica women’s game collective.

Ken Perlin is a professor in the Department of Computer Science at New York University, He was founding director of the Media Research Laboratory and also directed the NYU Center for Advanced Technology. His research interests include graphics, animation, user interfaces, science education and multimedia. He received an Academy Award for Technical Achievement from the Academy of Motion Picture Arts and Sciences for his noise and turbulence procedural texturing techniques, which are widely used in feature films and television, as well as the TrapCode award for achievement in computer graphics research, the NYC Mayor's award for excellence in Science and Technology and the Sokol award for outstanding Science faculty at NYU, and a Presidential Young Investigator Award from the National Science Foundation. He has also been a featured artist at the Whitney Museum of American Art. Dr. Perlin received his PhD in Computer Science from New York University, and a BA in theoretical mathematics from Harvard University. Before working at NYU he was Head of Software Development at R/GREENBERG Associates in New York, NY. Prior to that he was the System Architect for computer generated animation at Mathematical Applications Group, Inc. He has served on the Board of Directors of the New York chapter of ACM/SIGGRAPH, and currently serves on the Board of Directors of the New York Software Industry Association.

Cindy Poremba is a digital media theorist, creator and curator researching documentary and video games through Concordia University's Doctoral Humanities program. She has produced and curated non- traditional exhibitions such as the CGSA Artcade, PoV Alternative Games Exhibition, eyeTEASers: Art Podified, and most recently, gamma 256 (Montreal, QC) and The Art of Play Arcade (Pittsburgh, PA), as a member of the Kokoromi collective.

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 BA degree in Comparative Literature from the University of Massachusetts and an MA in Broadcast Communication Arts from San Francisco State University. For more information, email Alex Quinn at [email protected].

16 G4CFESTIVAL June 2-4, 2008 About the Speakers Emily Reardon is Supervising Producer in Sesame Workshop's Digital Media department. During her ten years at Sesame Workshop, she has designed and produced educational digital media projects for mobile, web, TV, DVD, console, and CD ROM platforms for mission driven outreach programs, research studies, and commercial projects. Prior to Sesame Workshop, she worked in documentary film and as a baker. She holds a M.A. degree in Education, Communication, and Technology from New York University's Steinhardt School of Education and a BA degree in Art/ Semiotics as well as English and American Literature from Brown University.

Suzanna Samstag Oh is joining the Games for Change Festival from Seoul, Korea where she has lived and worked for nearly 28 years. Originally she came to Korea in 1980 as part of the last group of Peace Corps Volunteers to serve there and she has remained working to promote the country’s traditional culture internationally and as an editor of the Korean-language edition of Newsweek. Recently she was asked to coordinate Daesung Group’s (a major Korean energy company) investments in the culture industry and had the honor of welcoming Suzanne Seggerman to Seoul for our Global Contents Forum in 2007. On that occasion they founded the Games for Change chapter in Seoul and, with the start of the school year in March 2008, inaugurated an undergraduate class at one of Korea’s major universities (Yonsei University) entitled Games for Social Change. Korea is a great country for gamers. Suzanna sees a great opportunity to introduce games for social change as part of the regular school curriculum dealing with topics such as North-South Korean reunification scenarios as well as environmental and energy-related issues. She looks forward to learning more about games for social change at the festival and networking with people and organizations that she can work with.

Chris Satchell, as the general manager of the Game Developer Group at Microsoft Corp., is responsible for driving innovation in products, services and partnerships that will revolutionize the next generation of game development. The Game Developer Group encompasses the Xbox Advanced Technology Group (ATG), worldwide Xbox® Platform Certification and the team delivering the XNA™ development platform. Satchell’s organization is laser-focused on doing everything it can to help developers and publishers effectively deliver their visions on Microsoft® gaming platforms. Satchell joined Microsoft in 2002 as a development manager in Microsoft Game Studios (MGS), working on critically acclaimed franchises such as Project Gotham Racing® and Rallisport Challenge. Most recently he was director of engineering for MGS, responsible for driving cross-organizational engineering initiatives with a focus on preparing the organization for the next generation of gaming platforms from Xbox and Windows®. Satchell has a long history in games development, having served as an executive director at the 3DO Company, a technical director for Silicon Dream Ltd, and an artificial intelligence specialist and project leader for Eidos Interactive Ltd. Hailing from the United Kingdom, Satchell has an honors degree in computing and a Diploma in Industrial Studies from Loughborough University. He also received the New Holland Ford Prize for Computing, earning the highest marks in the history of the computer science department, and has completed over two years of postgraduate research into distributed artificial intelligence systems.

Ben Sawyer is Co-director of the Serious Games Initiative and Co-founder of Digitalmill. At Digitallmill, Sawyer is in charge of strategy, technology, and business development. Sawyer has authored or co-authored more than 10 computer trade books as well as numerous articles on a wide range of technology areas including e-commerce, interactive game development, software marketing, and computer graphics. He is also a regular speaker on the topics of e-commerce and other emerging Internet trends. After graduating from New York's Bronx High School of Science and attending the City University of New York-Baruch, Sawyer worked on the campaign staff for Clinton/Gore '92. He also worked on political projects for several major campaigns, a legislative re-apportionment for the Maine State Legislature, and on the news analysis staff for then President-Elect Bill Clinton. In 1995, Sawyer settled in his home state of Maine and began a career as a high-tech freelance writer and technology consultant. That year Sawyer wrote his first book— The Ultimate Game Developer's Sourcebook—which was published in early 1996. In June 1997, Sawyer and Dave Greely founded Digitalmill.

17 G4CFESTIVAL June 2-4, 2008 About the Speakers Suzanne Seggerman is President and Co-Founder of Games for Change. Before G4C, Suzanne was a Director at NYC-based think tank Web Lab, where she oversaw a variety of cross-media projects. At Web Lab, she co-curated the show "Provocations" for the 2002 Florida Film Festival, the first national exhibition featuring digital games about social-issues. Her background in online media includes community-oriented interactive environments and the design of non-traditional games, which earned her awards from New Voices New Visions and Communications Arts. Before her involvement with new media technologies, she worked as a documentary film producer for PBS, including on Ken Burns/Stephen Ives PBS series The West and as Co-producer of Race For Life, a humanitarian aid and documentary film about Eastern Europe. Suzanne received a BA from Kenyon College and a MS from NYU's Interactive Telecommunications Program.

Ellen Scott is Social Network Designer at Games for Change, a professor of 4-Dimensional Design at Pratt Institute, and an artist working in digital media. Her experience in online media spans art and commerce, including interactive design, usability testing, and creative production; she gained seven years of experience in strategic consulting and software project management before focusing her career at the intersection of art and technology. Since 1999, she has worked on a variety of cross-media projects for Digital Innovations Group. Ellen is a co-founder of Smartspaces.org, a non-profit organization dedicated to placing art in public-facing spaces, and a co-founder of the Survivor Fund, a nonprofit organization dedicated to raising funds and awareness for the NYU/Bellevue Program for Survivors of Torture. She currently serves on the board of NYC-ACM SIGGRAPH. Ellen received a BA in Politics from Princeton University and an MFA in Digital Art from Pratt Institute.

Bill Shribman is the Executive Producer of WGBH's Interactive Kids Group and oversees all WGBH kids' projects, including those in development, for Web and new platforms. He devised and produced the internationally recognized Curious George, Zoom, Peep and the Big Wide World, and Between the Lions Web sites. He is also a content producer and games designer for the Fetch, Design Squad, Martha Speaks, Arthur, and Postcards from Buster sites. Traffic to these sites amounts to more than 10 million visitors every month. He devised and produced the site at FFFBI.com, the Fin, Fur and Feather Bureau of Investigation and is also the creator of WGBH's broadband animated series The Greens. His writing for Between the Lions was Emmy-nominated in 2006. He is also currently the principal investigator and lead producer on a U.S. Department of Education Steppingstones of Technology grant, creating games to help kids with ADHD manage issues of organization and task completion.

Karen Sideman is Project Director at Games For Change and works with PETLab, the organization’s prototype creation engine. She maintains a parallel career as a freelance interactive designer specializing in educational play, currently helping create climate change awareness and action materials for the Sally Ride Science Club and edgy flash games for This Is Pop. She has been involved in digital interactive design for about as long as there has been a field to be involved in, and could always be found at the most groundbreaking firms—such as Edwin Schlossberg, Inc. and R|GA Interactive—whenever the really interesting stuff was happening. She spent a good portion of the dot.com boom years as creative director of the team that built Sesame Street Online.

David Thomas is a nationally syndicated videogame journalist, critic and teacher. He co-authored the Videogame Style Guide and Reference Manual and regularly blogs about games at www.examiner.com. He teaches courses covering the history of digital media, videogame studies and a unique class that uses games to teach students about urban planning. His interest in virtual places and leisure spaces led his to study as a PhD student in the college of architecture and planning, where he focuses on the question of “What makes a place fun?” He can be found online at www.buzzcut.com.

18 G4CFESTIVAL June 2-4, 2008 About the Speakers Christophe Watkins is Executive Producer at Artificial Mind and Movement, North America’s largest independent game developer. He’s responsible for business and corporate development as well as New Media convergence. Prior to AM&M, Mr Watkins was EVP of Business Development at Icarus Stuidos, a leading provider of MMOG and virtual world technologies/services and Co-Founder of Mforma (later renamed Hands-On Mobile) a global leader in the publishing and distribution of mobile entertainment, supporting over 50 wireless operators worldwide. Mr. Watkins was also Director of Multimedia Publishing for France Telecom, Director of New Media for the Infogrames Group—now Atari, one of the world’s largest publishers and distributors of entertainment software and a television producer in France and New York.

Peggy Weil, Visiting Assistant Professor of Interactive Media at USC School of Cinematic Arts, is a digital media artist and designer focusing on interactive design as immersive experience for perceptual and civic engagement. She has produced interactive work for The Voyager Company, Broderbund, Electronic Arts, Von Holtzbrinck and Ravensberger Interactive, and was awarded the MILIA D'OR in Cannes in 1998. Recipient of a New York Foundation of the Arts & WebLab grant to create The Blurring Test (www.mrmind.com) a bot who challenges you to convince him that you are human. Weil has consulted for The Getty Institute and The Dia Foundation; for the later Weil designed the original Roden Crater Website for artist James Turrell. She is currently designing and producing a comprehensive digital presence for Turrell and Skystone Foundation to launch coinciding with the crater opening in 2012. She worked as designer and producer on innovative games at USC’s Game Innovation Lab: ELECT for the Institute for Creative Technology and The Redistricting Game for Annenberg Center. With Nonny de la Peña, she was awarded a residency in BAVC’s inaugural New Media Producer’s Institute for Gone Gitmo, an installation of Guantánamo Prison in Second Life. She is the recipient of a San Francisco Foundation 2008 commission to address how emerging technology impacts arts and arts organization's connection to new audiences.

Jordan Weisman has been the creative motivating force behind the founding and successful growth of Smith & Tinker, 42 Entertainment, and a number of other companies during his near quarter-century in the media and entertainment industry. He is responsible for the creation of The Beast, which Internet Life called "the Citizen Kane of online entertainment," and is widely regarded as the first alternate reality game (ARG). With 42, he oversaw the advancement of the ARG as an art form and the creation of I Love Bees and Year Zero. Jordan co-founded FASA Corp. in 1980, and led the design and creation of game lines such as BattleTech, Shadowrun, and Crimson Skies. In 1987, Jordan and his partners founded VWE, and built the world's first virtual reality entertainment venue, The BattleTech Center. In 1992, members of the Disney family acquired a majority stake in VWE. In 1995 Jordan founded FASA Interactive to develop MechWarrior, a PC game that ultimately sold more than 11 million units. Microsoft acquired FASA Interactive in 1999 and Jordan assumed the role of Creative Director of Microsoft's Entertainment Division. Jordan left Microsoft in the fall of 2002 to found 42 Entertainment in 2003. In 2000, Jordan and Dawne Weisman founded WizKids, creating collectable miniatures games including Mage Knight, HeroClix for Marvel and DC, and MechWarrior: Dark Age. Retail sales for WizKids products topped $100 million in 2003. In 2003, Jordan sold WizKids to The Topps Company. Jordan has won more than 100 awards during his career, including election to the game designer's hall of fame by the Academy of Adventure Gaming Arts & Design, and selection as Pacific Northwest Entrepreneur of the Year for 2003 by Ernst & Young.

Connie M. Yowell is the Director of Education in the MacArthur Foundation's Program on Human and Community Development. In this role, she focuses on grants relating to public education, and on the implications for education of young people's use of digital media. Prior to joining the Foundation, Yowell was an Associate Professor in the School of Education at the University of Illinois at Chicago, where her work included the study of reasons why Latino youth drop out of high school. Previously she worked as a Policy Analyst in the Office of Policy and Planning of the U.S. Department of Education. Before that Yowell was a Research Assistant at the University of California at San Francisco and at Stanford University. Yowell earned her bachelor's degree from Yale and her PhD from Stanford University.

19 G4CFESTIVAL June 2-4, 2008 Registered Attendees (As of May 23, 2008) Elizabeth Aaker: Research Coordinator, UMass Dixie Ching: Research Associate, Joan Ganz Medical School Cooney Center, Sesame Workshop Adam Aberman: Director of Global Digital Sharon Ching Strategy, Ashoka's Youth Venture Marjee Chmiel: Director of Digital Media, The Benjamin Allen JASON Project- National Geographic Carole Artigiani: Founder and Executive Director, Ryan Clemens: Technology Support Analyst Global Kids Inc. Principal, Arizona State University Jay Bachhuber: Online Leadership Program Kerry Cochrane: Director of Library Services, Associate, Global Kids, Inc. Adler School of Professional Psychology Kenneth Bailey: Sector Organizing and Strategy Dan Cogan-Drew: Senior Online Development Lead, Design Studio for Social Intervention Specialist, Education Connection Traci Bauer: Managing Editor/multimedia and Wendy Cohen: Manager, Community and innovation, Democrat and Chronicle Alliances, Participant Media Lillian Baulding: Freelance Colleen Cohen: Acting Director of Media Studies, Craig Beilinson: Director of Marketing, Microsoft Vassar College Corporation Ronald Cole: Senior Program Officer, USIP Lucy Bernholz: President, Blueprint Research & Esther Cookson: Director, Strategic Initiatives, Design, Inc Web Wise Kids Radha Blank: Program Assistant, Arts & Culture, Linda Cooper: Associate Professor, Queens The Nathan Cummings Foundation College CUNY Donelle Blubaugh: Director, Education, PBS Chris Crawford: Founder, Storytron Fran Blumberg: Associate Professor, Fordham Amanda Crispel: Interim Program Director, University Game Development, Champlain College Heidi Boisvert: Multi-Media Manager, Taryn Cunha: Content Producer, Fisher-Price Breakthrough Rick Cunningham: President, Corridor R&D Natasha Boskic Steven Dagustino: Director, Fordham University Kim Brizzolara: President, Brizzolara Productions Drew Davidson Claudine Brown: Program Director, Arts & Lyell Davies Culture, The Nathan Cummings Foundation Leigh Davis: Community Organizer—Media Eric Brown: CEO, ImpactGames LLC Maker, Peoples Organization for Progress Robert Brown: Dean, UNCG/Division of Ann DeMarle: Director, Emergent Media Center, Continual Learning Champlain College Travis Bullard: Corporate Public Relations Kraig DeMatteis: Technical and Curriculum Manager, AMD Developer, Fordham University Asi Burak: Co-Founder, Chief Product Officer, Carol Diamond: Managing Director, Health ImpactGames Program, Markle Foundation Matthew Burke: Assistant Professor, George Karin Dicks: Global Community Program Washingtong University Specialist, AMD Alice Cahn: VP Corporate Responsibility, Cartoon Sam DiGangi: Associate Vice President, Arizona Network State University, Applied Learning Technologies Idit Caperton: President & Founder, World Wide Institute Workshop Foundation Adair Dingle: Professor, Seattle University Michael Cervino: Vice President, Beaconfire Diana Donahoe: Professor, Georgetown University Consulting Shawn Donohue: Assistant Coordinator of Nancy Chapelle: Managing Director, Content & Technology Training, New York Public Library Programming, TVO Susan Dreher: Researcher / Programmer, Mery Chertoff Columbia University—Virtual Learning Worlds Perri Chinalai: Media Assistant, Breakthrough

20 G4CFESTIVAL June 2-4, 2008 Registered Attendees Mallika Dutt: Executive Director, Breakthrough Gary Hirsch: Consultant, Creator of Learning Lou Elin Dwyer: Gallery Educator, National Environments Portrait Gallery Jessica Hochman: Assistant Professor, Pratt Joellen Easton: Public Insight Analyst, American Institute Public Media Andrew Hoffman: Project Director CPB / Laura Efurd: Chief Community Investment Initiatives Manager, WGBH - Interactive Officer, ZeroDivide Justin Hollander: Assistant Professor, Tufts Patricia Ellingson: Creative Head, TVO University Tom Ellman: Director of Media Studies, Vassar Debbie Holmes: Chief Librarian, Georgia College Highlands College Rafael Fajardo: Associate Professor, University of Erin Holzer: Senior Global Event Manager, Denver Microsoft Ken Feaster: IT Systems Specialist, National Margaret Honey: Senior VP Strategic Initiatives Institute on Money in State Politics & Research, Wireless Generation Mark Feldman: Principal & Managing Director, Julia Itani: Student, Teachers College, Columbia Cause Consulting University Carla Fisher: Doctoral Candidate, Teachers Naomi Jackson College, Columbia University Ron Jacobson Nick Fortugno: Co-Founder/President, Rebel Brian Jordan: Student, Wesleyan University Monkey Barry Joseph: Director of Online Leadership Tracy Fullerton: Assistant Professor, USC Programs, Global Kids, Inc. Interactive Media Zakiyyah Kareem: Project Manager, Girlstart Medard Gabel: BigPictureSmallWorld Jennifer Kenyan: Special Projects Coordinator, Diane Gal Gal: Assistant Professor, SUNY Vermont Campus Compact Gary Goldberger: Vice President/Partner, Lila King: Senior Producer, CNN.com & FableVision iReport.com Jessica Goldfin: Journalism Program Associate, Staci King: Marketing Manager, Microsoft John S. and James L. Knight Foundation Leslie Kirkwood: Director, Team Gaia Joel Gonzales: Vice President, Geek House Games David Klevan: Education Manager for Teacher Juliet Gorman: News Editor, NYTimes.com, The and Distance Learning, U.S. Holocaust Memorial New York Times Museum Rhoda Grauer: Dean, School of Visual and Lewis Kofsky: Producer / Partner, Curious Performing Arts, C. W. Post Campus, Long Island Pictures University Gene Koo: CALI Fellow, Berkman Center for Jeff Gray: Wiki/Webmaster, World Wide Internet & Society Workshop Foundation Gerard LaFond: Co-Founder, Partner, Persuasive John Grills: Tech Director, Partners International Games Foundation Robert Lane: Computer Systems Analyst, Jessica Hammer: Teachers College, Columbia Columbia University University Ellen LaPointe: Vice President of Strategic Theresa Helou: Producer, Fisher Price Partnerships, HopeLab Foundation Christine Henseler: Associate Professor, Union Elaine Laughlin: Senior Program Manager, College WGBH Leni Herschman: Chief Creative Officer/ Hillary Leone Director, Team Gaia Josh Lerner Austin Hill Scott Leutenegger: Professor of Computer Karin Hillhouse: Director, Changemakers Science, University of Denver Partnerships, Ashoka Jennifer Levine: Strategy Guide, American Library Association 21 G4CFESTIVAL June 2-4, 2008 Registered Attendees Shireen Lewis: Project Coordinator, Memorial Karen Michaelson: Executive Director, Tincan Sloan-Kettering Cancer Center Dorey Miller: Interaction Designer, ESI Design Brad Lewis: Program Officer, Corporation for Kenny Miller: EVP & Creative Director, MTV National and Community Service Networks, Global Digital Media Stephen Lewis: Digital Arts and Sciences, Trinity Madhuri Mohindar: Video Producer, School Breakthrough Dale Lipschultz: Literacy Officer, American Anne Moroney: Student, Computer Science, Library Association Queens College Lori Lobenstine: Youth Action Lead, Design Tam Myaing: Game Designer, Founding Partner, Studio for Social Intervention Neuronic Games Blyth Lord: Project Director, WGBH, Children's Lora Myers: Curriculum Director, Adult Literacy Programming Media Alliance (ALMA) Silvia Lovato: Associate Director, PBS KIDS Gregory Naranjo: Exhibition Developer, U.S. Interactive, PBS Holocaust Memorial Museum David Lowenstein: National Urban Fellow, Joan Liz Nealon: Managing Director, StarWalkKids Ganz Cooney Center at Sesame Workshop Jennifer Newton: Program Advisor, Van Heyst Karyn Lu: Site Development Manager, CNN.com Group Daniel Lubetzky: Founder & President, Joanne Nicholson: Professor of Psychiatry, PeaceWorks Foundation University of Massachusetts Medical School Colleeen Macklin: Associate Professor, Parsons Angel Nieves: Assistant Professor, University of The New School for Design Maryland Rob Mancabelli: Director of Information Nemo Nox: Director, Interactive Experience, The Systems, Hunterdon Central District Case Foundation Jonathan Mandell Celia O’Donnell Maria Marewski: Executive Producer, Children's Julie O Sullivan: Professor, Georgetown University Media Project Law Center Sarah Margles: Education Officer, American Suzanna Oh: Senior Advisor, Daesung Group Jewish World Service Chinwe Onyekere Onyekre: Program Officer, Ivan Marovic: Video Game Producer, York Robert Wood Johnson Foundation Zimmerman Inc. Itay Ophir: Product Manager, World Wide Erin Martineau: Associate for Teaching, Learning, Workshop Foundation and Research, CUNY--Undergraduate Education Rik Panganiban: Second Life Producer, Global Craig Mathewson: Video Producer, Xbox.com Kids, Inc. Misty Matonis Angela Paradise: Assistant Professor, Department Raymond McCarthy Bergeron: Project of Communication, Stonehill College Director, Emergent Media Center, Champlain Nancy Parks: Assistant Professor, Herron School of College Art & Design/IUPUI Annemarie McCoy: Creative Consultant, The Shelley Pasnik: Director, EDC/Center for BigFish BIZ Children and Technology Kate McEwan: PR Executive, Edelman Public Nora Paul: Director, University of Minnesota - Relations Institute for New Media Studies Taina McField: Ecological Innovation and Robert Peagler: Senior Associate, Matter/W. K. Contemplative Practice, The Nathan Cummings Kellogg Foundation Foundation Celia Pearce: Director, Experimental Game Lab, Roisin McGlynn: Global 3rd Party Games Georgia Tech Marketing, Xbox Paolo Pedercini: Senior Optimization Developer, Alan Meyers: Co-founder & CEO, Past4Ward, Molleindustria LLC

22 G4CFESTIVAL June 2-4, 2008 Registered Attendees Allyson Peerman: Vice President, Public Affairs, Dawn Spring: Associate, CERHAS, DAAP AMD Pamela Stern: Learning Strategist, self employed Christa Phillips: Xbox LIVE Community Phillip Stewart: Student, Teachers College Manager, Microsoft Benjamin Stokes: Program Officer, MacArthur Jeremy Pope Foundation Marc Prensky: Author, speaker, CEO, David Stookey: President, Game-Learning Games2train Taylor Strait: President, Gaming Insight Research Diana Projansky: Senior Manager/Senior Group, Inc. Producer, Fisher Price Shannon Sullivan: Program Director/Executive Amu Ptah: Manager, US Partnerships, World Wide Producer, World Wide Workshop Foundation Workshop Foundation Chris Swain: Professor / Co-Director EA Game Debbie Rabina: Assistant Professor, Pratt Institute Innovation Lab, USC School of Cinematic Arts - SILS Lawrence Swiader: Chief Information Officer, Laurie Racine: President, dotSUB U.S. Holocaust Memorial Museum Dan Rauzi: Senior Director, Technology Programs, Radhika Tandon: Online Leadership Program Boys & Girls Clubs of America Associate, Global Kids, Inc. Emily Reardon: Supervising Producer, Sesame John Tattersall: Project Director, The TEN Workshop Project Brian Richards: Director, Instructional Design & John Taylor: Game Builders Academy Media Services, Middlesex County College Abigail Taylor Sally Rosenberg: Game Builders Academy Christopher Testa: Director, Outreach Bob Runyan: President, Educational Simulations Technology, United States Hololocaust Memorial PJ Rusnak: University of British Columbia Museum Barbara Russell Ann Thai: Assistant Manager, Joan Ganz Cooney Pamela Rutledge: Director, Media Psychology Center, Sesame Workshop Research Center David Thomas: Instructor, University of Colorado Rafi Santo: Virtual Community Manager, Global Denver Kids, Inc. Deborah Thomas: CEO, SillyMonkey LLC Alex Sarlin: Instructional Designer, Columbia Wade Tinney: CEO, Large Animal Games University Ward Tisdale: Director, Global Community Karen Schrier: Senior Producer/Doctoral Affairs, AMD Student, Scholastic/Columbia University Robert Torres: PhD candidate, NYU Morgan Schwartz: Assistant Professor of Digital Tom Toynton: Game Development Progam Media, Marymount Manhattan College Coordinator, Bloomfield College Peggy Sheehy: Media Specialist, Suffern Middle Tim Trayhan: Web Developer, Democrat and School Chronicle Karen Sheekey: Director, Team Gaia Diane Tucker Risa Sherman: Senior Consultant, Cause Barbara Vagliano: Student, New York Botanical Consulting Garden illustration program Anne Shongwe: Director, AFROES Joost van Dreunen: Doctoral candidate, Bill Shribman: Executive Producer, WGBH Columbia University Mike Silverman: Manager, Public Relations, Lance Vikaros: Graduate Student, Teachers AMD College Seymour Simon: Creative Director, StarWalkKids Mary Wahrmby Harold Simon: Senior Fellow, National Housing Drew Ann Wake: Editor, LiveWires Institute Nina Walia: Associate Director, PBS KIDS Ariana Souzis Interactive Crissy Spivey: Web Producer, Breakthrough Jim Walker: Marketing, Educational Simulations

23 G4CFESTIVAL June 2-4, 2008 Registered Attendees Vanessa Wanger: Screenwriter, Brizzolara Productions Stephanie Wasilik: Senior Account Supervisor, Edelman Public Relations Carl Weichert: Training & Curriculum Strategist, Bay Area Video Coalition Peggy Weil: Visiting Assistant Profesor, Interactive Media, USC School of Cinematic Arts Jordan Weisman: CEO and Founder, Smith & Tinker, Inc. Lucas Welch: President, Soliya Dan White Vanessa Whorley: Senior Account Supervisor, Edelman (for Microsoft) Wick Wickenden: President, Jersey Cow Software Wollman Wollman: Executive Director, Development, Scholastic Media Lauren Young: Program Director, The Spencer Foundation Michael Young Christine Zanchi: Producer, WGBH Interactive Melinda Zipin: President, Assertive Diplomacy Trainings

24 G4CFESTIVAL June 2-4, 2008 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 amazing things they do for (and with!) us, Charles Fernandez and Tobin especially the excellent work of Colleen Productions, Video, for getting it all on Macklin, Deborah Kirschner, tape Christine Mickletz, Jedd Wilcox, Elena Halizcer, Community Manager, for Kristin Sorenson, Bridget Fisher, being our online maven and maestra Edwin Diaz, and Bob Kerrey Anna Hammond, PR Manager, for her communications bravado Contributors to the G4C Festival Eleanor Lang, Outreach Manager, for Scholarship Fund excellent outreach and connections Joel Gonzales, Peggy Sheehy, Sally Maren Perry, Event Manager, for her Rosenberg, David Thomas, Tracy Fullerton amazing job putting (and holding!) this festival together Our Volunteers Alex Quinn, our Executive Director, for Sheila Page, Oscar DeLeon, Naveena being our Eric Schmidt so ably! Swamy, Sandhya Moraes, Mike Edwards, Phoebe Reed, Network Architect, for Leanne Wagner, Alejandro Luján, Angela website management and oversight Martenez, Adam Flores, Sarah Fay Krom, Ellen Scott, for her excellent MC'ing, and Collette Ellis, Ariana Souzis, Laura lots of other help along the way Staniland, Ralph Warren, Brendan Suzanne Seggerman, President, for Giordano making her vision a reality Karen Sideman, Project Director, Our Sponsors PETLab, for all her wisdom and guidance Microsoft, AMD Foundation, the John D. Mark Smith, Our Very Own Mac Genius and Catherine T. MacArthur Foundation, and Sponsorship Coordinator, for his able and the John S. and James L. Knight managing of all things sponsor-ish (and Foundation Suzanne-ish!) All the amazing Speakers and Expo Festival Advisors/Friends participants Alan Gershenfeld, E-Line Ventures and Chairman of the Board, G4C, for his continuing guidance and assistance with the festival and organization Thank you all for making this event happen Ian Bogost, Persuasive Games and and for your continuing contributions to this Georgia Tech, for his ongoing advice on the community! festival and the organization Jim Gee, Arizona State University for his help in early festival planning and speaker involvement Katie Salen, Gamelab, Institute of Play, for her help with the 101 Workshop

25 G4CFESTIVAL June 2-4, 2008 About Microsoft Founded in 1975, Microsoft (Nasdaq “MSFT”) is the worldwide leader in software, services, and solutions that help people and businesses realize their full potential.

About XNA Game Studio XNA Game Studio is the game development platform offering tools, technology and solutions to help student, enthusiast, and independent game developers create games for Xbox 360 and Windows. Starting later this year, you will be able to create your own games using XNA Game Studio and a Creators Club Membership and publish them on Xbox LIVE for everyone to play. Our goal is to continue to ensure the best games are being built for Microsoft platforms and we do that by creating the best and most accessible software and services so every of developer can turn their dreams into reality.

About Xbox 360 Xbox 360 is a superior video game and entertainment system delivering the best games, unique entertainment features and a unified online gaming network that revolves around gamers. Xbox 360 has a portfolio of nearly 400 games in 37 countries. More information can be found online at http://www.xbox.com/xbox360.

About Games for Windows Microsoft Windows is the most popular operating system in the world for games, delivering the widest range of titles, the most gaming hardware choices, and advanced gaming technology for players of all types. With Windows as the cornerstone, the Games for Windows platform offers publishers and gamers the most enjoyable and innovative gaming experiences available on a PC. More information can be found online at http:// www.gamesforwindows.com.

26 G4CFESTIVAL June 2-4, 2008 The AMD Foundation is proud to sponsor the 5th Annual Games for Change Festival and support the movement to create and use digital games with social content as powerful tools to help improve our world. Our new education initiative, AMD Changing the Game, is AMD’s commitment to support the evolution of digital gaming toward becoming a more dynamic entertainment and educational experience for youth. Its mission: to inspire youth to learn critical education and life skills by equipping them to create digital games with social content. The program focuses on 13-18 year olds with a particular emphasis on enriching the educational experience of disadvantaged young people. AMD Changing the Game will meet youth where they are, combining their thirst for learning with their passion for gaming, while helping them become socially responsible citizens in a technology driven society.

27 G4CFESTIVAL June 2-4, 2008 YOU INVENT IT. WE FUND IT. $25 MILLION.

The Knight News Challenge, a contest by the John S. and James L. Knight Foundation, has ear- marked $25 million over five years for digital innovation in community news. As much as $5 million will be given away this year to support smart, innovative solutions to inform and inspire communities. Projects can range from community databases to tools that help add people to the local digital conversation. The contest is open to anybody anywhere in the world. Two 2008 News Challenge winners. Read ‘em all on the web site.

WINNER: DAVID COHN, $340,000 (2008)

Who: David Cohn. Project: Spot Journalism will provide a new way to pay for local investigative re- porting by soliciting financial support from the public. Independent journalists and residents will propose stories, and Spot Journalism will use the web to seek “micro- payments” to cover the costs. If enough donors contribute the amount needed, a journalist will be hired to do the reporting. On the web: http://www.spot.us

BLOG WINNER: THE BEANSTOCKD PROJECT $40,000 (2008)

Who: Angela Antony and Sandra Ekong Project: Beanstockd is a developing idea to encourage green living through an inter- active game. Using social networking tools and real-time news and information, play- ers would be able to track their environmental impact, discover how they stack up against neighbors and team up in a friendly competition to leave the smallest imprint on their community. The game revolves around a virtual stock market, where each player receives an amount of personal stock based on their environmental footprint. Players can increase their stock value by reducing their footprint, or invest in other teams who are predicted to do the same. The project is tailored for a small commu- nity, such as a university campus, and aims to unite its members around reducing the area’s demand on natural resources. On the web: http://www.beanstockd.com

Want to enter the 2009 Knight News Challenge? Applications open again on September 1, 2008.

28 G4CFESTIVAL June 2-4, 2008 PETLab

PETLab is a joint project of Games for Change and Parsons The New School for Design. The group develops prototype games, simulations, and play experiences which encourage investigation into social and global issues. PETLab participants collaborate with interested organizations to explore possibilities for games as a form of public interest engagement. In this first year, we are working with a wide range of partners such as MTV, Youthnoise, Microsoft, Boys and Girls Clubs, and New York Public Library. Our projects span a number of platforms including Flash, Xbox XNA, open source tools and methods, public space appropriation, and mobile media.

29 G4CFESTIVAL June 2-4, 2008 Notes

30 G4CFESTIVAL June 2-4, 2008 Notes

31 G4CFESTIVAL June 2-4, 2008