Section D Celia Pearce – Curriculum Vitae Employment and Education History

Section D Celia Pearce – Curriculum Vitae Employment and Education History

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

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    19 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us