Gamasutra Game Design Education Podcast, Tom Kim, moderator. October 10, 2006.
The Smart Game Dilemma: Is There a Role for Design? Games for Change Conference, New York, NY. June 28, 2006.
Transforming Play: Game Design and the Creative Process, Domestic Bliss: Styled Lives and Loves, PUSH Conference, Minneapolis, MN. June 13, 2006. www.pushthefuture.org
Beyond the Console: Game Studies 101, Vassar College, Poughkeepsie, NY. April 24, 2006.
They Must First Be Imagined: Contesting the Space of Games, Keynote. Game, Set, Match II: On Computer Games, Advanced Geometries, and Digital Technologies. Delft University of Technology, Delft, The Netherlands. March 29, 2006.
Mobile Game Mosh: A Student Game Design Competition, Experimental Games Workshop, Game Developers Conference. San Jose, CA. March 24, 2006.
So You Want to Be a Game Designer, Game Design Education Tutorial, Game Developers Conference. San Jose, CA. March 22, 2006.
Game Design Education: Innovative Models, Game Design Education Tutorial, Game Developers Conference. San Jose, CA. March 22, 2006.
Speak Your Mind: The Student Experience Uncensored, Game Design Education Tutorial, panel moderator, Game Developers Conference. San Jose, CA. March 22, 2006.
Educating from Left of Center, Serious Games Summit, Game Developers Conference. San Jose, CA. March 21, 2006.
The Imaginary Culture of MMPOGs, Junior Seminar, Susan Yelavich faculty. Parsons the New School for Design. New York, NY. March 14, 2006.
Everything She Does is Magic, Living Game Worlds Symposium. Georgia Institute of Technology, Atlanta, GA. February 15, 2006.
Interactivity and the Play of Performance, PAL Texterritory Lab. 4 Bore Place, Sheffield, England. January 17-22, 2006.
Xmedia Lab: Singapore, Singapore
Making Games Matter: Mobile Games Get Serious. Professional Day Conference, November 16, 2006.
International Master Class. November 16-19, 2006. International mentor.
Big Games, Cinekid, Amsterdam, The Netherlands. October 27, 2005.
Educating from Left of Center, Serious Games Conference, New York, NY. October 21, 2005.
The Imaginary Culture of MMPOGs, Junior Seminar, Susan Yelavich faculty. Parsons the New School for Design. New York, NY. October 18, 2005.
Radical Frontiers: New Territories in Game Design,² AIGA National Conference, Boston, MA. September 16, 2005.
Techno-Semantics, ICA Cinema. Panel moderated by Lizbeth Goodman, SmartLabs. Institute of Contemporary Arts, London. ICA Cinema, July 6, 2005.
Ancient Technologies, Dramaturgy, and Game. Kitchen¹s Seventh Annual Sidney Kahn Summer Institute, July 2005. New York, NY. Faculty.
"A World of Authors: Creating Media for People with Keyboards," panel moderated by Douglas Rushkoff. Media Ecology Association convention (Fordham, Lincoln Center), June 22, 2005.
Xmedia Lab: Singapore, Singapore
In Search of the Holy Moment, Professional Day Conference, June 15, 2005. Keynote lecture.
International Master Class. June 1617, 2005. International mentor.
Playspace: A Case for Game Studies in Action. DIGRA (Digital Games Research Association): Changing Views: World in Play. Vancouver, Canada. June 16-20, 2005.
Multiplayer Play: Designing Social Interaction in Games. DIGRA (Digital Games Research Association): Changing Views: World in Play. Vancouver, Canada. June 16-20, 2005.
The Flashback Game Jam. DIGRA (Digital Games Research Association): Changing Views: World in Play. Vancouver, Canada. June 16-20, 2005.
Games and Film, panel moderated by Graham Leggat. MAKOR/Steinhardt Center, New York. June 9, 2005.
The Goodlife. Roundtable discussion. Van Allen Institute. June 4, 2005. New York, NY.
Tripping the Game Fantastic. Mindstates: Technology and Transcendence. May 27-29, 2005. San Francisco, CA.
My Machinima: Filmmaking with Game Engines. MOVE: Stories in Motion. AIGA Conference. April 29, 2005.
Hi-res vs. Lo-res Graphics: A Game Design Debate. Moderator. SIGGRAPH/IGDA. May 2, 2005. Moderator.
Games and Learning: Theory, New Technology, and Assessment. AERA National Conference: Demography and Democracy in the Era of Accountability. (panel presentation). April 12, 2005.
Trigger and Response: The Art of Contested Spaces. IDeas Lecture Series, The Department of Architecture, Interior Design and Lighting, Parsons School of Design. March 13, 2005.
The Education of a Game Designer. Game Developers Conference. San Francisco, CA. March 7, 2005.
Urban Games: Real Action in the World of Reality. Eyebeam. February 17, 2005. New York, NY.
Narrative and Dynamic Systems: Finding the Story in the Game. University of Art and Design. Helsinki, Finland, February 1, 2005.
Games and Story. Week-long workshop on game design and narrative. University of Tampere, Hypermedia Lab. Tampere, Finland, February 1-5, 2005.
Making and Breaking Rules: Game Design as Critical Practice. Co-presented with Eric Zimmerman. Art, Technology and Culture Lecture Series. University of California at Berkeley, Department of Art. Berkeley, CA, Jan. 24, 2005.
Games, Cult, Space. Virginia Commonwealth University, Department of Kinetic Imaging. Richmond, VA, Nov. 8, 2004.
Reactivate Resistance: Games and Urban Space. GameTime. Australian Center for the Moving Image. Melbourne, Australia. Oct.17, 2004.
Game the Story. Workshop, Australia Film and Television Academy. Melbourne, Australia. Oct. 10, 2004.
Games, Gotta Get It. Games and Education, E-Learning Seminar. AIMIA. Melbourne, Australia. Oct. 9, 2004.
Games and Interactivity. RGA lunchtime lecture series. New York, NY, July 24, 2004.
Games to Learn. Hewlett Foundation, Palo Alto, Ca, July 8, 2004.
Games as Cultural Resistance. Renssaeler Polytechnic. Troy, NY. April 8, 2004.
Social Play. Tutorial. Game Developers Conference. San Jose, CA. March 24, 2004.
Gaming the Game. University of Belgrade. Belgrade, Serbia. March 21, 2004.
Rules of Play. Institute of Fine Arts. Volos, Greece. March 19, 2004.
Playspaces: Games and Public Space. ACTO. Athens, Greece. March 17, 2004.
Beyond the Metagame. XMedia Lab. Sydney, Australia, February 9, 2004.
Keynote. Reprogram Through Play. XMedia Lab. Sydney, Australia, February 8, 2004.
Keynote. Games as Cultural Environment. 1st Annual Conference. Digital Games Research Association (DIGRA). Utrecht, Netherlands. November 4, 2003.
Urban Playspaces: From Liberty City to the Big Urban Game. Digital Media Lecture Series. Carleton College. Minneapolis, MN. November 2, 2003.
Storming the Playground. Book launch event for Rules of Play. Tisch Auditorium. New York, NY. October 24, 2003.
Gaming the Engine. Cinematexas Film Festival. University of Texas. Austin, TX. September 17, 2003.
Collision: Culture, Art and New Media. Women Director Series. Florida Atlantic University. Ft. Lauderdale, FL. April 11, 2003.
Breaking the Rules. Game Developers Conference. San Jose, CA. March 5, 2003. Co-presented with Eric Zimmerman.
QuakeDoomSims!: Transforming Play. Dig.it Festival. Walker Art Center. October 19, 2002. Minneapolis, MN.
Gaming the System. Electronic Arts. September 18, 2002. Vancouver, B.C.
Games and Interactivity: Design for Social Play. University of Arizona. Tuscon, AZ. May 25, 2002.
Creative Tech as Weaponry. Version 2.0 conference. Museum of Contemporary Art, Chicago, IL. April 20, 2002.
Game Design and Game Culture. North Carolina State University. Raleigh, NC. September 19, 2001.
Design and Usability. AIGA Risk and Rewards Conference. San Francisco, CA. October, 2000.
Designing Experience. Icon Medialab. Stockholm, Sweden. October 2225, 2000.
Designing Experience. Icon Medialab. Paris, France. August 12, 2000.
Designing Experience. Icon Medialab. New York, NY. August 9, 2000.
Legozeit: Identifying Qualities-in-Use. Parsons School of Design. June 11, 2000.
Designed Play. Department of Art, University of Arizona. Tuscon, AZ. May 24, 2000.
Design at the Edge of Pop. Ringling School of Design. Sarasota, FL. April 3, 2000.
Games + Design. Game Developers Conference, San Jose, CA. March 10, 2000.
Game Engine Technology and the Films of Quakespace. Parsons School of Design. New York, NY. January 31, 2000.
Eng1nes and Obsessi0ns. RE:PLAY: Game Design + Game Culture Conference, Parsons School of Design, New York City. November 11, 1999.
CONDUIT: Gaming Cinematics. RE:PLAY: Game Design + Game Culture Conference, Parsons School of Design, New York City. November 11, 1999.
Assimilation Race: Software Supported Stereotypes. 4th Annual Conference of the Americas, Université of the Americas, Puebla, Mexico. September 29, 1999.
Assimilation Race: Software Supported Stereotypes. Converging Terrains: Gender, Environment, Technology, and the Body Symposium, North Carolina State University. March 24, 1999.
Assimilation Race: Software Supported Stereotypes. Minds, Machine, and Electronic Culture. Seventh Biennial Arts and Technology Symposium, Connecticut College, New London, CT. March 5, 1999.
Sex and the Dinette: The Role of Presumptions and Assumptions in Design. Co-presented with Professor Kate Catterall. Circa Œ99, Austin, TX. November 16, 1998.
Gaming Codes and the Construction of Social Identity. Big Game Hunters and Digital Gaming Summit, Banff Center for the Arts. Banff, Canada. September 21, 1998.
Quaking Sex: Overcoming Images to Feeding Game Desires. Big Game Hunters and Digital Gaming Summit, Banff Center for the Arts. Banff, Canada. September 21, 1998.
Grrl Codes: The Scripting of Race and Gender Stereotypes. ISEATerror (Inter-Society for the Electronic Arts), Manchester, England. September 3, 1998.
X-Girl Meet Lara Kroft: Video Gaming Gets the Grrl? Department of Art and Design. University of Arizona, Tuscon, AZ. February 23, 1998.
Sex, Skate, Snow: The Grrrls Step Up. Women Challenging the Arts Symposium. University of Texas, Austin, TX. October 17, 1997.
CyberHuman Dance Series. ISEA 97 (Inter-Society for the Electronic Arts) Conference. The Art Institute of Chicago, Chicago, IL. September 25, 1997.
Moving: Agency for Virtual Spaces. SIGGRAPH 97 Conference, Art and Design Sketch. Los Angeles Convention Center, Los Angeles, CA. August 6, 1997.
Design for CyberHumans. FA 360: Cyberspace and the Arts, University of Texas. 1997.
CyberHuman Dance Series: Design and Collaboration in Virtual Spaces. Co-presented with Yacov Sharir. The Sixth Biennial Arts and Technology Symposium, The Center for Arts and Technology at Connecticut College, New London, CT. March 1, 1997.
Upcoming Lectures and Workshops 2006.07
Serious Games Summit, Washington, D.C. October 31, 2006
Creativity and Computation, Parsons, New York, NY, November 3, 2006
JumpStart Conference, Prague, November 13, 2006
Hunter College, New York, NY, November 21, 2006
XMedia Lab, Singapore, December 6-10, 2006
Extreme Contemporary, Stanford, January 12, 2007
Katie Salen is an Associate Professor in the Design and Technology, Parsons The New School for Design and co-author of Rules of Play: Game Design Fundamentals, a textbook on game design, as well as the Game Design Reader, both from MIT Press. Interested in games as both aesthetic and cultural forms, she has developed a critical practice that includes designing games of many different types, from big games, to downloadable games, to conference games and game-hybrids that take gaming as a point of departure. She writes extensively on game design, design education, and game culture, including authoring some of the first dispatches from the previously hidden world of machinima. Katie has worked on a range of projects for Microsoft, Gamelab, the Hewlett Foundation, the Design Institute, mememe Productions, Salty Features, the Buckminster Fuller Institute, and others. She is a former member of Playground, a design team focused on large-scale, experimental, urban games. Playground has been recognized as helping to pioneer a genre of games know as Big Games-large-scale urban games that engage players in activity both in physical and online space‹and recently explored another new genre of games-Slow Games-in the 25th anniversary issue of Metropolis magazine. Slow Games take 25 years to play.
Katie is currently working as Lead Designer on a digital game designed to teach game design to middle school and high school youth. It is supported through a 1.2 million dollar MacArthur Foundation grant, produced in conjunction with Gamelab and GAAPS, at the University of Wisconsin-Madison. She is concurrently editing a book on the Ecology of Games for the MacArthur Foundation series on Digital Media and Learning, set for publication in 2007.
Katie was a recent recipient of the ISEA/ZeroOne CADRE Laboratory Residency with Marina Zurkow and Nancy Nowacek. Together they created "Karaoke Ice," an ice-cream truck turned mobile karaoke unit deployed to transform the city streets of San Jose. She is also working with a talented team on the second iteration of Squidball, a large-scale, real world game involving helium-filled weather balloons, cel phones, and motion capture cameras.
Katie is a contributing writer for RES magazine, and worked as an animator on Richard Linklater's critically acclaimed animated feature Waking Life, as well as two music videos for the band Zero 7 (In the Waiting Line; Destiny). In 2003-04 she partnered with screenwriter and director Hampton Fancher (Minus Man; Bladerunner) on a project for the XEN division of Microsoft to develop an animated storytelling experience distributed through Xbox Live. She teaches and lectures widely, and has helped curate programs at the Lincoln Center, Cinematexas, ZKM, Exploding Cinema, and the Walker Art Center on machinima, the practice of creating animated films using game engines. Katie spends much of her time playing games on trains and planes in lieu of single serving meals.
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