In Progress

Everywhere Now: Three Dialogues on Kids, Games, and Learning.

Ecology of Games. An edited volume that is part of the MacArthur Foundation's new Initiative in Digital Media and Learning. [forthcoming 2007]

"Arrested Development: Why Machinima Can't (or Shouldn't) Grow Up," The Machinima Reader, Henry Lowood and Michael Nitsche, eds. [forthcoming 2007]

"Gaming Literacies: What Kids Learn Through Design," Educational Gaming, a Special Edition for Journal of Educational Multimedia and Hypermedia (JEMH). [forthcoming 2007]

Design Dictionary (Wörterbuch Design). Michael Erlhoff and Tim Marshall, eds., Birkhäuser Verlag. [forthcoming 2007]

Published

"Telefragging Monster Movies," Yvette Brackman & Marie Romer Westh (red.): Digitale forbindelser, Kbh: Det Kongelige Danske Kunstakademi, 2006.

"Game Design and Meaningful Play." Co-authored with Eric Zimmerman. Handbook of Computer Game Studies. Joost Raessens and Jeffrey Goldstein (ed.). MIT Press, October 2005.

"Slow Games and the Quest for Play Everlasting," Metropolis, April, 2006.

"They Must First Be Imagined," Game Set and Match II. On Computer Games, Advanced Geometries and Digital Technologies. Kas Oosterhuis and Lukas Feireiss (ed.) Episode Publishers, March 2006.

"100,000 Sprites: Game design and technology," Think Tank. Adobe Design Center. Essays on Design, Culture, and Technology. Alice Twemlow and David Womack (series editors). January 2006.

"An Animation and SFX Guide to the Galaxy."RES, October/November, 2005.

"Games Take it to the Street." RES, April/May, 2005.

"Computer Vision Motion Capture: Fake it Like a Pro." RES, April/May, 2005.

"Evaporate into Surround Sound Air," RES. February/March issue. 2005.

"The Tulse Luper Suitcases: Peter Greenaway's Newest Adventure,"RES. September issue. 2003.

"Play | Monitor,"RES. July/August issue. 2003. (column)

"Play | Monitor,"RES. May/June issue. 2003. (column)

"Play | Monitor,"RES. March/April issue. 2003. (column)

"Play | Monitor,"RES. January/February issue. 2003. (column)

"Monitor: In the Waiting Line,"RES. January/February issue. 2003.

"The Art of Machinima,"Future Cinema exhibition catalog. ZKM New Media Institute. Karlsruhe, Germany. October, 2002.

"The Player: Warcraft III goes Cinematic,"RES. November/December issue. 2002.

"Hack It,"RES. November/December issue. 2002.

"Telefragging Monster Movies,"GameOn exhibition catalog. Barbican Gallery. London, England. Spring 2002.

"Legozeit: Creating User Experiences,"The Education of an E-Designer. S. Heller (ed.). Allworth Press. Spring, 2001.

"Games and Play in the Design Desert,"The Education of an E-Designer. S. Heller (ed.). Allworth Press. Spring, 2001.

"Typography in the Age of the Invisible Other", Visible Language. S. Poggenpohl (ed.) Providence, RI. [in press, spring 2001]

"Sc4ttergun Edit", Digital Film Making, B. Cheever (ed.). MIT Press. Fall, 2000. [unpublished]

"Surrogate Multiplicities: Subverting the Visual Voice-Over", Graphic Design and Reading, G. Swanson (ed.). Allworth Press. Summer, 2000, p189-203.

"Lock, Stock and Barrel: Sexing the Digital Siren", Sex Appeal: Graphic Design and Representations of Sex, S. Heller (ed.). Allworth Press. Summer, 2000. p148-151.

"Girl Games", Sex Appeal: Graphic Design and Representations of Sex, S. Heller (ed.). Allworth Press. Summer, 2000. p84-89.

"Shoot First: Filmmaking with Gaming Engine", RES, J. Wells (ed.). Co-authored with Tommy Pallotta. Vol.3, No. 2, 2000. p48-53.

"Graduate Design Education at the Edge of the Millennium", Zed.6, K. Salen (ed.). The Center for Design Studies. Fall, 1999. p76-80.

"Design at the Edge of Pop", AIGA Journal, S. Heller (ed.) Fall 1999. p20-21.

"Conduit: An Experiment in Three Acts", program notes for Conduit Digital Film and Gaming Festival, Austin, TX. March 14, 1999. (pages unnumbered)

"Sneakers", Zed.5 Beyond the Object: The Implications Project, editor Katie Salen, Center for Design Studies. 1998. p2-3.

"Traversing Edge and Center: A Spatial Approach to Design Research", The Education of a Graphic Designer, edited by Steve Heller. Allworth Press: New York. Fall 1998. p91-94.

"Hyperarchitexture: Marked Typography and the Hypertextual Landscape", The Education of a Graphic Designer, edited by Steve Heller. Allworth Press: New York. Fall 1998. p221-225.

"Dis[appearances]: Operational Strategies and Representational Needs in Codexspace and Cyberspace", Visible Language. co-authored with Sharyn O'Mara. D. Winkler (ed.) 1998. Providence, RI. p. 260-285.

"28 Minutes of Fury!", AIGA Journal, S. Heller (ed.) Winter, 1998. p8-9.

"Whirligigs: The Semantics of Southern Culture", Zed.4 Semiotics: Pedagogy and Practice, S. Skaggs and K. Salen (eds.), Center for Design Studies, VA. 1997. p. 114-115.

"Grrl Style: Post-Femininity in Women's Snowboard Graphics."Eye Magazine, 24 Vol.6. R. Poynor (ed.) 1997, 64-67.

"Flesh, Blood, and Bone: The Moral Body."editor's note, Zed.3, Design + Morality. G. Swanson and K. Salen (eds.) Center for Design Studies, VA, 1997, 8-16.

"Green is for Heroes."Zed.3, Design + Morality. G. Swanson and K. Salen (eds.) Center for Design Studies, VA, 1997, 87-93.

"A Contemplation of Stasis: Strategies for Making,"GDEA Bulletin. K. White (ed.) May, 1996.

"Wanderground: A Spatial Approach to Design Research."GDEA Bulletin. K. White (ed.) November, 1995.

"Notes From the Fog: Thoughts on Navigating the Graduate Thesis."GDEA Bulletin. K. White (ed.) September, 1995.

"Poof!" Zed. Issue 2: Real World Design: The Role of the Experimental. K. Salen (ed.) 1995. Richmond, VA: Center for Design Studies, Virginia Commonwealth University. p. 1-4.

BIO

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.

green arrowSpeaking
green arrowProjects
Katie Salen
writing header
From MIT Press:
Rules of Play:
Game Design Fundamentals
(2004) download chpt. 6 9 27 28 32
Game Design Reader:
A Rules of Play Anthology
(2006) download TOC Topic Essays
rules of play imagegame design reader image