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Carrie Heeter — Michigan State University

“I design and study cybermeditation and teach foundations of serious games and human-centered experience design courses.

I have studied meditation intensively for seven years with my teacher, Dr. Marcel Allbritton, in the tradition of Sri T. Krishnamacharya and T.K.V. Desikachar. I am a certified Yoga Meditation Teacher. For the last six years I have participated in bi-monthly meditation planning classes taught by Chase Bossart.

Together Marcel and I have been developing approaches to design and deliver meditation in this system of yoga and meditation. I am Founding Director of Mindtoon Lab LLC (now also known as Yoga Mind Tools), a startup that designs Mindtoon™ cybermeditation experiences including virtual reality meditation experiences and outcome-based meditation apps for productivity, lifestyle, and well-being. We also explore the idea of meditation as meaningful play.

I direct MSU’s fully online graduate certificate in serious games. Throughout my 40+ year career, I have designed and studied technology-enhanced experiences. I have designed and directed development of more than 50 interactive experiences including learning and cognitive games and other technology-enhanced learning experiences, interactive learning systems, and patient empowerment software. I have published more than 100 books, chapters, articles, and proceedings about individual and social impacts of interactive technology, gender and gaming, and playstyles and player types.

My academic degrees include a Ph.D. in Mass Media (1986) and a BA in Communication (1982), both from Michigan State University. I was founding director of the Communication Technology Laboratory (1980 to 2005) which has transformed into the thriving GEL Lab (Games for Entertainment and Learning) lead by Brian Winn.”

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James Paul Gee — Arizona State University

James Paul Gee is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Fifth Edition 2015) 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, Fourth Edition 2014) 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. Professor Gee’s most recent books deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second 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. Women as Gamers: The Sims and 21st-Century Learning (2010) and Language and Learning in the Digital Age (2011), both written with Elisabeth Hayes, have continued his earlier work on games and learning. His most recent books are: The Anti-Education Era: Creating Smarter Students through Digital Learning (2013); Unified Discourse Analysis: Language, Reality, Virtual Worlds, and Video Games (2014); Literacy and Education (2014); The Essential James Gee: An Introduction to Discourse Analysis (2015); and Teaching, Learning, Literacy in Our High-Risk High-Tech World: A Framework for Becoming Human (2017). Professor Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

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Mary Flanagan — Dartmouth College

Mary Flanagan is a leading innovator, artist, educator and designer, whose works have included everything from game-inspired art, to commercial games that shift people’s thinking about biases and stereotypes. Known for her theories on playculture, responsible design, and critical play, Flanagan has achieved international acclaim for her novel interdisciplinary work that includes a studio art practice and entrepreneurship alongside humanities scholarship and scientific inquiry. In 2015 Flanagan was awarded the Higher Education Video Games Alliance award for “advancing theory & research” in the field of game studies. In 2016 she was awarded the Vanguard award from Games for Change. Flanagan holds an honorary doctorate in design from the Illinois Institute of Technology and is the Sherman Fairchild Distinguished Professor in Digital Humanities at Dartmouth College.

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Clara Fernández-Vara — NYU

Clara Fernández-Vara is Associate Arts Professor at the NYU Game Center and a game scholar, designer and writer. Both her research and practice focus on narrative design; her work is grounded in the humanities, informed by her background in literature, film and theatre, which she brings to digital technologies. The second edition of her book, Introduction to Game Analysis, has been published by Routledge.

Before joining the NYU Game Center, Clara spent six years at the Massachusetts Institute of Technology as a post-doctoral researcher and game developer. Clara has presented her work at many international academic and industry conferences, such as DiGRA, FDG , and Game Developer’s Conference (GDC). She is also the co-founder of Fiction Control LLC, a narrative design company.

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Mia Consalvo — Concordia University

Mia Consalvo is Professor of Communication Studies and Canada Research Chair in Game Studies and Design at Concordia University. She has most recently published the book Atari to Zelda: Japan’s Videogames in Global Context, about Japan’s influence on the videogame industry and game culture. She is also the co-author of Players and their Pets, co-editor of Sports Videogames and author of Cheating: Gaining Advantage in Videogames.

Mia runs the mLab, a space dedicated to developing innovative methods for studying games and game players, and she is currently serving as Director of the Centre for Technoculture, Art & Games (TAG) at Concordia. She has given more than 100 presentations at professional as well as academic conferences including regular presentations at the Game Developers Conference. She is the former president of the Digital Games Research Association, and has held positions at MIT, Ohio University, Chubu University in Japan and the University of Wisconsin-Milwaukee.

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Ian Bogost — Georgia Institute of Technology

Ian Bogost is an author and an award-winning game designer. He is Ivan Allen College Distinguished Chair in Media Studies and Professor of Interactive Computing at the Georgia Institute of Technology, where he also holds an appointment in the Scheller College of Business. Bogost is also Founding Partner at Persuasive Games LLC, an independent game studio, and a Contributing Editor at The Atlantic.

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Staffan Björk — Gothenburg University, Sweden

Staffan Björk is a full professor at the department of Computer Science and Engineering at Chalmers and Gothenburg University. He conducts research within the areas of gameplay design, pervasive games, and interaction design. A primary result of this work is the gameplay design patterns concept and the book “Patterns in Game Design” co-written with Jussi Holopainen and published by Charles River Media. Together with Petri Lankoski he was editors for the book “Game Research Methods: An Overview”. He has been active in promoting game research as a research discipline, being one of the founders of the Digital Games Research Association. He has taught gameplay design courses for more than a decade and is currently program responsible for two international master educations: Interaction Design & Technologies and Game Design & Technology.

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Roger Altizer, Jr. — University of Utah

Roger Altizer, Jr. is the co-founder of the Entertainment Arts and Engineering, the Director of Digital Medicine for the Center for Medical Innovation, the founding Director of The GApp lab (Therapeutic Games and Apps) and former director of the Center for Interdisciplinary Art and Technology at the University of Utah. Roger earned his Ph.D. in Communication at Utah and specializes in serious and medical games as well as game design and development. His heart and his research focuses on the importance of play and how good design encourages it. Creator of The Design Box, a participatory/inductive design methodology, Roger strives to include users as designers in his work. A former games journalist, he is an internationally recognized speaker who has presented at industry conferences ranging from the Games Developer Conference to the Penny Arcade Expo, and academic conferences including the Digital Games Research Association and Foundations of Digital Games.

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Espen Aarseth — The IT University of Copenhagen

Espen Aarseth is professor of game studies and head of the Center for Computer Games Research at the IT University of Copenhagen. He holds a Cand.Philol. in comparative literature and a Dr.Art. in humanistic informatics, both from the University of Bergen. He is co-founding Editor-in-Chief of the journal Game Studies (2001-), and an ERC Advanced Grant Laureate for the project MSG – Making Sense of Games (2016-2021).

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Jonathan Elmergreen

Jonathan Elmergreen is the Executive Director for the Higher Education Video Game Alliance, the international professional association for faculty, students, and institutions that work in video games, interactive media, and digital media. In his work with The Alliance, he serves members of the games and higher education community through field building, academic services, public advocacy, and policymaker engagement. Under Jonathan, membership has grown to represent over 310 universities worldwide, and HEVGA has become a global leader and voice in games through strategic global partnerships with governing bodies, agencies, foundations, associations, and organizations and a strong network of esteemed fellows, scholars, and members.

Prior to HEVGA, Jonathan worked at the Games+Learning+Society Center at the University of Wisconsin – Madison in both executive administration and research, helping to implement the vision of the co-directors, Constance Steinkuehler and Kurt Squire. Here he strategically planned key meetings and events with high-profile leaders, oversaw multi-team projects, and managed large budgets and grants.

Elmergreen’s academic background is in games and learning, social interaction, conversation analysis, and ethnography, and has researched areas ranging from games and literacy to interactions between doctors and terminal cancer patients. Throughout his academic career, Jonathan has received several research grants and regularly serves on numerous committees and advisory boards.

Outside the university, Elmergreen has served as the president of a scholarship foundation to support college students, been the co-founder of a climate change carbon mitigation app, the director of a gaming convention, and served in AmeriCorps.