The Gotland Game Conference is proud to announce the following speakers, distinguished experts and brilliant thinkers who will be delivering keynotes and featured presentations.
Colleen Macklin, Parsons The New School for Design
Games: What Are They Good For?
Colleen Macklin is a game designer, an Associate Professor in the school of Art, Media and Technology at Parsons The New School for Design and founder and co-director of PETLab (Prototyping Education and Technology Lab), a lab that develops games for experimental learning and social engagement. PETLab projects include disaster preparedness games and sports with the Red Cross, the urban activist game Re:Activism and the physical/fiscal sport Budgetball. PETLab has also published game design curricula for the Boys & Girls Club. She is a member of the game design collective Local No. 12, best known for their social card game, the Metagame. Her work has been shown at Come Out and Play, UCLA Art|Sci Center, The Whitney Museum for American Art and Creative Time.
Jason Scott, The Internet Archive
Every Computer, Ever, In Your Browser
Jason Scott is an American archivist and historian of technology. He created textfiles.com, a web site archiving files from historic bulletin board systems. He is also the creator of a 2005 documentary film about BBSes, BBS: The Documentary, and a 2010 documentary film about interactive fiction, GET LAMP.
Jean-Baptiste Huynh, WeWantToKnow
Game Design to Learning XP Design
Jean-Baptiste Huynh is founder and CEO of WeWantToKnow, creator of the award winning educational algebra game DragonBox. WeWantToKnow maintains the audacious goal of delivering K-12 mathematics knowledge to any child in 30 hours of gameplay. Huynh holds a M.Sc. in IT and mathematics and is a certified financial analyst.
Jonas Linderoth, University of Gothenburg
The Ten Commandments of Games and Learning
Jonas Linderoth holds a PhD in pedagogy since 2004. His research interests concerns different aspects of digital games. He has previously worked with questions concerning games in education, role-playing and immersion, as well as issues surrounding high consumption of online games.
Jerry Belich, Monkey Theater
Defining the Box: Creativity and Inspiration in the Unknown
Kickstarter entrepreneur and creator of the Choosatron! Using the Spark Core Wi-Fi development kit, a thermal printer, and some serious brain wrinkling, he’s created a platform accessible for everyone to make, play, write, and learn with! It’s Arduino-compatible and totally hackable so as you learn more, the possibilities grow with your imagination.
Jan-Jaap Severs, Grendel Games
Games That Can Change the World
Jan-Jaap Severs co-funded Grendel Games – the leading serious games studio in the Netherlands. We think that both entertainment and serious games should be ‘seriously entertaining’. The games we create span a multitude of genres, target audiences and hardware platforms, ranging from game consoles like Nintendo Wii to mobile phones to PC and Mac, and catering hardcore retro gamers, cognitively impaired children and professional surgeons alike.
Eduardo Iglesias, Transmedia Storyteller
Pervasive Games: Bringing Stories to Life
Eduardo Iglesias is a Creative Technologist at Transmedia Storyteller in London. He will give a presentation around creating stories overlaying fictional worlds onto the real world, in which people can live “parallel” lives.
Brendon Trombley, Institute of Play / Quest to Learn
Game-Based Learning on the Front Lines
Brendon Trombley is a game designer, educator, and adventurer living in New York City. He’s worked in the learning and technology industry for 6 years, currently with Institute of Play, a non-profit organization leveraging the power of play for education, spending much of his time collaborating with teachers at Quest to Learn, a NYC public school. Designed from the ground up by teachers and game designers, and firmly grounded in over thirty years of learning research, Quest to Learn builds on principles underlying games and game design, to suggest a promising new paradigm for curriculum, learning and the institution of school.