Games for Change Festival
July 18 - 19, 2023 | The Times Center & Microsoft Times Square in NYC
Over the past two decades, the annual Games for Change Festival in New York City has become the must-attend gathering for changemakers, developers, executives, and fans who believe in the impact potential of gaming and immersive media. This year's event will features a diverse line-up of speakers representing the past, present, and future of games — from industry veterans, to emerging voices pushing boundaries and inspiring new change. The programming will explore the most ground-breaking ideas and innovations in games and XR for impact today, including: generative AI in games and game development, preventing the spread of misinformation in online gaming communities, gaming as therapeutics, and so much more. Join us for an unforgettable experience where you can connect with like-minded peers, better understand funding sources for projects, and learn from the best making impact games today.
Hotline Director at Games and Online Harassment Hotline
Jae Lin is the Hotline Director of the Games and Online Harassment Hotline and a mental health advocate for video games spaces. They have a background in queer community health and suicide prevention, with roots in collegiate esports. Jae is also a community organizer around trans liberation, queer arts, and racial justice in Austin, TX.
Head of Production at Niantic Games Studios
Kellee Santiago is Head of Production at Niantic Games Studios, with a focus on original IP. As former president and co-founder of thatgamecompany, she developed one of the most prominent brands in independent and innovative game development. In 2013 she moved into Publishing and Developer Relations at OUYA, the Kickstarter Android console. She later joined Google to similarly build out the developer pipelines and content strategy for their VR and AR platforms. Last year she moved back into original game development, working on Ingress, which celebrated their 10th year as a live game, and the upcoming AR-first mobile game, Peridot.
Co-Founder and CEO at DeepWell Digital Therapeutics
One of the most prolific executive producers in the history of the games industry, Mike has been a part of bringing more than 100 games to market with more than 20 original million-unit sellers — all from small independent teams around the world. He and his partners at Devolver Digital have forever changed the measure of success for an independent publisher and he is now fully focused on facilitating opportunities to bring medicinal media to the next generation of creators.
Founder and CEO at Embodied Inc.
Paolo Pirjanian is the founder and CEO of Embodied, Inc., a company with a vision to build socially and emotionally intelligent companions that improve care and wellness. With 16+ years of experience developing and commercializing cutting-edge home robots, Paolo is an early leader in the field of consumer robotics. Previously, he has served as the CTO of iRobot, worked at NASA JPL, and helped create technologies for products from the Sony Aibo to the Roomba.
Embodied is the maker of Moxie the robot. Designed for kids ages 5-10, Moxie is the world’s first robot capable of believable social interactions enabled by generative AI, NLP, and computer vision and can perceive, process and respond to natural conversation, eye contact, facial expressions and other behavior as well as recognize and recall people, places, and things. Using Embodied's next generation platform SocialX, Moxie uses play-based learning to help promote social, emotional, and cognitive development, and constantly learns from kids as it takes them on ‘missions’ revolving around themes like kindness, friendship, empathy and respect.
Ryan J. Douglas
Ryan J. Douglas
Co-Founder at DeepWell DTx
A noted expert and innovator in the fields of mental health, artificial intelligence, and surgical robotics, Ryan has been on the frontline of major paradigm shifts in healthcare for 15 years. Ryan is currently the CEO of DeepWell Digital Therapeutics, a new game-changing company that creates medically therapeutic games that can be used to treat mental health conditions while maintaining best-in-class gameplay. Ryan has 27 patents issued across robotics, AI and medical applications and has commercialized 30+ medical devices, including treatments for depression, hypertension, women's health, chronic pain, and related neurological conditions. Ryan holds pivotal patents for medical AI, robotics, and systems and frequently has achieved FDA clearance for breakthrough therapies.
Professor at University of California, Irvine
Games of Life
Professor Kurt Squire is fascinated by the potential computer games have for enriching young minds. Early in his career, he used commercially available games to engage students in sophisticated academic exercises. The impact was remarkable. “We saw a greater affinity for school, an increased sense of belonging, changes in grades and far more interest in a wide range of subjects,” he recalls. When Squire observed the positive effects of computer gaming, his instincts told him to put students in the driver’s seat. “We developed ways to help onboard kids from playing games for learning to making games for learning,” he explains. Determined to “support them and then get out of their way,” he created a novel platform that enables students and teachers to create their own learning tools.
Tear Down that Wall
Squire is determined to remove barriers that prevent young people from acquiring knowledge, connecting with each other and co-creating new vehicles for learning. That includes dissolving a literal barrier: classroom walls. “We wanted to push the idea of grassroots communities where people across the world could work together to build new learning resources,” he says. As a result, young people on three continents have used the platform to create thousands of new games. Today, Squire is pushing the envelope even further, designing and developing (with colleagues at MIT) one of the first augmented reality games.
Networkers of the World, Unite
He has also built a network of universities focused on showing educational technology publishers how a game-based curriculum can succeed commercially. Case in point: Squire’s team has launched more than a dozen games in the marketplace. “The most rewarding thing,” he says, “is knowing I am empowering people who will go on to do even better work than I can do.”
Research Resident at New York University
Ai is an interactive media artist and game designer interested in creating experiences that help people better understand themselves and others. She uses biofeedback, experimental gameplay, and storytelling in virtual worlds to communicate ideas around community, spirituality, holistic wellbeing, and human behavior. By revealing the nuances in the ways we interact with each other and the world around us, Ai believes we can foster stronger communities and relationships.
President/Co-Founder at E-Line Media
Alan Gershenfeld is Co-Founder/President of E-Line Media, a developer of social impact video games. E-Line titles include BAFTA and Peabody award winning Never Alone, Beyond Blue, Gamestar Mechanic and MinecraftEdu. Prior to E-Line, Alan was Chairman of Games for Change and SVP Activision Studios where he oversaw titles such as Civilization: Call to Power, Muppet Treasure Island, Spycraft, Pitfall, Zork and Tony Hawk Skateboarding. Alan serves on the Board of FilmAid International and Impact Guild and is Co-Founder of Experimental Design, a leading world building design agency.
Director, Corporate Social Responsibility at Verizon
Alex Servello is a director in corporate social responsibility for Verizon, leading education and community initiatives as part of Citizen Verizon, the company's responsible business plan for economic, environmental, and social advancement. Prior to this role, Alex managed the Verizon Innovative Learning Schools program, Verizon's education initiative addressing barriers to digital inclusion. His focus on implementation of the program ensured innovative technology-infused programs were designed and delivered to middle and high school students in underserved communities.Prior to joining Verizon, Alex served as the Executive Director of Digital Learning and Innovation for Yonkers Public Schools, the fourth-largest district in New York, where he led technology integration for PK-12. He helped to make Yonkers the first Big 5 district in New York to implement computer-based state testing. He also developed initiatives to enhance STEM education and served on the New York State Education Department's Science Education Steering Committee. Alex holds a bachelor's degree in Biology from Boston University and Master's in Education from University of Massachusetts Boston.
Associate Commissioner of Workforce Development and Educational Initiatives at NYC Mayor’s Office of Media & Entertainment
Alia Jones-Harvey is the Associate Commissioner of Workforce Development and Educational Initiatives for the NYC Mayor’s Office of Media & Entertainment. She joined the office in 2015 as director of education & workforce development. By successfully building partnerships with employers, unions, non-profit organizations, schools, and City agencies, Jones-Harvey has launched educational and training programs that have served over 20,000 New Yorkers across film, tv, music, theater, publishing, and advertising. Jones-Harvey also leads the campaign in digital games to develop an equity-centered talent pipeline, engage employers, establish strategic partnerships, and grow the industry in New York City. Beyond her work with the City of New York, Jones-Harvey is an Olivier Award-winning and 4-time Tony Award-nominated Theatre Producer having successfully mounted 9 plays and 4 musicals for Broadway and London’s West End.
Alyssa Marie Mercante
Alyssa Marie Mercante
Senior Editor at Kotaku
Alyssa Mercante is a senior editor at Kotaku, one of gaming's most prestigious journalistic publications. There she manages a small team of young writers, conducts her own research and interviews for long-form reports, and occasionally writes some silly content to keep things a bit light. Her most recent work includes a deep-dive on the deep fake porn scandal that plagued Twitch, and the lack of safety at video game conventions and what can be done to change that.
She lives in Brooklyn with her fiance Patrick and their three cats, Radgie, Riot, and Hellboy.
Expert Development Producer at Gearbox Studio Quebec
Amélie Brouillette is a producer working at Gearbox Studio Quebec. She was the main producer of Borderlands Science, managing a small team of developers and scientists to create Borderlands Science. With more than 11 years of experience as a project manager, she found that what she enjoys the most are offbeat projects where radically different expertises join forces to work together on something new. Luckily for her, that's what Borderlands Science is all about.
Chief Technology Officer at Dopavision GmbH
Andreas is the Chief Technology Officer of Dopavision. His passion is to use his experience from product management, software and technology management to create the best product, making it easy for our patients to receive their treatment - together with our great and growing team!
His previous positions include head of product development at Meierhofer AG and Senior Associate McKinsey&Company.
Professor & President at American University, Canterbury University, & Higher Education Video Game Alliance
Andrew "Andy" Phelps is an artist, designer, and professor in the School of Communication, holds a joint appointment in Computer Science, and is the director of the AU Game Center at American University in Washington DC, USA. He is also a professor at the Human Interface Technology Laboratory NZ, and was the first Programme Manager of the Digital Screen Campus, at the University of Canterbury in Christchurch, New Zealand. He currently serves as president of the Higher Education Video Game Alliance, representing over 500 colleges and universities with games curriculum and research. His latest games are The Witch’s Way (Itch.io, 2021) and Fragile Equilibrium (XBOX, Steam, Itch.io 2019), and he maintains a website of his academic publications, popular writing, artwork, curriculum development, and more at andyworld.io.
Vice President at FableVision Studios
Anne Richards is an award-winning children’s creative executive with over twenty years of experience leading projects for audio, interactive, and television. Anne is the creator of Pinna podcasts Yes No Audio Escapes, Roasting Vegetables (co-created with Postell Pringle), and Quentin & Alfie’s ABC Adventures. Anne has worked across children's media, collaborating with companies including iCivics, Netflix, WNET, Highlights for Children, Read to Lead, Amplify, Curriculum Associates, and Disney.
Ed Tech Project Manager at NYC Public Schools
A Bronx born & raised Nuyorican and proud product of NYC Public Schools, Anthony is focused on innovative and engaging experiences in (and out of!) the classroom for all students. As a former Career & Technical Education Teacher this was apparent through his implementation of Design Thinking; Project Based Learning; Computer Science; Gaming and authentic real-world experiences for his South Bronx high school students. Through his current role with the Division of Instructional and Information Technology, he continues to partner with organizations such as Games for Change, Urban Arts, Mouse, etc. to ensure such learning opportunities reach every corner of NYC. Along with his like-minded colleagues and the Mayor's Office of Media & Entertainment Anthony played a large role in establishing the inaugural Minecraft Battle of the Boroughs Esports competition!
Chairman at Games for Change
Asi Burak is an award-winning videogame executive, named one of the “Digital 25: Leaders in Emerging Entertainment” by the Producers Guild of America (PGA) and Variety Magazine.
Burak currently serves as Chief Business Officer at Tilting Point, a world leading game publisher, as well as the Chairman of Games for Change (G4C).
Often interviewed by media and invited to speak at global forums, from the Clinton Foundation to NASA to Sundance and TED Talks, Burak published his first book Power Play: How Video Games Can Save the World with Laura Parker, a contributing writer to the New York Times, in 2017. He is a faculty member at the School of Visual Arts MFA in Design for Social Innovation.
CEO & Co-Founder at MMOS
Attila through his Swiss start-up set up several citizen science collaborations with AAA game developers, like Borderlands Science or EVE Online's Project Discovery. These projects engaged over 5 million players, amassed over 700 million scientific puzzle solutions, were praised by a worldwide media coverage from the New Yorker to the frontpage of Nature Biotechnology, featured in several documentaries, and received prestigious awards. He is also an adjunct professor at McGill University.
Project Manager at Current Studios
My name is Austyn Hardie, and I am a project manager at Current Studios. At Current Studios, we have the privilege of working with Verizon on an exciting venture: crafting cutting-edge learning experiences through the power of Augmented Reality (AR). Over the past three years and counting, we have been dedicated to creating and maintaining over 12 innovative AR experiences. Our work spans across various age categories and STEM fields, ensuring a diverse range of educational opportunities.Collaborating with esteemed educational institutions like ASU and Liberty Science Center, we are proud to have the support and guidance of education experts. By leveraging their expertise and insights, we continually develop experiences that align with teachers’ curricula, resulting in engaging and immersive encounters for students.Our commitment to education drives us to push the boundaries of AR technology and explore new frontiers in the field. We strive to provide unique learning experiences that captivate students’ imaginations, spark their curiosity, and foster a deeper understanding of complex concepts. Through the seamless integration of AR into the classroom, we aim to empower both teachers and students alike.As we move forward, we remain steadfast in our dedication to innovation, collaboration, and enhancing the learning journey for students across the globe. Together with Verizon, ASU, Liberty Science Center, and our passionate team at Current Studios, we are excited to continue creating fun and innovative AR experiences that helps grow edtech and inspire the next generation of learners.
Co-founder of Neurohue
Ayanna Seals, co-founder of Neurohue, leads a global decentralized research group to address critical healthcare challenges. Her research delves into the effects of interaction and design systems on biological activity. She's dedicated to democratizing scientific knowledge and enhancing its accessibility through innovative tools and infrastructures. Neurohue empowers scientists, communities, and creators, advancing citizen science. Ayanna's endeavors aim to democratize science, drive impact, and revolutionize wellbeing.
Barry Daniel Joseph
Barry Daniel Joseph
Provocateur at Barry Joseph Consulting
Barry Joseph innovates solutions for learning in a digital age, supporting non-profit institutions that leverage digital engagement to better understand their audiences and use evidence-based decisions to drive strategy. Co-founder of the Games For Change Festival. Early developer of after school game design youth programming. A national leader in both games-based learning and games for social impact. Produced dozens of curriculum and games (mobile, web-based, tabletop, and XR). Clients include AMNH, Girl Scouts, CCNY, RAND, and the MacArthur Foundation. Recently published Making Dinosaurs Dance: A Toolkit for Digital Design in Museums. Excited by generative AI, teaching at NYU, and, wait, I’m running out of
COO, Head of Product at LIGHTSHED, LLC
Barry Pousman is an award-winning creative producer focused on the future of media, art, education, and social change. Barry is currently an adjunct professor at Columbia University's School of Social Work and Founding Partner and COO at LIGHTSHED.IO, an immersive production company unparalleled in the social impact space with clients including Meta, Accenture, Johns Hopkins University, USC Shoah Foundation, Human Rights Watch, and more. While living in the Bay Area, Barry worked with the Institute for the Future (IFTF), the world's leading strategic foresight think tank to develop and implement digital strategies, content initiatives, and global events. And also was co-founder and CEO at Variable Labs, a VC-backed immersive technology lab focused on creating tools for corporate learning and development. Variable Labs' clients include Google, XPRIZE Foundation, Deloitte, Facebook, AAUW, and other top-tier organizations creating and consulting on Virtual Reality content, platforms, and activations.Barry is formerly a Digital Strategist at the U.N. where he helped implement effective new media initiatives around the promotion of the Sustainable Development Goals. In his work with the U.N., Barry created seminal Virtual Reality experiences (Clouds Over Sidra, My Mother's Wing, etc) and viral video campaigns, organized UN General Assembly exhibitions, and facilitated international summits and workshops. His work has created measured real-world impact and has screened at the World Economic Forum at Davos, the White House, Sundance Film Festival, won the Interactive Award at Sheffield Doc Fest, and written about in The New York Times, Vice, the BBC, and beyond.
Assoc. Professor at Game Center / American University / Playful City Lab
Benjamin Stokes is a game designer and media scholar with a focus on cities. His 2020 book is "LOCALLY PLAYED: Real-World Games for Stronger Places" from MIT Press. He is a co-founder of Games for Change. His designs for cities have been featured in the Smithsonian and the Guggenheim, from repurposed payphones to crowd-mapping by bicycle. Benjamin is now based in Washington, DC, where he directs the Playful City Lab at American University and teaches game design in the AU Game Center.
Associate Professor at University of California, Irvine
Bo Ruberg, PhD (they/them) is an associate professor in the Department of Film and Media Studies at the University of California, Irvine and the co-editor-in-chief of the Journal of Cinema and Media Studies. They are the author of three monographs: Video Games Have Always Been Queer (2019), The Queer Games Avant-Garde: How LGBTQ Game Makers Are Reimagining the Medium of Video Games (2020), and Sex Dolls at Sea: Imagined Histories of Sexual Technologies (2022).
AR Developer at Imvizar
My name is Brian Chung and I am an NYC-based AR developer. I mainly focus on location-based entertainment and immersive storytelling, although I enjoy all things XR-related. My other focuses include mobile app development and back-end development for software systems.
VP Global Marketing at Xsolla
Bridget Stacy is the Vice President of Global Marketing at Xsolla in Sherman Oaks, California; she is a dynamic leader with an impressive track record in driving growth and sales strategies within set marketing budgets. Bridget is recognized for her strategic thinking, content creation, execution, and analytical prowess, all of which have fueled the transformation of several organizations by creating integrated go-to-market plans. Before taking on her pivotal role at Xsolla, Bridget held a variety of leadership positions at Hasbro Inc., where she significantly influenced some of the world's most iconic franchises such as Monopoly, Clue, Power Rangers, and G.I. Joe. She skillfully reinvigorated these timeless brands, modernizing them to resonate with newer generations. Bridget was instrumental in formulating and implementing platform-agnostic content strategies, broadening the franchises' reach across multiple digital platforms. Moreover, she expertly managed brand communications, ensuring consistent, engaging messaging across all channels and touchpoints. These efforts resulted in increased brand awareness and sales. Bridget also honed her skills early in her career by bolstering the digital understanding of global markets at Hasbro. Through implementing content-driven strategies, she achieved a staggering billion-plus views and a 25% increase in product interactions. As a Senior Associate at Digitas, she was instrumental in executing impactful marketing campaigns for well-known Proctor & Gamble brands like Tide, Downy, Crest, and Oral-B.Now, as a pivotal figure at Xsolla, Bridget is making significant strides in the Fintech, Gaming, and E-Commerce sectors, emphasizing the representation and empowerment of women in the gaming industry. This focus is evident in her approach to marketing strategies and drives to ensure diverse voices and perspectives are included in the gaming ecosystem.
Founder/ Designer at MindWise / Stanford University
Caitlin Krause is an XR experience designer, author and keynote speaker fostering metaverse fluency. As Founder of the XR consultancy MindWise, her thought leadership thrives at the intersection of technology, innovation, and wellbeing. She teaches about digital wellness at Stanford University. She has authored the books Digital Satori (2023); Designing Wonder: Leading Transformative Experiences in XR (2021) and Mindful by Design (2019). Caitlin has advised global organizations including Google, Meta, Oracle, TED, Evernote, University of San Francisco, ETH Zürich, and the U.S. State Department. She has created and run numerous collaborative experiences in social XR, fusing presence, storytelling, meditation, and emotional intelligence. She serves on the Board of Advisors at TRIPP, Inc., and is a Senior Strategist for the Virtual World Society. She holds an MFA from Lesley University and a BA from Duke University. With over two decades of leadership experience, she helps individuals and teams navigate complexity and change in the future of work, prioritizing empathy, design, and imagination.
Senior Director, Government & Public Affairs, Americas at The LEGO Group
Carolina leads the government and public affairs team in the Americas for the LEGO Group. Her mission? To make sure kids around the world can keep on playing!
Carolina is a trusted expert in shaping policy and regulation related to responsible digital engagement, market access, environmental responsibility, and learning through play. With over 15 years of experience in government relations, public affairs, and communications across North and South America, she is a reliable source for everything from brand protection to data privacy.
When she's not busy building with LEGO® bricks, Carolina serves on the board of Michigan State University's Center for Anti-Counterfeiting and Product Protection (A-CAPP) and advises startup businesses in the region. She holds a Master's in International Trade and Investment Policy from the George Washington University.
Originally from Brazil, Carolina now calls the concrete jungle of New York home with her hubby and two energetic sons, who are always eager to play with their mom's creations.
Clinical Program Coordinator at Take This
Cassandra (Cassie) Walker, LCSW, CCTP is a Black Queer Social Worker, Trauma Therapist, Writer, Gamer, and Activist. They are the owner of their practice, Intersections Center for Complex Healing, PLLC, a Clinical Program Manager for Take This, and a member of the Clinical Oversight Committee for Hope for The Day. Cassie presents on a diverse array of intersecting topics related to race, gender, sexuality, relationships, gaming, mental wellness, trauma, workplace culture, and social justice.
Independent consultant, Game UX Strategist, PhD in Psychology
Celia holds a PhD in psychology and has 15 years of experience in the development of UX strategy in game studios (Ubisoft, LucasArts, and Epic Games, specifically on Fortnite). She has contributed to many projects across multiple platforms and is the founder of the Game UX Summit and the Ethical Games initiative. She now works as an independent consultant, providing guidance on the topics of UX, playful learning, ethics, and inclusion. She is the author of several books on games and UX.
Co-CEO at Iron Galaxy Studios
As Co-CEO of Iron Galaxy studios, Chelsea's innovative leadership has produced a strong values-based culture that nurtures creative excellence and creators alike. She keeps her teammates on the evolving edge of continuous improvement by investing in the growth of their skills and careers. As a strong believer that diversity builds better teams, Chelsea has guided the formalization of new policies to take uncompromising care of every employee.
Associate Professor at Parsons School of Design
Colleen Macklin is a game designer and an Associate Professor in the school of Art, Media and Technology at Parsons School of Design. She’s interested in how games model and reveal ideologies through systems. At Parsons, she is the founder and co-director of PETLab, a design research 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. She is a member of the game design collective Local No. 12, known for the videogame Dear Reader and the social card game, The Metagame. She has co-authored (with John Sharp), Games, Design and Play: A detailed look at iterative game design (Addison Wesley Professional, 2016) and Iterate: Ten Lessons in Design and Failure (MIT Press, 2019). Colleen has a BFA in Media Arts from Pratt Institute, and an MA in International Affairs from The New School.
Professor at University of California, Irvine
Constance Steinkuehler is a Professor of Informatics at University of California, Irvine where she researches culture, cognition and learning in multiplayer online games. She is an ADL Belfer Fellow, Chair of UCI’s Game Design & Interactive Media Program, Co-Director of the Games+Learning+Society (GLS) Center, and Chair of the Annual GLS Conference. She formerly served as Senior Policy Analyst in the Obama White House OSTP and is a Founding Fellow of the Higher Education Video Games Alliance.
President of Hasbro Gaming and Wizards of the Coast
Cynthia Williams is President of Wizards of the Coast and Hasbro Gaming. In this role, Cynthia leads strategy and drives global growth for the world’s leading portfolio of games including MAGIC: THE GATHERING, MONOPOLY, SCRABBLE, AND DUNGEONS & DRAGONS. The team is focused on engaging new and existing players by offering both physical and digital experiences of the IP, including digital apps and games built within the team or by licensing to world class partners.
Cynthia has a deep understanding of technology and e-commerce, along with cloud and console-based gaming, with expertise in scaling businesses to drive profitable growth. She previously served as General Manager and Vice President, Gaming Ecosystem Commercial Team at Microsoft, notably driving the expansion of Xbox Gaming and the acceleration of game-creator growth. Prior to joining Microsoft, Ms. Williams spent more than a decade at Amazon, where she led the global growth of their e-commerce direct-to-consumer business, Fulfillment by Amazon.
She serves on the Board of Directors for Aterian and is an advisor to Mana Up Hawaii, a product incubator focused on empowering Hawaiian entrepreneurs to scale globally. Cynthia graduated from Western Carolina University with a B.S. in Business Administration, Summa Cum Laude and received her MBA with Distinction from Wake Forest University.
Executive Producer at Two Bulls/DEPT
A veteran in the Australian games industry, Damo has an extensive background delivering AAA game titles across multiple platforms including Zelda Skyward Sword HD, Age of Empires 3 DE, Megamind, Jumper, Space Chimps and Looney Tunes ACME Arsenal, and AAAyyy! grooves on jazz flute. Damo happily manages the most complex of projects with a steady hand and a firm sense of humour.
Editor-In-Chief at Gizmodo
Dan Ackerman leads CNET's coverage of computers and gaming hardware. A New York native and former radio DJ, he's also a regular TV talking head and the author of "The Tetris Effect" (Hachette/PublicAffairs), a non-fiction gaming and business history book that has earned rave reviews from the New York Times, Fortune, LA Review of Books, and many other publications.
Senior Vice President at Dungeons and Dragons
Dan Rawson brings decades of experience in strategic business, e-commerce, and product management to the tabletop industry. Previously COO of Microsoft Dynamics 365, Rawson leverages significant leadership and e-commerce experience to guide D&D on both its digital and tabletop adventures. Prior to Microsoft, he lived in Seoul, South Korea and Bangalore, India. With prior management roles with Amazon and Dell, Rawson served as a Captain in the U.S. Marine Corps, and received his B.A. from Harvard and his MBA from Northwestern. From playing D&D as an 8-year-old, to playing with his own kids as an adult, to now forging D&D’s digital future – Rawson is excited to be living every Dungeon Master’s dream come true.
Founder at Way Out
Danijela Steinfeld, is a NY-based award-winning actress and filmmaker, activist, and serial entrepreneur, born and raised in Serbia. Danijela is the director and producer of Hold Me Right, an award-winning feature documentary about the aftermath and healing for victims and perpetrators of sexual violence, which also tells a story of her own.
Danijela is a recipient of many awards and recognition for her activism and advocacy, namely, she was named Elle’s Woman of the Year 2020 and recipient of the Befem Festival Award. Danijela also does stand-up and is a writer for an upcoming choreodrama to be premiered in Stockholm in 2024.
Recently, Danijela has been chosen to take part of the Vital Voices Visionaries Global partnerships program in partnership with the Estée Lauder Emerging Leaders Fund.
Associate Teaching Professor & Director of Curriculum, CMU Entertainment Technology Center
Dave is an Associate Teaching Professor as well as the Director of Curriculum at Carnegie Mellon's Entertainment Technology Center. He primarily spends his time teaching students the ins and outs of working in creative industries like game development, theme parks, and virtual reality. In particular, he is focused on the challenges of designing transformational games and how to support teams of students through the development process.
Program Director at National Cancer Institute
Dr. Dave Miller is a program director at the NIH's National Cancer Institute, the US government's largest funder of cancer research and technology development. Dave is a computational physicist who maintains a research grants portfolio encompassing mathematical modeling, data visualization, and interactive media development.
Global Head - Health and Social Tech at SecondMuse
David Ball is the Global Head of SecondMuse's Health and Social Tech portfolio, which includes the Headstream Accelerator, Rooted and Rising Collective, and Youth 2 Innovator programs. These programs focus on supporting the wellbeing of LGBTQIA+ teens and youth of color by catalyzing digital solutions in the ed-tech, social tech, and digital health systems. Over the last five years, David has driven this portfolio of initiatives focused on working with changemakers and power holders to reach more than 3 million young people through digital places and experiences where young people can thrive.
Founder & Director of All Tech Is Human, Responsible Tech advocate at All Tech Is Human
David Ryan Polgar is the international speaker, recognized expert regarding the social impacts of technology, and the founder & director of the non-profit All Tech Is Human. David specializes in uniting a diverse range of stakeholders in order to tackle complex tech & society issues and cultivate conducive environments for forward progress. His commentary has appeared on CBS This Morning, TODAY show, BBC World News, MSNBC, Fast Company, The Guardian, SiriusXM, Associated Press, LA Times, USA Today, and more.
Lead Writer, GamesBeat
Dean Takahashi is lead writer for GamesBeat at VentureBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He has been at VentureBeat since 2008. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat and GamesBeat Summit conferences. He lives in the San Francisco Bay Area.
Founder / Green Jam Co-Creator for Games for Good / Playing for the Planet
Deborah has been active at UNEP’s Playing for the Planet since 2020, where she co-created the Green Game Jam. She is also the founder of Games for Good, which focuses on harnessing games and industry for social impact. She consults for console and mobile studios and thrives on collaborating to create healthier cultures, products and communities. She has been a speaker and host at conferences around the world.
President and Chief Creative Officer at Harlem CoLab
Dennis Morgan, a Game Design instructor at Columbia University and a crucial advocate for technological equity, intricately blends education and technology to uplift underserved communities. As a former Manhattan Borough President Appointee for District 3, he passionately strives for academic and racial equity. Steering Harlem CoLab, he bridges the gap between high-tech firms and local talent, fostering digital fluency and career readiness. Notable initiatives like Imagine NYC and Successful STEPS embody his vision of redefining public school offerings and enhancing digital skills. Based in Harlem since 1999 and fueled by the unwavering support of his family, Dennis is driven to empower his community.
Managing Director at Free Lives
Dominique has worked in the arts and entertainment world for over 20 years. She is managing director of Free Lives and is the festival director for Playtopia, an immersive arts and indie games event in Cape Town. She has a background in the music business, film and fine art.
Dr. Kris Alexander
Dr. Kris Alexander
Professor of Video Game Design at Toronto Metropolitan University
Dr. Kris Alexander, the professor of video games, is a two-time globally ranked player turned scholar, and game developer. His work focuses on video game design, virtual production, and collegiate esports infrastructure.
Currently the Director of the Red Bull Gaming Hub, a research lab at Toronto Metropolitan University, Dr. Alexander has also completed academic video essays with Wisecrack, a YouTube channel with over 3 million subscribers, done educational work with Epic Games, the Canada Media Fund, working on esports in academia with Red Bull, and Team Liquid, and even transforming into an animated bear live on Breakfast Television while talking about the metaverse. He is Canada’s academic expert guide to the nuanced nature of video games that extend beyond the playing of games.
Dr. Marc Ruppel
Dr. Marc Ruppel
Senior Program Officer and Program Lead, Digital Projects for the Public at National Endowment for the Humanities
Dr. Marc Ruppel is a Senior Program Officer and program lead for the Digital Projects for the Public grant line at the National Endowment for the Humanities, Division of Public Programs. His work supports games, virtual reality, mobile apps, and web experiences rooted in the humanities. He hopes, in short, to reach and engage a new generation of learners, many of whom are already deeply immersed in the humanities-- they just might not know it yet.
Teaching Professor at Carnegie Mellon University
Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories and transformational experiences across texts, comics, games and other media. He explores the art, design and science of making media that matters, working to expand our notions of what media are capable of doing, and what we are capable of doing with media. He is an expert in leading creative collaborations with interdisciplinary groups. He is the Director of the Entertainment Technology Center at Carnegie Mellon University and the Founding Editor of ETC Press and its Well Played series and journal.
Edward C Metz
Edward C Metz
Program Manager at ED/IES SBIR
Ed Metz is a developmental psychologist, education researcher, and a program manager of the U.S. Department of Education / Institute of Education Sciences’ Small Business Innovation Research program, a $13M annual seed fund for the R&D, evaluation, commercialization of new education technology products. Millions of students and educators use learning games and edtech developed through ED/IES SBIR each year. See ies.ed.gov/sbir for more information.Since 2013, Ed has led the team that produced the ED Games Expo, an annual showcase of game-changing education technology innovations developed across more than 50 programs in the U.S. government. The 9th Expo will occur September 20-21, 2023, at the Kennedy Center in Washington, DC. The Expo is free and open to the public. For more information, see https://ies.ed.gov/sbir/EdGamesExpo.aspPrior to IES, Ed performed research focusing on the impact of school-based service learning on student’s civic engagement. Ed is a former American Association for the Advancement of Science and Society for Research in Child Development (AAAS/SRCD) Executive Branch Fellow.
Qualitative Researcher at Take This
Dr. Kilmer is a licensed clinical psychologist dedicated to education and research in the use of applied games and resilient gaming communities. She currently serves as a qualitative researcher for Take This, focused on developing resources to help the games industry combat extremism in gaming spaces. Additionally, Dr. Kilmer’s work includes development of and education on the therapeutic applications of popular games like D&D and Minecraft.
Elizabeth M. H. Newbury
Elizabeth M. H. Newbury
Director, Serious Games Initiative at The Wilson Center
Dr. Elizabeth M H Newbury is the Director for the Serious Games Initiative for the Wilson Center, leading the use of games in engaging the public around policy research and research in the use of games for social good. She chairs the Federal Games Guild, an informal community of practice with over 100 agency participants united by the goal to use games. Her work has been featured on Marketplace, the Economist, and peer-reviewed journals.
Executive Director at Take This
Eve Crevoshay joined Take This as Executive Director in 2018. Eve is a member of the advisory boards for GDC (in the advocacy track), the Fair Play Alliance, The Games and Online Harassment Hotline (gameshotline.org), and The International Game Summit on Mental Health (TIGS.ca); and is the recipient of the inaugural GamesBeat Up and Comer award (2020) and the 2022 Games for Change Festival Vanguard Award.
Game Director at Gearbox Studio Quebec
Gabriel Richard is a game developer currently working for Gearbox Studio Quebec. He was the game designer behind Borderlands Science and led a small team along with his partners in McGill University to make the project come to life. He has been a passionate video game developer for the past 16 years but before that he was pursuing a career in Biology. Borderlands Science became a great opportunity to bridge the gap between two of his greatest passions: gaming and science.
Director of Philanthropy at Urban Arts
Genevieve King is Director of Philanthropy at Urban Arts, a nonprofit using the art and technology of game design to teach computer science to underrepresented students. Genevieve previously served as the Vice President of NY nonprofit, American Corporate Partners. She began her career as a professional musician. Genevieve's work focuses on creating value-based relationships with corporate ESG and CSR initiatives. She loves the opportunity to promote the powerful young individuals that are shaping the future of our industry.
President at Games for Change Latin America
Professor of Game Production and International Audiovisual Markets, Department of Film, Radio and TV, School of Communication and Arts, University of São Paulo and President, Games for Change Latin America
CEO and Co-founder at Sea Monster/ Chairperson at Game for Change Africa
Glenn is the co-founder and CEO of Sea Monster, and the chairperson of Games for Change Africa. Glenn is an expert on the role that technology plays in storytelling and a thought-leader on how impact games and immersive technologies (AR & VR) can be used to drive business goals and social outcomes. He has a Business Science degree from the University of Cape Town and has been a senior executive, consultant and entrepreneur for over 25 years.
Professor of the Practice of Cinematic Arts at University of Southern California
Gordon Bellamy is a Professor of the Practice of Cinematic Arts at USC, faculty advisor for USC Esports, and leads career development and DEI&B efforts at USC Games, helping to cultivate the next generation of leaders in our craft. He has played key business and product leadership roles at Tencent, Electronic Arts, as a designer on Madden NFL Football, and MTV Networks. In 2020, Bellamy was honored by Games for Change as their Vanguard Award winner for his contributions to the craft. In 2019, he was awarded the first ever Jerry Lawson Lifetime Achievement Award, and in 2018 he was featured in Nickelodeon's Black History Month. Currently, he is featured in Netflix's Game Documentary High Score, and on The World According to Jeff Goldblum on Disney+. Gordon serves as the Executive Director/CEO of the Gay Gaming Professionals and on the Board of Directors of Wave and has served as Executive Director of both the Academy of Interactive Arts and Sciences and the International Game Developers Association. He is a graduate of Harvard College with a BA in Engineering, and resides with his husband Joe Heally in Los Angeles, California.
CEO at Snowbright Studios
Grace (they/them) is the Founder/CEO of Snowbright Studio, a Cleveland-based LGBTBE certified game studio dedicated to publishing heartwarming games and experiences. Grace previously led games and education policy at the US Department of Education. Prior to serving at the Dept., they managed and developed educational games at the Smithsonian Institution. Grace has taught computer science/game design at multiple levels and founded the first esports team in the nation at an all-girls’ high school.
President, Founder at New York Videogame Critics Circle
Award-winning author/journalist Harold Goldberg is the founder of the nonprofit New York Videogame Critics Circle and New York Game Awards. He's written for The NY Times, The Washington Post and Vanity Fair and is the author of the best-selling narrative history book All Your Base Are Belong to Us (How 50 Years of Videogames Conquered Pop Culture. With Reggie Fils-Aimé, he's executive producer of a documentary series about games.
Senior Director, Call of Duty Endowment and Corporate Social Responsibility Marketing at Activision Blizzard
Helene Imperiale is the Senior Director of Corporate Social Responsibility and Call of Duty Endowment Marketing. Helene brings more than a decade of experience leading marketing and communications strategies across the nonprofit, government, and private sectors. Previously, Helene worked at Propper Daley, the social impact agency behind the world’s leading changemakers, where she oversaw the Digital & New Media Strategy department. Helene also worked at Global Philanthropy Group, a philanthropic consulting firm, where she led the agency’s digital practice to create and implement global cause marketing campaigns.
Technical Director at Epic Games
James is originally from Bristol, England. He studied Engineering and Computer Science at Oxford University, before working on physics engines for games. He has spent over 20 years at Epic Games as a programmer and team lead, developing numerous features including physics, animation, visual scripting, tools, gameplay and the MetaHuman Creator. He has worked on game series such as Unreal Tournament, Gears of War and Fortnite. He is currently focusing on user generated content in Fortnite, in particular uses of game technology for education and social impact.
Social Impacy Marketing Lead, Unity for Humanity
Jasmin leads strategy and marketing for Unity for Humanity, a social impact creator program at Unity Technologies. Based in Oakland, California, Jasmin has an innate passion for uplifting underrepresented communities and enabling social change through empowerment. In her spare time you can find Jasmin perfecting her cheesecake recipe or cycling with friends.
Head of Social Impact at Riot Games
Jeffrey Burrell is the Head of Social Impact & Executive Director of the Riot Games Social Impact Fund. Jeffrey leads all social impact efforts which include in-game fundraisers across Riot’s five titles, the disbursement of funds and grants given out globally by the Social Impact Fund, internal employee fundraising and volunteer efforts and our newly developed sustainability division. Under Jeff’s leadership, the Social Impact Fund has raised $47.9M and supported 400+ nonprofits across 25 regions around the world.
Game Director at ustwo games
Jennifer has worked in games for 20 years (ustwo games, SYBO, and Nickelodeon). She directed Monument Valley 2's The Lost Forest and is game directing the next Monument Valley. Jennifer is a mother and a climate activist.
ustwo games is a BAFTA-winning, pioneer B-Corp gaming studio, best known for the Monument Valley series. Alba: a Wildlife Adventure supports reforestation and was recognised as Game of the Year at G4C 2021. With Desta: the Memories Between, the company supports Youth UK.
Jennifer Leah Turner
Jennifer Leah Turner
Director of China Environment Forum at The Wilson Center
For 24 years, Jennifer Turner has been the director of the Wilson Center’s China Environment Forum where she leads her team in creating meetings, exchanges and publications on a variety of energy, climate and environmental challenges facing China. She also has been doing some dumpster diving into global plastic waste issues to not only generate blogs and meetings, but also to generate content the Wilson Center’s Plastic Pipeline educational video game.
CEO at Women in Games International (WIGI)
Joanie Kraut is the CEO of Women in Games International (WIGI), a nonprofit organization with a mission to cultivate resources that advance economic equality and diversity in the global video game, tabletop, and esports industries.
For over fifteen years, Joanie has operated in the tech and gaming space within different verticals throughout her career. Her expertise resides in business development, financial strategy, and DEI initiatives.
Joanie was recognized as the Most Influential CEO of 2022 by CEO Monthly and was named one of the Top 50 Women Leaders of Los Angeles of 2023 by Women We Admire.
Producer at Netflix
John Faciane is a games Producer at Netflix. He worked alongside the teams at Free Lives and Devolver Digital on production of the Netflix version of Terra Nil.
Prior to joining Netflix, he worked in production at Capcom and Electronic Arts working on franchises including Street Fighter, Dead Rising and The Sims.
John is passionate about creating and playing games that have a deep narrative and appeal to diverse audiences.
Producer at FableVision Studios
Jonah Gaynor is a Producer at FableVision Studios with a background in game design and production. Serving in multiple roles while Plastics Pipeline was developed, Jonah led the FableVision team in creating an app that is full of character, educational, and of course, lots of fun. Jonah will provide insight into his passion for game-based learning, and how it is uniquely positioned to be an impactful force for good.
Lead Artist at Free Lives
Based in Cape Town, South Africa, Jonathan has worked in the game industry for 13 years. Primarily as a technical artist, his work has appeared in commercial hits like Broforce and Fortnite. He currently does art direction and art team management on a calming, eco-builder game called Terra Nil.
Director of Modern Workplace for Microsoft Education at Microsoft
Josh Reynolds is the Director of Modern Workplace for Microsoft Education with nearly 20 years of experience within education, business development, & leadership. He spent the last 7 years with Microsoft—the first 5-years leading the relationship with major K12/higher education customers in New York State and the last 2 years leading the software business for East US Education, where his team empowers customers to achieve more with custom solutions. During his tenure at Microsoft, he has led growth across solution areas with a deep focus on compliance and data privacy. Additionally, he has led some of the largest game-based learning activations worldwide with Minecraft, led creation of emerging content for education, and helped deliver Excel Esports to the masses. Josh also regularly works on cross vertical projects aligning priorities and driving meaningful progress with partners across education, government, healthcare & industry. Before his time at Microsoft, Josh led the NYS & NYC business for McGraw-Hill Education (delivering custom NYS curricula for K12 Math, Science, & Social Studies) & spent time as a high school science teacher and varsity cross country/track coach. Josh lives just outside Rochester with his wife Marissa and daughters Ella (18, currently attending SUNY Oneonta), Faye (5), & Ruby (3).
CEO at Playmob
Jude has been championing ‘games for good’ for over 20 years, starting off in the games for education space and moving into turning entertainment games into a force for good. She is the founder and CEO of Playmob, a market insights platform gathering public sentiment, through games. Playmob has enabled the UN to collect the world's largest data set on climate attitudes, data being used in 52 countries for climate policy decisions, and has also been used for the G20 and IPCC report in 2022. Jude also co-founded the Playing for the Planet Alliance, launching the Alliance at the UN General Assembly in September 2019. The Alliance is a group of 50+ forward thinking games studios and publishers, such as Supercell, Rovio, Ubisoft, Sybo, Niantic, Xbox and Playstation, with a collective reach of 1.4 billion monthly players. Her upcoming book "Gaming For Good' will be released summer 2023 which will demystify games and show the power they hold to change the world.
Creator of Ponch:Cyberspace Investigator at garden robot
Jude Pinto is a multidisciplinary game designer, composer, and artist based in Brooklyn, New York. They are the director of Ponch: Cyberspace Investigator, a 2.5D cybernoir detective game set in the depraved, Metaverse-inspired metropolis of CITYB. The game follows a masked woman named Ponch and her hacker allies, who unearth and archive CITYB's sinister past while grappling with their own. Jude's work is by, for, and about lesbians, and they frequently explore themes of nostalgia, ancestral trauma, and self-discovery through displacement.
Associate Professor of Game Design at Hostos Community College, City University of New York
Juno Morrow is a multidisciplinary artist, independent game designer, photographer and educator. Morrow’s an Associate Professor of Game Design at CUNY-Hostos, where she’s been developing the game design program, the first public degree program in NYC, since 2015. Prior to that, she earned an MFA in Design and Technology from Parsons. As an internationally exhibiting artist and designer, Morrow’s presented games and spoken at sites like SXSW, GDC and the Smithsonian American Art Museum.
Educator at Wizards of the Coast
Kade has been using D&D, game-theory, and product-based, experiential learning in the classroom for ten years. He presented his research findings for student growth using D&D at the 2013 European Literacy Conference in Klagenfurt, Austria, annually at TCCA conference in Houston (until 2017), and at Serious Play in Montreal, Canada in 2018. He’s been featured in many articles, most notably Mindshift, an online magazine sent to school administrators nationally. Kade also assisted the Kennedy Center for the Performing Arts to create a reading curriculum with gaming at its core. Most recently Kade has overseen the formation of a grad credit class from the University of Sioux Falls and is training teachers how to play D&D for continuing education credit. He plays D&D with his classes on Friday’s, and his students have grown above the normal measure as a result. His hope is to help people understand the great power that D&D has in educational settings for a myriad of reasons.
CEO / CXO & CoFounder at Geogrify / SetJetters
Kate Edwards is an award-winning 30+ year veteran of the game industry, and the CEO and principal consultant of Geogrify, a consultancy which innovated game culturalization, as well as the CXO and Co-Founder of SetJetters, a film tourism app. She is also the former Executive Director of the International Game Developers Association (IGDA) and the Global Game Jam. In addition to serving in several board and advisory roles, she is a geographer, writer, and corporate strategist.
Community Director at Take This
Kelli Dunlap, PsyD is a clinical psychologist and game designer. In addition to working as a licensed therapist, she currently serves as the Community Director at Take This. As an adjunct professor at American University’s Game Center, she teaches courses on the psychological, cultural, and social components of designing games. She is an award-winning game designer and has collaborated on game design projects with organizations including the National Institute of Mental Health and VOX Media.
Head of Product at Scratch Foundation
Kevin is a product leader and change agent with over 20 years of experience delivering digital solutions on behalf of for-profit companies, nonprofits and startups in the education sector. He is passionate about educational equity, youth empowerment and community development. Prior to joining the Scratch Foundation, Kevin served as Vice President of Product Strategy at Classroom Inc, a national nonprofit dedicated to helping middle-school aged youth develop literacy and career connection through game-based learning media. Kevin is also a member of the Executive Board of Birthright AFRICA, an organization creating networks of opportunity through cultural exploration for youth across the African diaspora. Kevin holds a BA in Sociology from Cornell University and is a proud Brooklyn native and resident.
Co-Founder at Fair Play Alliance
Dr. Kimberly Voll is a designer, developer, and researcher passionate about digital social dynamics, the future of interaction, and how we can thrive together in online spaces. In 2017, Kim co-founded the Fair Play Alliance, a global coalition of around 300 gaming companies united in improving development practises to foster healthy, inclusive gaming spaces. In addition to helping run the FPA, she is currently Studio Head at Brace Yourself Games and is a long-time game maker. She holds a PhD in computer science (AI) and a honours degree in cognitive science.
Kristin (Kris) Remington
Kristin (Kris) Remington
Associate Curator of User Experience at Shangri La Museum of Islamic Art, Culture & Design
Kristin (Kris) Remington, is the Associate Curator of UX at the Shangri La Museum of Islamic Art, Culture & Design in Honolulu, Hawaiʻi. Their research interests include interactive media, digital as a medium, and games in museums. Their current work investigates emerging technology as an arts and humanities tools to generate fun, empathy, education, and epic wins – while also challenging topics of representation and inclusion in the rapidly evolving technology sector.
Global Head of Gaming at YouTube
Leo Olebe is Global Head of Gaming at YouTube. He and the team work with gaming Creators and Publishers around the world to help them reach players and build global communities around their content. Leo has been in the games industry for more than 22 years, with experience ranging from launching AAA mobile, PC, console and online games to building new platforms and advising developers and start-ups. His work includes major brands like Star Wars, Marvel, Disney Princess and The Matrix at companies like Google, Facebook, BioWare, EA, Disney, Warner Bros., Sierra Online (now Activision Blizzard), Zynga, and Kabam. Leo is a Board Director for Games for Change and is a Board Trustee at Occidental College.
Leon Wang (王立中)
Leon Wang (王立中)
Program Manager at Sustainable Ocean Alliance
Leon Wang 🦁 王立中 (Wáng Lì Zhōng) is a gay Taiwanese 2nd gen American born and raised in California. Ki is a catalyzing connector, exploration facilitator, and networks weaver. Their work centers play, transformation, and impact that lead us to being in right relationship with ourselves, each other, and this planetary home we call Earth 🌏. Leon brings deep expertise in nature-inspired creativity (biomimicry), emerging tech, and justice equity diversity inclusion (JEDI) to the solutions space.
Knight Chair and Director of the MFA in Interactive Media at University of Miami, HEVGA
Lindsay is Knight Chair and director of the Master of Fine Arts at the University of Miami School of Communication. He is Vice President for the Higher Education Video Game Alliance and the 2019 recipient of the Games for Change Vanguard award. Lindsay's book, Doing Things with Games, Social Impact through Design, is a well-received guide to game design. In 2020, he edited and authored Love and Electronic Affection: a Design Primer on designing love and affection in games. In 2021 he published the Amazon best seller, Black Game Studies, an Introduction to the games, game makers and scholarship of the African diasporaHis work has received awards and recognition from the Games for Change Festival, the Digital Diversity Network, the Association of Computing Machinery's digital arts community , Black Enterprise and others. He authored or co-authored more than 50 papers, articles and book chapters on games since 2009. His creative work has been selected for showcase internationally including New York, Paris, Sao Paolo, Singapore, Chicago, Vancouver, Istanbul, and others. Lindsay curated or co-curated Blank Arcade, Smithsonian American Art Museum’s SAAM Arcade, the Games for Change Festival's Civic and Social Impact program and others.He has given talks at the Game Developers Conference, SXSW, Games for Change Festival, the Online News Association, the Society for News Design, and many other industry events.Between 2013 and 2018 he was the founding director of the American University Game Lab and Studio. He served as Vice President and on the board of directors for the Global Game Jam™ non-profit between 2014-2019. From 2009 to 2013 he was the Armstrong Professor at Miami University’s School of Art. Lindsay also served on the board for the Digital Games Research Association (DiGRA) between 2013-2015.
Madeline Di Nonno
Madeline Di Nonno
President & CEO at Geena Davis Institute on Gender in Media
Madeline Di Nonno is the President and CEO of the Geena Davis Institute on Gender in Media, the only global research driven non-profit working within family entertainment media to create gender balance, foster inclusion and impede bias. The Institute was recently awarded the prestigious Governor’s Award form the TV Academy for its profound, transformational and long-lasting contribution to the arts and science of television. Di Nonno leads the Institute's strategic direction, research, fundraising, and diversity, equity and inclusion initiatives. Di Nonno is an Executive Producer on the Emmy nominated, television series Mission Unstoppable on CBS and the award winning feature film This Changes Everything. Di Nonno has served in Executive leadership positions for Hallmark Channel, Universal Studios Home Entertainment, and Nielsen Entertainment. Di Nonno is a U.S. State Department Specialist Speaker and a speaker at The White House, and the United Nations. Di Nonno has been featured in Ad Age, Fast Company, Good Morning America, The Guardian, The Hollywood Reporter, The New York Times, The Washington Post, Vanity Fair and Variety. Di Nonno holds a bachelor’s degree from Boston University. Di Nonno is an appointed Arts Commissioner the Los Angeles County Arts Department. serves on the Board of Directors for the Television Academy Foundation.
Program Manager, YE Curriculum at Arizona State University
Maggie Mills is a zoologist-turned-instructional designer working for the J. Orin Edson Entrepreneurship + Innovation Institute, a pan-university department at Arizona State University that serves to empower all people through entrepreneurship and innovation. As the Curriculum Program Manager for the Youth Entrepreneurship team, she curates accessible learning experiences to foster an entrepreneurial mindset in an innovative environment across underserved K12 schools nationwide.
Executive Director at Prudence Foundation
Marc has been the Executive Director of Prudence Foundation since 2013, where he has focused on children, education, and disaster preparedness and recovery. Before this role, Marc served as Head of Government Relations for Prudential Corporation Asia for seven years. Marc has been involved with the foundation since its inception and has played a key role in the development and implementation of various programs and partnerships in Asia and Africa. Prior to joining Prudential, Marc worked in the financial services sector in London and Europe for over eight years.
Technical Game Designer at Carnegie Mellon Entertainment Technology Center
Marie Leung is a game designer at Carnegie Mellon's Entertainment Technology Center and a developer at the Center for Transformational Play. She thrives on creative chaos, diving into design challenges, and experimenting with immersive technologies. Her most recent research used MR to help those with social anxiety. Currently, she is designing games intended for AI researchers to train their agents on in order to improve human-machine teamwork.
Programs & Partnerships at GGP (Gay Gaming Pros)
Coming from a small town in Illinois, Mason knew being gay would come with some challenges. He eventually earned his degree in Chicago and made his way all the way to Los Angeles shortly after. For half of the time he's lived in LA, he has done inspiring work for the non-profit organization, Gay Gaming Pros. There he awards scholarships to underrepresented students pursuing video game creation and who also do community service for others. He loves playing dodgeball and giving belly rubs to his dog, Dobby.
CEO of SYBO
Mathias has been fighting for a better planet since he joined the student council at Holbæk lille Skole in the late 90’s. He has always volunteered in NGO’s while learning the ins and outs of the corporate world. The institutional investment experience in Sub-Saharan Africa combined with his stint at PwC, gave him a different toolbox than a traditional gaming CEO. At SYBO, he manages the most downloaded game of all times, Subway Surfers, making sure that the casual game portrays diversity, inclusivity and as much sustainability as possible, in a way that inspires millions of players to care, while enjoying playful moments.
Business Development Director at PRELOADED
Matt has spent the past 15 years in the emerging technology space across XR Production Studios, Creative Agencies, and Startups.
A true advocate of the power of play, emerging technology, and simple user-experience, he is passionate about helping clients and partners find innovative ways to connect with audiences.
Matt is from the UK, and despite the prevailing whether spends his time enjoying a life on two wheels as a keen motorcyclist and cyclist.
Executive Director at Joan Ganz Cooney Center at Sesame Workshop
Michael Preston brings more than 20 years of experience leading innovation in educational technology at both local and national levels. His work has focused on using technology to improve teaching and learning, drive student agency and interest, and create models for systemic change in both K-12 and university contexts. Most recently, he co-founded CSforALL, the hub for the national Computer Science for All movement. CSforALL began as an initiative of CSNYC, where Preston launched a 10-year partnership with New York City to provide high-quality computer science to every student in the nation’s largest public school system. CSforALL now helps other cities and regions across the country replicate the progress made in New York.
Prior to his work with CSNYC and CSforALL, Preston designed and led digital learning initiatives at the New York City Department of Education, including programs in middle and high school computer science, personalized learning, and digital literacy. At Columbia University’s Center for Teaching and Learning, he led software development projects and research studies on multimedia analysis tools. Preston has taught courses in psychology and research methods at Teachers College, Columbia University, where he earned a PhD in Cognitive Science in Education. He also holds a BA in East Asian Studies from Harvard University.
Mishka Palacios De Caro
Mishka Palacios De Caro
President at Fundav
Mishka is a ludologist, game philosophy scholar, advocate, and educator with a passion to make game design and production accessible to all.
They strive to be of service to the community by providing guidance, support, and an invitation to find games in even the most mundane of situations.
They are currently working as Curriculum Design Lead for Endless Studios and Content Director of the Demeter Program of Video Game Development in Prisons.
Head of Digital Products at Howard Delafield International LLP
Namita is a product management consultant with 13 years of experience designing and leading serious games, simulations, ed-tech apps, and civic open-data platforms for health and social impact. At HDI, she heads a portfolio of games for youth in India and Nepal, with USAID support to improve health outcomes. She specializes in product strategy, game-based learning, user-research, and creative direction. Namita recommends reading Hesse’s Glass Bead Game as an analogy of the art of serious games!
Nandini Chatterjee Singh
Nandini Chatterjee Singh
Senior National Program Officer at UNESCO MGIEP
Nandini Chatterjee Singh trained as a physicist, built a career in research and teaching in cognitive neuroscience at NBRC, and is now a science-policy practitioner in education where she seeks to prioritise student social and emotional learning in school education policy using digital pedagogies that include games
Director of Gaming Pathways at The City College of New York
Nick Fortugno is Director of the Gaming Pathways Program at City College of New York directing its new game development degree and is an entrepreneur, interactive narrative designer and game designer based in New York City. He is a founder and principal of Playmatics (www.playmatics.com), a interactive development company. Playmatics has created a variety of digital and real-world experiences for organizations including Pro Publica, Red Bull, AMC (such as the CableFAX award winning Breaking Bad: The Interrogation), Disney, American Museum of Natural History, the Corporation of Public Broadcasting, the Federal Reserve Bank of New York, and the Red Cross/Red Crescent. For the past twenty years, Fortugno has been a designer, writer and project manager on dozens of commercial and serious games, and served as lead designer on the downloadable blockbuster Diner Dash and the award-winning serious game Ayiti: The Cost of Life. Nick is a Lead Artist on the Frankenstein A.I. project (featured at the Sundance New Frontier Festival in 2018), and has worked extensively on interactive narrative projects in a variety of formats. Nick is also a co-founder of the Come Out and Play street games festival (www.comeoutandplay.org), winner of the Indiecade's 2019 Bernie DeKoven Big Fun Award and hosted in New York City and Amsterdam since 2006, and is co-creator of the Big Urban Game for Minneapolis/St. Paul in 2003. Nick has taught game design and interactive narrative design for 20 years at institutions such as Columbia University and the Parsons School of Design, and has participated in the construction of game design and immersive storytelling curriculum. Nick holds an MFA in Design and Technology from Parsons School of Design. Some of Nick's writing about interactive narrative can be found in the anthology Well-Played 1.0: Video Game, Value, and Meaning, published by ETC-Press.
Verizon Corporate Social Responsibility Consultant
Now part of the Verizon Corporate Social Responsibility team, Nick is responsible for leading implementation of the Verizon Innovative Learning Lab program. A space transformation opportunity that brings fully functioning maker spaces to Title 1 schools across the United States. Nick also leads content development and strategy for the Verizon Innovative Learning HQ platform. Nick began his career as a Social Studies teacher in the New York City Department of Education, working with Title 1 students for over 5 years.
Founder at The Inspiracy
Falstein was among the first 10 employees at LucasArts, The 3DO Company, and Dreamworks Interactive. He was the first elected chair of the IGDA. He served for four years as Google’s Chief Game Designer on their game, AR and VR projects, leaving in 2017 to work as a designer and producer for health/games companies. Currently he works with diverse health/neurogaming companies including Akili Interactive, Abbott Labs, Apple, Dopavision, Healium, Level Ex, and TrainPain.
Pat Swinney Kaufman
Pat Swinney Kaufman
Commissioner of the Mayor’s Office of Media and Entertainment (MOME)
Pat Swinney Kaufman serves as Commissioner of the Mayor’s Office of Media and Entertainment (MOME). Prior to her appointment in July 2023, Kaufman was First Deputy Commissioner at MOME, overseeing the agency’s work in developing programmatic strategies and support for film, television, theatre, music, advertising, publishing, and digital media.
Kaufman brings a wealth of experience in economic development and fostering the entertainment industry to grow jobs and bring revenue to New York State. She served for nineteen years as Executive Director of the New York State Governor’s Office for Motion Picture and Television Development and as Deputy Commissioner of Empire State Development. During her tenure, she helped craft and shepherd the legislation that created the New York State Film Production Tax Credit. She also worked to create the standalone Post-Production Tax Credit and the Commercial Production Incentive programs.
Kaufman was President of the Association of Film Commissioners International (AFCI) from 2003-2007, and sat on the board of the Hamptons International Film Festival and the New York Production Alliance. Her work has earned her numerous accolades including Variety's Women’s Impact List, AFCI's Arthur M. Loew Crystal Vision Award, the New York Women in Film and Television Muse Award and The Gotham 50, celebrating New Yorkers who revitalize Gotham’s showbiz legacy.
In addition to her work in entertainment, Kaufman has served as President of the New York Junior League, and sits on the board of the YWCA of Greater New York and Parents in Action/New York City.
Kaufman received a Bachelor of Arts degree in History from Sweet Briar College, and a Masters Degree in Instructional History from the Teachers College at Columbia University.
CEO at Urban Arts
Philip Courtney has led Urban Arts since 2003. In the last five years Philip has transformed Urban Arts into an arts and technology organization teaching underrepresented students digital game design through computer science, coding, animation, music, and storytelling. With this new focus, Urban Arts has seen unprecedented growth in its student outcomes and has attracted powerful new partnerships with leading corporations and government agencies. Philip is an experienced and compelling public speaker and has presented on the topics of Arts Education, Game Design, Educational Equity, Innovation, Program Development, and Public/Private Partnerships. Philip has presented nationally at TedX, SXSW, Games for Change, EDGames Expo, and Beyond School Hours. Additionally Philip has been interviewed by the NY Times, Forbes and Education Week, and appeared on camera with NBC, CBS, NY1, Ronan Farrow, KTLA and AOL Live to name a few.
Research Director at Take This
Rachel Kowert, Ph.D is a research psychologist and the Research Director of Take This. She is a world-renowned researcher on the uses and effects of digital games, including their impact on physical, social, and psychological well-being. In her current work, she serves as one of the primary investigators on the first grant-funded project from the Department of Homeland Security about games and extremism.
Microsoft in Times Square
11 Times Sq, New York, NY 10036
This venue is accessible from several mass transit hubs in the area, including 42 St- Port Authority Bus Terminal, Times Sq-42 St, and 34 St-Penn Station.
The Times Center
242 W 41st St, New York, NY 10036
This venue is accessible from several mass transit hubs in the area, including 42 St- Port Authority Bus Terminal, Times Sq-42 St, and 34 St-Penn Station.
The Experiences at the G4C Immersive Arcade Annex at ONX
Screenings are first come, first served.
An immersive docu-music album by sound artist Matt McCorkle, navigates the mind of a bipolar individual through a multi-sensory odyssey of sound, visuals, and interactive exploration.
Body of Mine VR
Experience gender dysphoria by inhabiting the body of another gender. Combining full body, face, and eye tracking with real interviews of trans individuals, the experience takes you on a voyage of gender, identity, and what it means to be a human being.
A multi-sensory mixed reality experience. Using sight, sound, touch and scent, you will experience the complete life-cycle of fungi: spores, mycelium, fruiting body, and the inevitable decay.
ONX STUDIOS LOCATION
645 5th Ave, Lower Level, NY 10022
* Please note the entrance is around the corner on 51st st., between 5th Ave and Madison Ave. This venue is accessible from several mass transit hubs in the area, including Grand Central Station.