Appearances & Events

Sabrina Haskell Culyba

Sabrina Haskell Culyba is an independent designer with experience on a wide range of products including games, theme park rides, animatronics, and toys. Sabrina worked at Schell Games for over a decade, where she honed her interest and expertise in Transformational games. In her role as a Principal Designer at Schell, she provided creative direction and management for projects as well as helped the studio establish and refine design best practices, particularly for transformational experiences such as educational games. Her game credits include Disney’s Pixie Hollow Online MMO (2009), Interbots’ Let’s Make Shapes! (2010), SeaWorld’s Race for the Beach experience...

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Ruth Scherr

Ruth Scherr is a Bachelor of Science and Art in Carnegie Mellon’s graduating class of 2018. She specializes in Mathematical Sciences and Dramaturgy as part of the BXA interdisciplinary degree program. She concluded her studies with an interactive text-adventure game focusing on emotional labor titled Laborious, which was presented at the 2018 Meeting of the Minds. In her time at CMU, Ruth has worked as the dramaturg for the School of Drama’s 2017 production of Ragtime, and for a 2018 production of a new play titled I’m Sure I’ll Figure It Out. She has also served as the copy editor...

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Symone Lessington

Symone Lessington:Having to discuss my life in 250 words is very minimizing and difficult. Do I talk about being from NY but raised in Georgia? Should I say Fayetteville or should I just put it all in Atlanta because it’s all metro area? What about my trauma? It doesn’t define me but it is a part of who I am. Do I mention my favorite color is red? That I collect glasses. I’ve probably purchased over 50 pairs. Or I could talk about music. I played 7 different instruments growing up, but not so much now. But I still love...

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Elena Chan

Elena Chan is a current undergraduate student at Carnegie Mellon University studying Cognitive Science and Media Design. With a background in digital product management and sales, she is interested in designing user experiences and understanding how cognitive functions and human behavior influence technology and digital interface design. She also enjoys using digital storytelling as a means to design and create user experiences in the virtual reality and new media spaces. Contact: elenac@andrew.cmu.edu

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Bobbie Soques

Bobbie Soques is a student at Carnegie Mellon University studying Creative Writing, Human-Computer Interaction, and Game Design. Fascinated with storytelling in all its forms, Bobbie has a particular passion for creating digital and interactive stories, and is delighted to have been a part of this book. Bobbie has also worked on numerous design and game development projects, including most recently the development of a multiplayer augmented reality 3D drawing game. At present she resides in Austin, Texas, and can be reached at bsoques@andrew.cmu.edu or through her website, bobbie.soques.net.

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Garry Crawford

Garry Crawford is a Professor of Cultural Sociology at the University of Salford. Garry's research and teaching focuses primarily on audiences, consumers, digital media/technologies, fans, sport, and gamers. He has published numerous books including, Video Games as Culture (2018), Introducing Cultural Studies (2017), Video Gamers (2012), The Sage Dictionary of Leisure Studies (2009), and Consuming Sport (2004). Garry is Director of the University of Salford Digital Cluster, editor of the BSA website Discover Sociology, reviews editor for Cultural Sociology, and a Fellow of the Academy of Social Science.

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Esther MacCallum-Stewart

Dr Esther MacCallum-Stewart is an Associate Professor of Game Studies at Staffordshire University, where she researches how players understand narratives in games. She has published widely on sex, sexuality, and gender in games, as well as in areas such as boardgaming, MMOs and casual gaming. She is currently working with Nia Wearn (Staffordshire University) on Hidden Object Games, and editing a book on Boardgaming with Douglas Brown (University of Falmouth). She is Chair of British DiGRA and responsible for hosting the BDiGRA 2018 conference, and was nominated for a Hugo Award in 2017.

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Paolo Ruffino

Dr Paolo Ruffino is a scholar and artist. After completing a PhD in Media and Communications at Goldsmiths, University of London, in 2015, he worked at University of York, and then moved to the School of Film and Media at the University of Lincoln, UK, where he is currently involved as Lecturer in Media Studies. He teaches on media and communication, game culture, and media art. Ruffino is a researcher within the Lincoln Games Research Network, and the Centre for Entangled Media. He is the author of 'Future Gaming: Creative Interventions in Video Game Culture' (2018, Goldsmiths Press), and co-editor...

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Heidi McDonald

Heidi McDonald is the Senior Creative Director for iThrive Games, where she directs iThrive’s developer outreach activities and provides creative direction on game development projects. She leads retreats, workshops, game jams, and conference events designed to engage top industry and academic professionals in conceptualizing, creating, and testing games to support teen thriving. Drawing on her experience as a game designer and writer (including 9 titles for Schell Games), she translates iThrive Games’ teen thriving concepts into actionable design resources for game developers and offers developer consults for designers making games with social and emotional learning outcomes. Heidi was honored with Women...

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Susan E. Rivers

Susan E. Rivers, Ph.D., a social psychologist, is an expert in social and emotional learning and currently is Executive Director and Chief Scientist of iThrive Games. iThrive Games is a nonprofit committed to empowering youth to thrive using great games. Susan oversees the strategic direction for iThrive Games and fosters the development of programs and a cooperative ecosystem of youth, game developers, researchers, parents, mental health experts, and investors and donors. She uses her expertise in emotional intelligence to enhance the social and emotional well-being of adolescents by accelerating the development and widespread adoption of interactive, evidence-based digital products. She...

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