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Evan Jones, Stitch Media ARG! How to Build an Alternate Reality Ever wonder who comes up with those insane yet intricate cross media games? This panel of experienced ARG Puppet Masters will reveal the best kept secrets for some of the most popular immersive games. Take a peek behind the curtain, meet the architects, and learn some of the challenging processes behind alternate reality games. Video Games T I
Jeffrey Steefel, Turbine, Inc. Defining Online Entertainment - Games, Social Networks, Virtual Worlds Traditional massively multiplayer online games have morphed into sophisticated social networks. This presentation will examine the convergence of online games, virtual worlds, and social networks and what this means for games and for players in the future. Video Games P I
Jeff Anderson, Play Hard Sports Online Gaming Odyssey - The Future of Flash Play Hard Sports believes it is redefining a piece of the online gaming market with its concept of Interactive Fantasy Sports. These free to play games are built entirely on Flash. The concept of light-weight games has been well-proven in other genres and countries, but it's a new concept in North America. The cost structure is what makes these Flash games so compelling for the companies that run them. Development time and costs are much lower than a complex PC or console game (between 90% - 50% less). This adds to overall profitability and since there is no physical inventory and limited customer service, casual online games have fewer post-launch costs. The gaming market continues to morph and the companies that can create great games with a quality experience using this model will thrive in this highly competitive segment of the entertainment industry. Video Games T I
Marie-Claire Isaaman, Norwich Schol of Art & Design Fit for Purpose? Games Education Versus 'the Industry' A campaign backed by UK Games studios alleged that 95% of games courses at UK universities were not ‘fit for purpose’. Is this constructive criticism, or sour grapes from an industry now challenged by graduates equipped through education to think critically about Games? What is the future for Games pedagogy? Video Games P I
Marcy Tanter, Tarleton State University Video Game Narratives & Graphics: Art or Mere Platform? As degrees in Game Studies gain popularity and legitimacy, it’s logical to look to the future of the field and ask if video game narratives and increasingly artful music and graphics can be sustained as art or if they will become mere platforms for simulation. Where is this field headed? Video Games P I
Adam Simon, Socialbomb Social Gamers: Away From the Keyboard Online social networking sites are filled with data — content that can be used to feed rich and entertaining games. What can happen when we leave the computer behind and move gameplay into the real world? Our panel will explore technologies and methods that allow us to step away from the keyboard and create social games that work within the physical world. Video Games P B
Steve Jackson, Smashing Ideas Online Casual Games and the Integrated Brand Experience The importance of casual gaming in the online landscape continues to take a center stage in media companies’ digital strategies. As consumers flock to their PCs to spend more time online than ever before, with much of that time playing games, it is important for all brand marketers to understand why they should be in this space and what impact they can make in this market. And of course….what mistakes to avoid. Video Games T B
scott nazarian, Aux Rethinking the Digital Prototype Video games provide an opportunity for an interactive product experience, giving users the chance to form behavioral associations with a specific product/ company, before spending a dime. Dynamic product placement within video games offers companies the chance to test user-product interactions across a variety of contexts not always possible in reality. Video Games T I
Tess Snider, Trion World Network So You Want to be a Game Programmer... You've got your computer science degree, and you've been out in the working world, but somewhere, deep down inside, you've really always wanted to make computer games. This talk is intended to inform you on what you need to learn, how to go about learning it, what the dangers are, and how to land that first job in the industry. Video Games P I
Craig Alexander, Turbine, Inc. Where Content and Culture Collide - Managing Global Games From localization, business models and operations issues to variations in game content and cultural considerations, managing “global games” presents many challenges and opportunities. This presentation will share the lessons learned and technical details of bringing virtual worlds and MMOs to global markets. Video Games T I
Rich Newman, Elsinore Productions Book Reading Program: Cinematic Game Secrets Submitting my book, Cinematic Game Secrets for Creative Directors and Producers, for the Book Reading program as directed by Hugh Forrest. Here is a link for the book: http://www.amazon.com/Cinematic-Secrets-Creative-Directors-Producers/dp/0240810716 It was just released in October 2008. Thanks. Video Games T B
Peggy Sheehy, Ramapo Central School District Ramapo Islands: No Avatar Left Behind This presentation will outline the process of effectively translating standard-based curriculum into an immersive virtual landscape; a 21st century pedagogical shift. Student participation in the virtual world has proven to be extraordinarily engaging and accommodates many learning styles in a differentiated, rigorous approach to simulation, role-playing, content creation, problem solving, critical thinking and collaboration. Video Games P I
Nabeel Hyatt, Conduit Labs Are Music Games the New iTunes? In their first few months Rock Band & GH3 combined to sell almost as many songs as iTunes did in its. With everyone from GnR to Freezepop jumping in, join an in-depth, stat-filled debate about what it all means to game designers, musicians, labels, web games, and game players. Video Games P B
John Davison, What They Play Sex, Violence and Video Games: Where's It All Going? Sex, Violence, and Video Games: Where's It All Going? Grand Theft Auto IV showed how mature content can be handled in video games, both in terms of the technology and what can be included within the boundaries of the "M" rating. Panelists will discuss what lies ahead for games tackling mature themes and how they’re likely to impact both the industry and gamers. Video Games P A
Rodney Gibbs, Fizz Factor Critics Scmitics: Film-Based Games Pay Most big movies beget video games that critics love to trash. Who’s laughing last, though, when those games often sell better than the most original IP. Game publishers and movie execs reveal what developers can’t stomach, if innovation matters, and how you can share the green. Video Games P A
Chris Cao, Sony Online Entertainment LLC Why We Need Heroes And Villains In Games The yin and yang in video games: heroes and villains. How or why do gamers enjoy playing as heroes and villains? What is the appeal of saving the world then destroying it? Sony Online Entertainment – Austin’s Studio Creative Director, Chris Cao, discusses SOE’s DC Universe Online and the never-ending struggle between good and evil in video games. Video Games P I
Jim Drewry, Turbine, Inc Building, Fostering, and Managing Game Communities Online The common thread across all persistent online games is the power of community. Compelling content, ground-breaking technology and tools that foster and grow the community are what make a game succeed. Jim will discuss issues surrounding community management and customer service with online games. Video Games T I
Keith Boesky, Boesky & Company Being Media Agnostic: Riding Shotgun on Valuable Brands Boesky and Wolf disclose secret and often counterintuitive strategies learned from decades of successful management and migration of properties like Tomb Raider, Jason Bourne, Afro Samurai, The Simpsons, Hellboy, and Prince of Persia, as well as brands like Coke and Federal Express, across all media. Video Games T A
Raven Zachary, raven.me iPhone: The New Gaming Platform With the launch of iPhone 3G and the App Store, Apple has created a marketplace for developers to innovate with native applications. One of the greatest successes has been with gaming and entertainment titles, and even Apple has been marketing iPhone as a portable gaming device. Will iPhone and iPod touch rival the dominance of Nintendo DS and Sony PSP? Hear from gaming experts who have embraced iPhone as the new gaming platform. Video Games P B
Dee Kapila, Girlstart Gaming as a Gateway Drug: Getting Girls Interested in Technology Wanted: Girl Gamers! It’s not just about playing, but using play to ignite a crucial spark. This session will explore how educators, parents and the community can use video games to attract girls to pursue STEM (science, technology, engineering, math). Video Games P B
Ben Katz, Enspire Learning But Mom, I'm Studying! Learning With The DS With 70 million units sold worldwide, the Nintendo DS is one of the most ubiquitous portable gaming devices ever created. But can it be used to teach? In this session we’ll discuss whether or not the technical advantages – and limitations – of the DS make it a useful tool for education. Video Games T A
Julie Ratner, Ph.D., Big Fish Games Funologists Live & In Person: Guerilla Game Research If you work at a game company, research means understanding play, not analyzing boring spreadsheets. Meet Big Fish Games and Pogo funologists and learn how listening and watching gamers transforms product and web design. We share different innovative guerilla (discount) and traditional research methods to inspire user-centered design. Video Games P I
Andrew Schneider, Live Gamer Real Trading, Virtual Goods Media consumption is rapidly shifting toward fully-immersing experiences. Real world functionality will blaze new trails online--the establishment of sophisticated economies and free markets provides not only great engagement, but greater sense of value to the consumer. Online economies require expertise in not only finance, but digital entertainment and technology. Video Games P I
Rich Newman, Elsinore Productions Book Reading Program: Cinematic Game Secrets Submitting my book, Cinematic Game Secrets for Creative Directors and Producers, for the Book Reading program as directed by Hugh Forrest. Here is a link for the book: http://www.amazon.com/Cinematic-Secrets-Creative-Directors-Producers/dp/0240810716 It was just released in October 2008. Thanks. Video Games T B
Jon Radoff, GamerDNA, Inc. Around-Game Advertising: Beyond the In-Game Experience The in-game experience is, no doubt, central to a game’s overall development and in-game eyeballs are a valuable commodity to brand advertisers. Jon will discuss why brand advertisers (and game developers) should think beyond in-game advertising to the newer category of “around-game” advertising and development. Video Games P I
Jeffrey Steefel, Turbine, Inc. Bringing Fiction to "Virtual" Life The Lord of the Rings is the most beloved fantasy of all time. With The Lord of the Rings Online, Turbine took this famous IP and created the most complete and authentic re-creation of Middle-earth ever. Jeffrey will discuss the technical/ conceptual aspects of bringing Tolkien’s fiction to life online. Video Games T I
Lori Durham, Aspyr Media, Inc. Heroines Unite: Women and Play As we've witnessed from the droves of women that gathered for the release of the Sex in the City film or the long-running career of Barry Manilow, women can be a powerful and loyal demographic. How do we obtain a commitment from women to the expanding world of video games and online play? Can we bridge the gap from Bunco or The Bachelor to Rock Band? What other forms of interactive play are available to women? Video Games P B
Joel Bartlett, PETA (People for the Ethical Treatment of Animals) Games for Good You made an amazing, educational, and progressive game using the latest in gaming technology. Now how do you get people to actually play it? Hear from the nonprofits that have made it happen. Video Games P I
Jeffrey Hall, WILL Interactive, Inc. Game Developers Get Serious “Serious games” intersect the gaming, interactive, and film industries. Games, once deemed purely for entertainment, are being used as learning tools. From elaborate simulations for the military to whimsical multimedia programs for kids, when the game development process is no longer entertainment-first, new dimensions and possibilities occur for developers. Video Games P B
Brian Harvey, Akamai Technologies Free Games vs. In-Game Advertising: Live Twitter Debate Episodic gaming and mini-sodes are the new snack of choice among gamers. Microtransaction revenue makes this possible, and more games now free, but with the addition of in-game advertising.Using Twitter for live in-session discussion, attendees learn what gamers really think and want from next-gen games. Video Games T I
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    Zilch - I have no interest in this idea.
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    OK - But this is not really my cup of tea.
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    Good - I might attend this panel.
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    Better - I probably will attend this panel.
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    Best - I will definitely attend this panel.
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    Amazing - This justifies my trip to SXSW.
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= Technical panel
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= Philosophical panel
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= Beginner level
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= Intermediate level
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= Advanced level
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