Registration details coming soon… keep checking this page for the latest.
A great article came out yesterday featuring one of our graduates (Ryan Seymour), and our game scholar in residence (Andy Phelps).
“When a Passion for Videogames Helps Land That Job: Hiring managers are opening up to candidates who tout skills gained from making or playing videogames” by Sarah E. Needleman (Mar. 6, 2019)
“Work history, check. Education, check. Videogame experience … check? Employers across a range of industries are embracing résumés that include backgrounds in making or playing videogames, concluding the digital pastime can help employees with online collaboration, problem solving and other critical workplace skills.WSJ
Soft skills plus programming matter, according to the DC organization that hired our grad:
Ashley Deese, who manages digital media at the Smithsonian Institution’s science-education center in Washington, D.C., said she appreciates programming know-how but also looks out for gamers’ soft skills. “They tend to be problem solvers, organized and adaptable,” she said.
One recent recruit, Ryan Seymour, came on board after earning a master’s in game design from American University. The 34-year-old, who grew up playing the historical game “Civilization,” had created a game while in school in which players manage a museum.
He included a description of it with his résumé.
“It was really incredible,” Ms. Deese said. “We absolutely knew he needed to be part of this team.”WSJ
Also quoted is our game scholar in residence:
Andrew Phelps, director of Rochester Institute of Technology’s game-degree program, said students are being recruited by companies outside the videogame industry, including GE, Forbes Media and the digital creative agency AKQA Inc., a unit of WPP PLC. Graduates have gone on to work in politics, education and areas within technology unrelated to videogames.
“What we used to stereotypically think of as a weird thing some folks did in their basement is now part of everyday life,” Mr. Phelps said. “Gaming has become a common touch point for people.”WSJ
To read the full text, see the article on the WSJ website.
I Am So Tired: The Costs of Online Harassment
What is it like to be a public figure who is known more for the targeted acts of aggression and hate directed at you than for the creative or scholarly work you produce? Anita Sarkeesian, creator of Feminist Frequency video series, will recount the formative experiences that made her into the activist she is today before she unpacks the ways that the behavior of online harassers upholds and furthers a reactionary political agenda and silences the voices of women everywhere.
Who’s Anita Sarkeesian?
Anita Sarkeesian is an award-winning media critic, host, and the creator and executive director of Feminist Frequency, an educational nonprofit that explores the representations of women in pop culture narratives. Her work focuses on deconstructing the stereotypes and tropes associated with women in popular culture as well as highlighting issues surrounding the targeted harassment of women in online and gaming spaces. Anita has been interviewed and featured in publications such as Wired, The Guardian, Rolling Stone, The Wall Street Journal, The New York Times, Good Morning America and The Colbert Report. Anita was named one of TIME’s 100 most influential people in the world in 2015. Anita’s first book History vs Women: The Defiant Lives That They Don’t Want You To Know, co-written with Ebony Adams is out now. See: http://www.anitasarkeesian.com
What’s Feminist Frequency?
In 2009, Anita Sarkeesian borrowed a camera and some lights, tacked a piece of fabric up on her living room wall, and started making videos examining pop culture from a feminist perspective. Those early videos were short and simple, but the core of Feminist Frequency was already visible in them: the belief that media has the power to change the world. Today, Feminist Frequency is a not-for-profit educational organization that analyzes modern media’s relationship to societal issues such as gender, race, and sexuality. We strongly advocate for the just treatment of all people online and believe that media and media literacy are essential tools for eradicating injustice and creating a more equitable world. https://feministfrequency.com (Some particularly great videos are about gender and the Smurfs, gender and Lego, and women in Hollywood are at these links.)
Sponsored by the College of Arts & Sciences, School of Communication, Anthropology, AU Game Lab, Communication Studies, Film & Media Arts, Humanities Lab, Office of Campus Life & Inclusive Excellence, Sociology, Women’s, Gender, & Sexuality Studies
The Game Lab is proud to co-host Dr. Henry Jenkins, a pioneer in civic media, fan studies, and media literacy.
Monday, November 19 at 6:30 p.m., American University
Program will be followed by a cookie and coffee reception
A Reality Television Star and former professional wrestling personality is in the White House, while protestors outside are using imagery drawn from Handmaid’s Tale, Game of Thrones, Harry Potter, and Star Wars to express their concerns. How can we make sense of the blurring between popular culture and politics which characterizes our current moment? The talk explores the concept of the civic imagination, suggesting ways that young activists in particular are turning their attention to the alternative worlds offered by fantasy and speculative fiction to construct alternatives to their frustration with current reality. Can we change the world without imagining what a better world looks like?
About Dr. Henry Jenkins
Henry Jenkins is the Provost Professor of Communication, Journalism, Cinematic Arts and Education at the University of Southern California. He arrived at USC in Fall 2009 after spending more than a decade as the Director of the MIT Comparative Media Studies Program and the Peter de Florez Professor of Humanities. He is the author and/or editor of seventeen books on various aspects of media and popular culture, including Textual Poachers: Television Fans and Participatory Culture, Hop on Pop: The Politics and Pleasures of Popular Culture, From Barbie to Mortal Kombat: Gender and Computer Games, Convergence Culture: Where Old and New Media Collide, Spreadable Media: Creating Meaning and Value in a Networked Culture, and By Any Media Necessary: The New Youth Activism. He is currently editing a handbook on the civic imagination and writing a book on “comics and stuff”. He has written for Technology Review, Computer Games, Salon, and The Huffington Post.
This program is co-presented by the National Telemedia Council, Center for Media and Social Impact (CMSI), AU Game Lab, and the School of Communication at American University.