N/A Sessions

Toward A Canadian Serious Game Movement

Presenters

Time

Thursday August 31, 2006, 11:00 am – 12:00 pm

Format

Lecture

Keywords

While Canada is a few steps behind other countries, especially the United States, in developing a serious game industry, there is still hope. This presentation will examine opportunities, and hurdles, in the field of serious games that apply distinctly to the Canadian industry. It also looks at how innovation in these projects can have far-reaching benefits not only in areas such as education, training, medicine and social outreach, but in entertainment game design as well.

Looking Into Government Incentives for Gamers

Track

Business

Presenters

Time

Thursday August 31, 2006, 1:00 pm – 2:00 pm

Format

Lecture

Keywords

An in-depth, informative look at government incentives such as the Ontario Interactive Digital Media Tax Credit and the Scientific Research and Experimental Development Program. These two programs can recover a digital media company up to 60% of costs back associated with starting and running a digital media company.

State of the Indie Roundtable

Track

Business

Presenters

Time

Thursday August 31, 2006, 2:00 pm – 3:00 pm

Format

Roundtable

Keywords

Description.

Challenges of Independent Game Development

Track

Business

Time

Friday September 1, 2006, 10:00 am – 11:00 am

Format

Roundtable

Keywords

An open discussion / question and answer dealing with publishers vs self-publishing, digital distribution, intellectual property, marketing, government funding and other topics of interest for game developers.

Video Games in the Classroom: Some Pedagogical Possibilities

Track

Game Design

Presenters

Time

Friday September 1, 2006, 11:00 am – 12:00 pm

Format

Lecture

Keywords

Videogames and education go together hand-in-hand. Based on an upcoming book by the presenter, this session outlines 25+ activities that are the perfect starting points for independent game design in the classroom. Getting students to think critically about video games - as consumers, critics, and creators - is the focus.

Productive Play: Making Fun Work and Work Fun

Track

Game Design

Presenters

Time

Friday September 1, 2006, 1:00 pm – 2:00 pm

Format

Lecture

Keywords

Blurring the boundary between working and gaming can create productive play. This 1-hour lecture compares and contrasts tasks associated with work and play, discusses "the grind" associated with MMO play, and presents a case-study example of how airport screeners could become not only playfully productive, but more effective.

Gaming Startups: Bridging the gap between the Code Hero and the Entrepreneur

Track

Business

Presenters

Time

Friday September 1, 2006, 2:00 pm – 3:00 pm

Format

Keynote

Keywords

In the gaming community, a new game development startup or an independent studio is born everyday, but what separates the 'Blizzard to be' from the one that never makes it to E3? Is it just the game or are there other factors? This presentation outlines the key to business management of a gaming startup and not just the business administration. It is an intimate look beyond the Gaming Engine and into the understanding of the Business Engine that drives a startup to studio fame.

The Technology Behind FUEL

Track

Programming

Presenters

Time

Friday September 1, 2006, 3:00 pm – 4:00 pm

Format

Lecture

Keywords

Description.

Developing "Hegemony: Philip of Macedon"

Presenters

Time

Friday September 1, 2006, 3:00 pm – 4:00 pm

Format

Lecture

Keywords

Description.

Industry Quality of Life

Track

Business

Presenters

Time

Friday September 1, 2006, 4:00 pm – 5:00 pm

Format

Roundtable

Keywords

With several class action lawsuits having been filed against publishers for unpaid overtime, Quality of Life has become much more of an issue to both workers and companies. This round table will discuss the current state of Quality of Life in the game industry.

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