William Uricchio, the co-director of Comparative Media Studies and a lead principal investigator for the Singapore-MIT GAMBIT Game Lab, will present a selection of lessons learned from the lab's first year in existence at the fourth Games, Learning and Society Conference July 10-11 in Madison, Wisconsin. From the conference's website:
Can we make a game that can be played equally by sighted and sightless players (AudiOdyssey)? How do we make a multiplayer game where the collective behavior of the players shapes the simulation (Backflow)? These are some of the research challenges presented by the Singapore-MIT GAMBIT Game Lab in their 5-year initiative to bridge the cultures of engineering and humanities. GAMBIT Game Lab incorporates academic researchers into the process of game development, and provides a space for researchers to work across and learn from both Eastern and Western cultures. In this fireside chat, William Uricchio, a lead principal investigator of GAMBIT Game Lab, will share the techniques and strategies that have been particularly effective... and those that were not. How does this project compare with other cross-disciplinary game development initiatives, like the Dutch GATE project? Where are they going from here?
More about Uricchio can be found at http://gambit.mit.edu/credits/#wuricchio or at http://www.glsconference.org/2008/person.html?id=326; more about the Comparative Media Studies program can be found at http://cms.mit.edu and more about the Singapore-MIT Game Lab can be found at http://gambit.mit.edu.