Speakers – Games for Change Europe Festival 2013

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Simon Bachelier

Simon Bachelier

Simon Bachelier
Indie curator and forecaster

Bio

Simon is a curator and teacher in Paris, France. During three years with the public museum complex Universcience, he worked to rethink the use of video games as a learning tool for kids, teenagers, parents and senior to (re)discover sciences and to develop serious games activities around exhibitions, productions and events of La Cité des Sciences et de l’Industrie, the biggest science museum in Europe. He is a member of the French indie game collective One Life Remains, who develop experimental games, installations, and alternative game events and stage performances related to digital games.

Session: Gender Issues Panel Discussion

Host

Alain Benisty

Alain Benisty

 Alain Benisty
title / company
Website

Bio

N.N.

Session: N.N.

Jean-Michel Blottière

Jean-Michel Blottière

Jean-Michel Blottière
Co-President / Games for Change Europe

Bio

Jean-Michel started his career in Digital Entertainment Worlds in 1982. He created Tilt, the very first magazine devoted to Videogames in France in 1982, and Pixifoly, the first TV show devoted to Multimédia Contents in 1983 for TF1. Since then, he has produced TV shows in France – Microkids Multimédia -, worked with major TV Groups – Canal +, France Televisions, TF1. He used to be head of programming at CanalWeb, head of Imagina in Monte-Carlo. Since 2003 Jean-Michel is CEO of NX Publishing – the NeXt Media Specialists. He is Program Chair of the FMX Conference on Animation, Effects, Games and Transmedia in Germany and Conference Chair of ENJMIN Video Games Workshops in France.

Stéphane Bordas

Stéphane Bordas

Stéphane Bordas
Project Manager E-Learning Serious Game / INSEP
insep.fr

Bio

Stephane BORDAS is Project Manager E-Learning Serious Game in INSEP. He graduated in Master of Science in Training and Managing Sport. Since 2000, he has integrated new technologies in sport training and sport teaching. Since 2009, he also has developed  e-learning resources and  Serious Game for teaching in a new way to high-level athletes.

Company

INSEP participates in the national policy to develop physical and sporting activities, particularly in the field of high-level sport. INSEP activities are divided into six categories: education and preparation of high-level athletes, the delivery of its own titles and national diplomas, operating of the high level sports national network, contribution to scientific, medical and technological research, taking action in international relations and initial and continuous education of the sports managers.

Session: A multiplayer Game for inter individual relationship.

Stéphane Buthaud

Stéphane Buthaud

Stéphane Buthaud
Founder / HumanoGames
www.humanogames.com

Bio

Stéphane Buthaud founded HumanoGames in 2009. He has a background in engineering and is a graduate from the Sciences Po University in Paris. His professional experience includes 8 years in auditing and management consulting in France, China and Argentina, and 7 years in Microfinance and Development work for international NGOs in Asia and Africa. While working with partner organizations, Stéphane obtained the Pro-Poor Innovation Challenge launched by CGAP – World Bank (2006), the UNDP’s Best Micro-entrepreneur Award (2006), and the French Presidency’s Human Rights Prize (2009).

Company

HumanoGames has produced HappyLife, the first crowd-funding game on Facebook with a real-world impact. In the virtual world of HappyLife, each player creates his or her own micro-business and re-invests the virtual currency earned while playing to help real world entrepreneurs get started in business in real life. So far, more than 1 million players of HappyLife have already generated 75,000 dollars in loans for micro-entrepreneurs the world over.

Session: Funding and Financing Social Impact Games (panel discussion)

participant

Emma Cooper

Emma Cooper

Emma Cooper
Business Development Director / Team Cooper
teamcooper.co.uk

Bio

Emma Cooper – Emma has a strong history of working with clients and development teams to create vivid interactive experiences. Emma has a great understanding of customer and consumer needs, planning games and user journeys to balance the needs of clients and brands with the audience’s experience. She has recently taken up running, which she says is handy because it means she doesn’t have to give up her cake addiction.

Company

Team Cooper is a BAFTA-nominated digital amusements agency. We work with agencies, brands and broadcasters; bringing games and apps to life using the power of modern web technology (and biscuits). Founded in 2006, we are a team of 9 people based in Sheffield, England.

Session: Post Mortem « Choices » – Educating Kids to the dangers of risky behaviour

“Choices” is a game created for regional charity Safe@Last, they work with teen runaways and young people at risk of flight. Nearly a year after putting the game « Choices » live Emma Cooper from Team cooper discusses how the project worked for Safe@Last, their audience and some rather hard lessons learned by her team.

Session: Games in the City (panel discussion)

participant

Marinka Copier

Marinka Copier

Marinka Copier
Director Games and Interaction / HKU, University of the Arts Utrecht
Website

Bio

Marinka Copier is associate professor in Play Design and Development and Director Games and Interaction Design at HKU, University of the Arts Utrecht. She is one of the founding members of the Digital Games Research Assocation(DiGRA) and the Dutch Games Association (DGA). Marinka loves to design for play. She works on the design of playful innovation together with the creative industries and partners in business, education and cultural heritage.

Session: The Mayor Game

University of the Arts Utrecht (HKU) and TNO
(Netherlands Organisation for Applied Scientific Research)
The Mayor Game trains majors for possible future crisis situations. In the game, the player has to deal with several crisis scenarios, from the threat of a flood to an extreme right-wing group who want to organize a barbecue. By getting the right information from the board of experts the player has to make important decisions within a limited time. In order to not take too much precious time from the typically busy mayors, the game is playable in 15 minutes.

Session: Games in the city (panel discussion) participant

Sam Dahmani

Sam Dahmani

Sam Dahmani
Sales & Marketing Director / 3DDUO
3dduo.com

Bio

Graduated from the South Bank University of London, Sam Dahmani, 33yo, began his career as a telecommunications engineer, and deployment manager at Nortel Networks EMEA, before founding his first entertainmen company in Paris. Today, he is associate director in charge of the marketing strategy and the business development at 3DDUO, video game development company, specializing in casual games, social games and serious games.

Company

3DDUO is a videogames development studio which makes games for a professional audience (serious games) and gamers (casual games, social games). Our philosophy is to focus on Cross-Media, which means delivering content for all platforms using a wide variety of technology. Our achievements are in real-time 3D (also called 3DWeb), and are immediately accessible via all Internet’s browsers, Smartphones or Touchpads.

Session: HandiCohésion: Back to work! A provocative game about integration of handicapped people

Simulating a business day, HandiCohésion allows the player to play as different characters (disabled worker, manager, HR, employee) who are faced with scenarios on disability in the workplace.
The goal is to learn about disability issues in the workplace. Used individually or collectively, Handicohesion led to demystify disability, ask about best practices and eliminate some of the barriers to disabled persons.

Florian Daniel

Florian Daniel

Florian Daniel
project Manager Serious Games and 3D / CRDP creteil
jeuxserieux.ac-creteil.fr/

Bio

N.N.

Session: N.N.

Michel de Koubé

Michel de Koubé

Michel de Koubé
Director Editup Addictive Learning / KTM Advance
ktm-advance.com

Bio

N.N.

Session: How Serious Games can adapt to individual needs of players / students for better social integration

Sophie de Quatrebarbes

Sophie de Quatrebarbes

Sophie de Quatrebarbes
Online producer & crossmedia publisher / Tralalère
tralalere.com/

Bio

N.N.

Session: L’ISOLOIR

Tralalere will present L’ISOLOIR, a brand new participative digital device a participatory platform that aims at promoting citizenship among teenagers. Based on various voting, consulting and sharing mechanisms, it invites gamers to inform and position themselves on main social issues. And to speak up ! L’Isoloir is an initiation to democratic processes and critical thinking for teenagers, with a reflexive dimension. Different actions are possible to vote, convince, share, play… and experiment.
L’ISOLOIR has been developped both as an installation and a web platform is available on the web and in real life with anmobile in situ installation for individual or collective use within an educational context.
Its first application deals with digital citizenship and is coproduced by Tralalere, Universcience, Inria, Les Atomes Crochus & Trace with the participation of Internet Sans Crainte. The first application of the game : ISOLOIR / DIGITAL CITIZENSHIP is a Tralalere production with Universcience, Inria, Les Atomes Crochus, Traces and Internet Sans Crainte.

Guido Doublet

Guido Doublet

Guido Doublet
CEO / Takomat
takomat.com/

Bio

Guido Doublet is co-founder and CEO of TAKOMAT – Germany’s pioneer in merging long-term basic research, software and award winning content production to the next generation in serious-gaming. After his MBA from the University of Cologne, he worked five years in the computer industry and another five years with one of Germany’s top documentary film productions. In 2005, Guido Doublet became managing director of the Cologne based “Laboratory for Mixed Realities” in the “Society for the Advancement of Artistic Computer Science.” From here, he co-initiated and managed the pan-european ELEKTRA project, the European Commission’s pathfinder project for the use of video games in learning. After ELEKTRA was awarded a European Star Project, Guido Doublet co-founded TAKOMAT in 2008 to transfer the generated technology and knowledge to a new generation of serious-games. In 2010, TAKOMAT developed ENERGETIKA, a free online serious-game about the next 40 years of sustainable energy supply in Germany – a game that is both – a real-data based software simulation of Germany and a great fun game. ENERGETIKA was awarded with Germany’s most prestigious computer award, the German Video Games Award in the category as best serious-game 2011.

Session: N.N.

Frédérique Doumic

Frédérique Doumic

Frédérique Doumic
CEO / OUAT Entertainment
ouat-e.com

Bio

After an MBA at EDHEC business school and three years as an auditor with Arthur Andersen, Frédérique DOUMIC managed children and multimedia programs at France Television. In 1999, together with Sébastien DOUMIC, she funded OUAT Entertainment (www.ouat-e.com), a videogame company which creates casual games for ‘women and kids first’ ! Frédérique is the CEO of OUAT since then. Frédérique participates in lots of gaming and multimedia conferences all over the world and has been awarded the first ‘European Women in Games’ prize for her career in gaming.

Company

For 14 years, OUAT produces casual games for kids and families. For the last 4 years OUAT focuses on creating and publishing social mobile and PC games. OUAT is a team of 15 talented people who have all the know-how from game design to marketing including graphism and programming. We release one or two game per year and have a community of more than 8 Million registered players from all over the world. We also use this know how to work for brands who wish to gamify their content and relationship with their customers through social gaming.

Session: Kompany – A social game for teaching business

Kompany is an edutaining social game. It is the first company management game on Facebook.
The player creates its Kompany and grows it from a start-up to a large international successful company.
« Role, Mission, Performance, Responsibility, Reward, Network… » Business and games words are the same.
The co-financing of Kompany was made through product placement of large brands who play their own part into the game.

Jérôme Dupire

Jérôme Dupire

Jérôme Dupire
Associate Professor / CEDRIC, CNAM
Website

Bio

N.N.

Session: Man & Machine interactions for handicaped people

Eugène Ernould

Eugène Ernould

Eugène Ernould
Co-founder and Business Developer / Babbel Planet
babbleplanet.com/en

Bio

Co-Founder and Business Developer at Babble Planet

Company

Babble Planet is a playful and engaging application for children aged 6 and above to learn spoken English. It offers an innovative audio and social experience for tablets through which kids can take advantage of their natural ability to learn new sounds and practice their listening and speaking skills.

Session: Teaching Englsih to 6 to 10 year olds

Listening and speaking skills are the most important parts to master when you’re learning a new language. Discover how Babble Planet, an award-winning app leverages games to motivate children into language learning.

Giusy Fiucci

Giusy Fiucci

Giusy Fiucci, PhD, MBA
Project Leader / ORT France- Department of Innovation & Development
www.ortinnovation.com/

Bio

Giusy Fiucci, B.S. Ph.D. MBA is managing the scientific coordination for France of some eHealth IST European projects: the METABO FP7 Project on diabetes, a “Leonardo da Vinci” Transfer of Innovation project on Health, the FP7 project Gala as Network of Excellence for Serious Games, she is contributing to a French program aiming at setting up a platform for helping self-management of seniors.

Company

ORT France is a non-profit organization specialized in Education & Training, a member of World ORT, the largest non-governmental education and training organization in the world.

ORT France operates 7 schools and training centers servicing annually approximately 2.200 pupils (secondary schools), 800 students (under-graduates) and 2.500 trainees (vocational training).

ORT France Innovation Center is responsible for the ORT’s R&D activity related to the wide range of e-education topics. ORT Innovation competencies cover:
· Pedagogy: learning scenarios, learner models, and Serious Games (SG),
· Decision support methods including : Games Theory for negotiation and collaborative decision making, assistance to self-regulation
· Access technologies including : Semantic-based Portals, Social web, Interactive TV, and Mobile (smartphones, tablets)

Session: Education: Teaching Differntly (panel discussion)

participant

Pierre Foulon

Pierre Foulon

Pierre Foulon
CEO / Genious Interactive
voracyfish.fr/
sante-digitale.fr/serious-game-et-maladie-dalzheimer/

Bio

Degree in « Management Information & Knowledge », he evolves in the digital learning technologies, knowledge engineering, design / production of Serious Games, educational virtual environments. He leads GENIOUS Interactive WEB subsidiary / R & D Group GENIOUS.

Company

GENIOUS Interactive is a subsidiary of the Group GENIOUS. It includes a large team of professionals in the ICT sector. Through innovation and expertise, GENIOUS Interactive has established itself on the market in various sectors: web solutions, e-learning, serious games, mobile applications and video conferencing and R & D.

Session: Two examples of serious games for health: Voracy Fish (Rhabilitation after stroke) and X-Torp (Alzheimer´s disease)

VoracyFish is a multiplayer Serious Game for physical rehabilitation of the upper limb. It is mainly used for stroke victims. It is an exploration and adventure online game.
X-TORP is a multiplayer battleship serious game which:
– Assess Alzheimer’s disease course,
– Promote physical exercise,
– Stimulate cognitive abilities,
– Maintain social cohesion.

Alexis Jolis Desautels

Alexis Jolis Desautels

Alexis Jolis Desautels
Advisor – Design Talent Management / Ubisoft Montréal
montreal.ubisoft.com/fr

Bio

Part of Ubisoft Montreal since 2004, Alexis is a Senior Game Designer that has worked, amongst others, on Splinter Cell: Double Agent, TMNT, Lost: Via Domus and Shaun White Skateboarding. After teaching game design at the Ubisoft Campus, he specialized as a teacher and internal trainer. He is now, like most of us, looking for the Gaming Holy Grail, and is on a lead that it may be found inside the gamer’s brain…

Company

Founded in 1997, Ubisoft Montréal is the biggest independent game development studio in the world and the most important within the Ubisoft group. Ubisoft Montreal acts as a leader in the Montreal gaming industry and has developed over 78 games from internationally-renowned franchises.

Session: Ubisoft Academia: Let them play, make them learn

A look into Ubisoft Academia, a brand of programs created to foster the creative leaders of tomorrow. This short presentation will go over the different existing programs, share some thoughts on their reach and explore the next steps for Academia.

Kate Kneale

Kate Kneale

Kate Kneale
Director / Marine Studio DC
Website

Bio

N.N.

Session: N.N.

Biljana Labovic

Biljana Labovic

Biljana Labovic
TED-Ed Animation Director & Producer / TED Conferences
ed.ted.com

Bio

Biljana joined TED-Ed in 2012 to direct and produce original animated content. Prior to TED Conference, Biljana has been working in the field of animation filmmaking, collaborating closely with the king of indie animation, Bill Plympton, for over 10 years on several feature films, numerous commercial and shorts, including the 2005 Oscar nominated « Guard Dog ». Biljana has also directed several short animated films of her own, taught animation at the School of Visual Arts for eight years, and is a member of the Academy of Motion Pictures and Sciences.

Company

TED-Ed’s commitment to creating lessons worth sharing is an extension of TED’s mission of spreading great ideas. Within the growing TED-Ed video library, you will find carefully curated educational videos, many of which represent collaborations between talented educators and animators nominated through the TED-Ed platform. This platform also allows users to take any useful educational video, not just TED’s, and easily create a customized lesson around the video. Users can distribute the lessons, publicly or privately, and track their impact on the world, a class, or an individual student.

Session: TED-Ed: A new educational initiative by TED Conferences

A short tour through TED-Ed’s interactive website will highlight some of the best practices for learning purposes – what works and how, and what are the next steps. Focus will be on the importance of visual communication for learning, particularly why animation is a highly effective tool for delivering valuable lessons.

Pierre Lagarrigue

Pierre Lagarrigue

Pierre Lagarrigue
title / company
Website

Bio

N.N.

Session: N.N.

Guillaume Lautour

Guillaume Lautour

Guillaume Lautour
Partner / IDinvest
Website

Bio

N.N.

Session: Financing Social Impact Games: How to convince an investor to say “yes”. (panel)

participant

Monique Le Poncin-Séac'h

Monique Le Poncin-Séac'h

Monique Le Poncin-Séac’h
Docteur d’Etat ès Sciences / CRMLP
gymcerveau.com
everydays-brain.com

Bio

Monique Le Poncin-Séac’h is a Docteur of Sciences, specialist in neurophyiological learning bases. She has a degree and a higher education diploma (CES) in psychology and is a pioneer in the field of research into early diagnosis in Alzheimer’s disease, brain neuroplasticity, brain longevity,and long-term preservation of brain potential. Her experimental and clinical studies are based on more than thirty years.

Company

The CRMLP in Paris is focussed on optimization, cerebral training and corporate in house-training. The CRMLP has extented its field of action to professional education, secondary levels schools and to businesses.The CRMLP plans to open in 2013-2014 an Espace Cerveau*, luding open space devoted to, for everyone, a best understanding in brain activity and in methods enabling to optimize the brain potential.

Session: How Games can improve the Brain Neuroplasticity.

If « games » are devised in the right way, they can be used as a good means for neuroplasticity stimulation. Several clinical studies have proved that games like Gym Cerveau* are capable of bringing about a general improvement in well-being, a greater brain reactivity, an improved efficiency of different cognitive functions and consequently, especially in the case of cerebral pathologies, a facilitation of brain substitution areas and, why not, of neurogenesis.

Catherine Lelardeux

Catherine Lelardeux

Catherine Lelardeux
title / company
Website

Bio

N.N.

Session:

Fanny Lignon

Fanny Lignon

Fanny Lignon
Maître de conférences / University Claude Bernard Lyon 1 – Research laboratory: ARIAS
univ-lyon1.fr/universite/

Bio

Fanny Lignon has a PHD in film studies. Since 2000, she’s associate professor in visual media studies and a member of Arias research laboratory. She’s a specialist of the american film director Erich von Stroheim. Simultaneously, she works on video games. Most of her researches deals with feminine and masculine representations. She wrote several papers on this subject. In June 2012, she organized in Lyon an international conference « Genre et jeux vidéo / Gender and Video Games » (http://iufm.univ-lyon1.fr/gem/jvd/site_english/index.html).

Company

Session: The Road to Happiness: Social Impact Games, gender inequality (panel)

participant

Julien Llanas

Julien Llanas

Julien Llanas
Program Manager / Ministère de l’Education Nationale
education.gouv.fr/

Bio

N.N.

Session: How Serious Games can adapt to individual needs of players / students for better social integration (panel)

Participant

Stéphanie Mader

Stéphanie Mader

Stéphanie Mader
Game Designer and PhD student, CEDRIC, CNAM
Website

Bio

Stéphanie Mader is a former web developer and project manager. After graduating at ENJMIN, she became Lead Game Designer of « Le Village aux Oiseaux », a therapeutic game that aims to stimulate the attention network of seniors suffering from the Alzheimer disease. In 2010, she started a PhD Thesis on Game Design Methods for Therapeutic Games at CEDRIC / CNAM (Center for Research in Computer Science and Telecommunications / Conservatoire National des Arts et Métiers). In parallel of her thesis, she is a game design teacher and works as an independent game designer on several game projects whether they are serious or not.

Session: Check/Mate: a video game about Safe Sex Education for teenagers 

Anne Marchais-Roubelat

Anne Marchais-Roubelat

Anne Marchais-Roubelat
Associate Professor/ CNAM
Website

Bio

Dr Anne MARCHAIS-ROUBELAT is an Associate Professor at the Cnam-Paris where she supervises doctoral theses and is responsible for the research methodology seminar of the PhD in foresight-innovation-strategy-organization. Her research areas include strategic management of action processes in public and private organizations, as well as futures studies. She is a member of LIRSA research lab (EA 4603).
She is a board member of Flux, international journal of research in networks and territories and co-chaired IFSAM 2010 track on “history, futures and action processes”. She has published in French From decision to action and Decision: figures, symbols and myths. She has authored in international refereed journals such as Futures and Technological Forecasting and Social Change papers on the design of action based scenarios and on foresight processes.

Session: A videogame to promote alternative management : join the Cnam initiative.

Karim Medjat

Karim Medjat

Karim Medjat
Professor, Chair of International Development of the Enterprises / CNAM
cnam.fr

Bio

Karim Medjad started his carreer as a lawyer. Now a professor of international law, he continues to practice as a legal expert for multilateral institutions and governments. Both his practice and his academic research focus on norm making, alternative forms of organisations and future studies.

Session: NA videogame to promote alternative management : join the Cnam initiative.

The serious games devoted to managerial decision making (“Sim City”,
“Capitalism”, “Multinational) typically convey a strong flavor of
neoclassical economic ideology. It is this bias that the Cnam has
undertaken to challenge.
Our objective is to achieve an “open” online videogame coupled with a
social network devoted to alternative management. In addition to its
educational purpose, this videogame is also intended to be a research
tool, for it should enable a massive collection of data worldwide.
We are now ready to form a consortium to develop this videogame and the
purpose of this presentation is to explain our pedagogical and scientific
ambitions with potential partners from the public and private sector.

Jean Menu

Jean Menu

Jean Menu
title / company
Website

Bio

N.N.

Session: N.N.

Jean-Louis Missika

Jean-Louis Missika

Jean-Louis Missika
Adjoint au Maire de Paris chargé de l’innovation, de la recherche et des université / Mairie de Paris

Bio

N.N.

Session: N.N.

Konstantin Mitgutsch

Konstantin Mitgutsch

Dr. Konstantin Mitgutsch
Learning and Games Researcher and Scientific Consultant / MIT Game Lab Research Affiliate
gamelab.mit.edu/
kmitgutsch.com/

Bio

Konstantin Mitgutsch is a researcher, game designer and consultant in the field of learning, play and personal development. At present he is an Affiliate Researcher at the MIT GAME LAB at the Massachusetts Institute of Technology and Scientific Consultant in Austria. He is on the scientific advisory board of the Austrian Federal Office for the Positive Assessment of Computer and Console Games and on the expert council of the Pan European Game Information (PEGI). Since 2007 he organizes the annual Vienna Games Conference FROG.

Session: Games for Change Austrian Landscape

If we look across the videogame development landscape of Europe, Austria has managed to attract attention in fields such as game development, unconventional political interventions, and growing academic video game activities. In the last years Austria managed to develop a variety of purposeful games for change that indicate what a country without bigger development studies can achieve. In the talk Dr. Mitgutsch provides insights into the Austrian Games for Change Landscape and he highlights novel developments and challenges in the serious game development field. By exploring different examples of developed games for change and by exploring the context of their creation this talk show how rich and fruitful the serious game design landscape can be.

Session: Subversive Games for Change Panorama

When serious game designers are asked which game impacted their way of thinking about the potentials of games for change many of them say September 12th. As simple as this little game might appear on a first glance, at its time it reached its players deeply. Games like September 12th subvert players’ expectations and challenges them to rethink their approach to games. In addition the game conveys its message through its mechanics – or better: in Subversive Games the mechanic is the message. Subversive games get players out of their unquestioned routines and evoke their engagement with the games purpose. If we understand serious games as purpose-driven playful environments that are intended to impact players beyond the self-contained aim of the game subversive games offer a promising yet unorthodox approach. In this talk Dr. Mitgutsch provides a panorama of serious games with subversive design patterns and highlights experiences of developing and assessing Subversive Games at the MIT Game Lab. Thereby, he explores the potentials and limits of Subversive Games for Change.

Pierre Moisan

Pierre Moisan

Pierre Moisan
VP Strategic & Business Affairs / Frima Studio
frimastudio.com

Bio

Pierre Moisan is one of the pioneers of the canadian game industry. He owns a degree in law and a Masters in International Relations, specializing in international contracts and intellectual property. He acted as vice-president of Megtoon, president of ArtMedia Studios and executive producer at Ubisoft. As Frima’s VP, he oversees the company’s strategic orientations, negotiates major development agreements and contributes to its IPs, mergers and acquisitions moves. Pierre is an active believer of the power of games to impact the evolution of the world in a positive fashion.

Company

Frima is Canada’s largest independently owned game developer. Since 2003, the company has been developing world-class media including virtual worlds, social and web based games, console titles and mobile apps. Their services also include the animation and special effects expertise of Frima FX as well as the concept art development of Volta. In addition to working with world-renowned clients such as Electronic Arts, Activision, Warner Brothers and Ubisoft, Frima develops successful, original IP titles such as Nun Attack, Zombie Tycoon, A Space Shooter for 2 Bucks! and Lights, Camera, Party!. With over 350 artists and programmers in-house, Frima produces high-caliber products that are as remarkably outstanding artistically as they are technically.

Session: Half the Sky – A Game Aims to Draw Attention to Women’s Issues

The Half the Sky Movement was founded by authors Nicholas Kristof and Sheryl WuDunn. The Half the Sky Facebook game is part of a transmedia initiative to raise awareness about the range of injustice to which women are subjected around the world. The first Facebook game whose virtual content translates into concrete action through donations, Half the Sky Movement: The Game promotes social change by fusing fun and education into one interactive experience. The movement has garnered the support of several American stars who show their endorsement by getting actively involved in the project.

Stéphane Natkin

Stéphane Natkin

Alain Benisty
title / company
Website

Bio

N.N.

Session: N.N.

Jean-Noël Portugal

Jean-Noël Portugal

Jean-Noël Portugal
title / company
jnko.net/

Bio

Jean-Noël Portugal is an advisor for growth-stage companies, digital technology clusters and governmental organizations, with roles ranging from prospective analysis and trend studies through to strategy and product/service innovation. He has founded two digital technology startups and has served as the CEO of HD3D SAS, a joint venture between 9 digital labs, VFX and animation studios, aiming at developing interoperable production and asset management tools. He has conducted innovative research for the web, video game, film, television and transmedia sectors, and recently delivered a report to French Centre National du Cinéma et de l’Image Animée (CNC) outlining a 10-year perspective for the film and television industries in France.

Session: Funding and Financing Social Impact Games

host

Florian Rivière

Florian Rivière

Florian Rivière
Urban Hacker
www.florianriviere.fr

Bio

Florian Riviere is a french « urban hacker ». From 2008 to 2012, he established and led the collective Démocratie Créative designing urban interventions in Strasbourg. Inspired by hacker & DIY culture he reinvests and diverts public space to allow citizens to reclaim their urban environment. His interventions located between militant expression, design of public space, upcycling have the particularity to be spontaneous and raw; exclusively made by objects found in the street. Furnishings, games, maps and instructions … So many urban tactics which show the functionality of sites, objects, and direct action of the user on urban space.

Session: Games & Autonomy

In the process of accessing autonomy, games can allow humans to become emancipated, independent and produce their own reality.
But how to live the game? – As a consumer, producer or both? Observing the world from a new perspective, beyond the common rules, to create an everyday life. Because games are not only products or goods, they are also an expression of freedom.

Catherine Rolland

Catherine Rolland

Catherine Rolland
KTM Advance
www.ktm-advance.com/

Bio

Catherine has worked for twelve years in Pharmaceutical Research before joining the Video Game Industry. She has got an MBA degree in Video Game Management and has been in charge of the development of serious games for the last 4 years. She is part of several associations to study and promote the use of video games for education or health purposes. She was the project coordinator of “Le Village aux Oiseaux”, a therapeutic game for stimulating the attention network of seniors suffering from Alzheimer’s disease. She is now in charge of R&D and Innovation projects at KTM Advance, France.

Daniel Schwarz

Daniel Schwarz

Daniel Schwarz
Managing partner & Creative Director / takomat GmbH
takomat.com

Bio

years of work experience in the intersection of sciences, arts, media and technology. In 2003, Daniel Schwarz co-founded takomat where he holds the position of a managing shareholder and creative director. In 2005, Daniel Schwarz initiated the FP6-IST-Technology Enhanced Learning R&D project ELEKTRA: “Enhanced Learning Experience and Knowledge TRAnsfer” with a Budget of 3.2 Mio. EUR. In 2006, he was coordinator of the ELEKTRA project until 2008 at the LMR Institute. From 2008-2010 his company was responsible for “game design and didactic design” in the FP7-ICT-Technology Enhanced Learning R&D project “80Days – Around an inspiring virtual learning world in eighty days” (Budget: 3.8 Mio. EUR). In 2010/2011, Daniel Schwarz was creative director and game designer of the online Good Game “ENERGETIKA” (www.energiespiel.de) which was awarded with the „Deutscher Computerspielpreis 2011“ in the category „Best serious game“. In 2011 his company was awarded with the “Land of Ideas”-Award for its innovations in learning game design as one of the best 365 Ideas in Germany.

Company

takomat GmbH develops award winning games for the learning and communication goals of their customers. The company has developed their learning game design and learning game technology based on interdisciplinary research projects about digital game-based learning.

Session: Emotional Responsive Design for educative games

takomat shows their games that range from learning about the real world to transforming the real world with games.

Frédéric Segonds

Frédéric Segonds

Alain Benisty
title / company
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Gaël Seydoux

Gaël Seydoux

Gaël Seydoux
New Business Development Director / Ubisoft
ubisoft.com/

Bio

Gaël Seydoux has a background experience of 18 years in Visual Effects and Video Games Production. He runs the New Business Department aiming at leveraging Ubisoft’s expertise to open new markets. He owns a Master in Economics and Graduated from the Ecole Nationale Supérieure des Arts Décoratifs de Paris.

Company

Ubisoft is the 3rd independent worldwide Video Game Company with strong franchise such as Assassins Creed, Splinter Cell, Far Cry, Ghost Recon, Crazy Rabbits, Just Dance.

Session: BIPOLife: How a simulation tool can enhance user’s perception of his Health with view to change his behavior.

By 2020 the Worldwide Health Organization (OMS) currently estimates Mental Diseases will be the first cause of invalidity in the world concerning 80 M Europeans (32% of the population) with a cost estimate of 800 b$. Bipolar disease, historically known as manic–depressive disorder is a psychiatric diagnosis for a mood disorder. Individuals with bipolar disorder experience episodes of a frenzied state known as mania (or hypomania), typically alternating with episodes of depression. About 3% of them will have one of the types of bipolar disorder at some point in their life.

Bipolife is an interactive tool for Bipolar patients (recently diagnosed) and their entourage, aiming to give them a better understanding of their disease and how to deal with it. In Bipolife the user controls an avatar who is bipolar. The objective is to improve and stabilize the avatar’s mood, applying the psychoeducation principles given by the therapist, such as: have a healthy life rhythm, observe the medication, go out, socialize and exercise

Michael Stora

Michael Stora

Michael Stora
title / company
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Lucie Tesquier Duban

Lucie Tesquier Duban

Lucie Tesquier Duban
title / company
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Session: N.N.

Katharina Tillmanns

Katharina Tillmanns

Katharina Tillmanns
Co-President / Games for Change Europe
g4ceurope.eu/colognegamelab.de/index_eng.php

Bio

Katharina is a transmedia storyteller and producer based in Cologne / Germany. In her studies and work as an academic assistant at Cologne Game Lab, she is focussed on the expressive qualities of games as a medium for social impact. Since 2012 she has been running the games & interactive department of the UFA Lab. Throughout the past years she has been selected to be a member of the jury at the AppArt Awards in Karlsruhe and the Art Game Weekend in Lyon. In 2013 Katharina will be festival director of the second edition of the critically acclaimed NOTGAMES Fest and Expo in Cologne.

Session: Autodesk & Unity Global Contest Presentation
Panorama of Games for Change in the world

Marilla Valente

Marilla Valente

Marilla Valente
Researcher Games and Inteaction / HKU, University of the Arts Utrecht
www.hku.nl/web/English.htm

Bio

Marilla Valente has a Bachelors (Hons) in Applied Psychology from the University of Sussex, School of Cognitive and Computing Sciences (U.K.) and a Masters in Organisational Psychology from the University of Utrecht (NL). Her dissertation examined discordance in acculturation strategies and its relation to ethnic discrimination and burnout in a healthcare setting. She has specialized in Training and has been part of different communication training and team-building projects in the Netherlands, Guyana and China. She currently works for the HKU as a researcher and coordinator within EU projects on Games and Interaction design.

Session: Moodbot

University of the Arts Utrecht (HKU) and Altrecht (Mental Healthcare)
The aim of mootbot is to provide clients from Altrecht suffering from psychosis and depression with a gameful environment in which they can self document parameters about their illness which are than shared among their supervising caretakers through a functional backend. One goal of the project is to enhance the capacity of caretakers to identify early onset agression in one type of patients with agression disorder to avoid incidents in a clinical setting that are both upsetting for clients themselves as well as care takers. The game frontend also offers clients the possibility to enhance their insight in their own state of well being over time. Adding a social interaction component in the game play, we aim to stimulate mutual support between clients in a mediated environment.

Julien Villedieu

Julien Villedieu

Julien Villedieu
title / company
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