MIGS16 Master classes for a thriving industry in Quebec (Press Release)

Montreal, October 27th, 2016 – Montreal International Game Summit – MIGS 2016 and TECHNOCompétences join forces for the second time to offer even more master classes for professionals of the video game industry. The classes will cover industry issues varying from writing for a changing medium, the power of efficient communication, computational intelligence and many more. The Master Classes will be held next November 14th and 15th during MIGS16 at the Palais des congrès de Montréal.

MIGS16 master classes address targeted content and encourage participants to sharpen their skills. “MIGS is your access to experts! We are very pleased to provide industry professionals a chance to meet top experts and allow them to address key issues in depth”, said Serge Landry, MIGS Event Director.

Susan O’Connor, an award-winning writer whose portfolio includes Far Cry 2, Tomb Raider and Star Wars 1313, Spyros Samothrakis, Research Fellow in computational intelligence, and Bartlomiej Waszak, gameplay programmer at Ubisoft Québec on titles such as Assassin’s Creed Syndicate, will be among the masters at MIGS16.

The Quebec province, a good player

The video game industry in Quebec is thriving and stands out from other industries with an economic impact of 827 million dollars related to the video game operating expenses. In the province of Quebec, it represents 10,000 direct and indirect jobs in over 230 companies and a 23,2% annual growth in terms of employment in Quebec from 2003 to 2013. It’s part of MIGS’ mission to draw on this creative hub and allow its 3000+ attendees to get a VIP access to top decision-makers.

“Sustaining this sector’s incredible growth requires high-level talents. With this partnership, TECHNOCompétences aims to accelerate the development of advanced skills of professionals in the gaming industry. The role of our industry committee of industry experts is to ensure the relevance of the topics addressed. In addition, we provide financial support for the master classes to be affordable to all game studios in Quebec, partly due to our partial reimbursement of the participants’ salaries. TECHNOCompétences is proud of this year’s classes selection and wish to continue its contributions towards making the Quebec game industry workforce the best in the world!”, says Rémi Villeneuve, CHRP, training initiatives manager at TECHNOCompétences.

The master class program offers up to 118 hours of intensive training for a limited number of gaming professionals. The complete Master Class program is now available at

About Alliance numérique

Since its creation in 2001, Alliance numérique (AN) has been the business network for Quebec’s video game industry. Its membership includes a full range of video game and digital entertainment developers of all sizes. It is also a key industry contact for government relations. Its mission is to support the growth and competitiveness of its members and put the province of Quebec, center stage in the field of interactive content creation, production and distribution.

About TECHNOCompétences

TECHNOCompétences has a vision for Québec’s ICT sector: making it a world leader for the quality of its workforce. Since 1998, TECHNOCompétences is the reference in ICT labor market information. It also helps to develop workforce qualifications and skills, promote careers in ICT and contributes to strengthening and improving HR management practices in the sector.


Steven Yeun From ‘The Walking Dead’ Joins Silicon Valley Comic Con 2017

Following fast after the seventh-season opener of “The Walking Dead” (SPOILERS here), it’s been announced actor Steven Yeun (Glenn Rhee) will appear at the 2017 Silicon Valley Comic Con. Yeun’s known for more than portraying a long-time survivor of the zombie apocalypse. Yeun’s lengthy list of credited appearances include “The Big Bang Theory,” “The Legend of Korra,” “Voltron: Legendary Defender” and many other productions. Interestingly, one of the Korean-American actor’s earliest roles was as a voice actor in the first-person shooter games “Crysis” (2007) and “Crysis Warhead” (2008).

Besides Steven Yeun, there’s plenty of geeky royalty to be found already on the SVCC 2017 celebrity guest list, which includes (SVCC 2016 alum) William Shatner, Adam Savage, Jonathan Frakes, LeVar Burton, Marina Sirtis, Brent Spiner, Michael Dorn and Gates McFadden. Featured tech/science and comic book guests include Buzz Aldrin, Sabrina Gonzalez Pasterski, Richard Garriott, Laetitia Garriott de Cayeux, Arthur Adams and Joyce Chin.

Silicon Valley Comic Con returns to downtown San Jose the weekend of April 21-23, 2017. Following in the tradition of the first-year event in 2016, SVCC will feature top celebrities, tech innovators, comics, scientists, independent artists, cosplay, video games, virtual reality, consumer electronics, music, apps and more. Notably mentioned in the official press release, SVCC demonstrated itself to be a size too large for the spacious San Jose McEnery Convention Center. So, in 2017, the event will include other nearby venues in the overall event plan and map. If the itch is strong to attend, three-day and single-day passes for SVCC 2017 can be purchased at


CES Unveiled Returns to Paris in Sold-Out Form

CES Unveiled Paris, with a one-two punch of talks and a massive tech showcase, returns to Paris on October 25, 2016. CES Unveiled, according to its official site, increased attendance last year by 72 percent, with near 600 industry professionals, from buyers to government officials to media. Fifty-four tech companies showcased and talked about their new products and services with the pros in attendance.

CES Unveiled Paris 2016 is sold out and promises a healthy turnout, with industry leaders, buyers and media/analysts from 15 countries. A grand total of 63 tech companies will showcase products and technologies across a wide range of categories, including the familiar and expected categories of drones, virtual reality, health and wellness, smart home tech, wearables, 3-D printing and more.

This event will be hosted at the Palais Brongniart. The schedule for this half-day event is as follows:

1-2 p.m.: Registration
2-3:30 p.m.: Consumer Technology Association Trends and Market Research Presentation and CES News Conference

Karen Chupka Sr. VP, CES and Corporate Business Strategy, CTA
Dr. Shawn DuBravac, CFA, Chief Economist and Sr. Director of Research, CTA
Gary Shapiro, President and CEO, CTA

3:30-6 p.m.: Networking Reception and Tabletop Exhibition will showcase groundbreaking products and technologies across a wide range of product categories, including drones, VR, health and wellness, smart home tech, wearables, 3-D printing and more.

Following hot on the heels of the CES Unveiled event in Paris will be a similarly framed CES Unveiled showcase in New York City on November 10. The good news is, at least to date, the event has not yet sold out.

PAX Australia 2016

PAX Australia 2016: Exhibitors, Panels Announced (Press Release)

MELBOURNE – Oct. 19, 2016 – The line-up of exhibitors and panels for PAX Australia 2016 is now live on the PAX Aus website and the 2016 PAX Aus Guidebook app. Attendees will go hands-on with games and hardware from PlayStation, Microsoft, Nintendo and more.

In addition to the Big Three, publishers including Ubisoft and Bandai Namco will exhibit alongside Wizards of the Coast, creators of Magic: The Gathering, and more than 100 independent game developers, including those selected for the Australian Indie Showcase.

PAX attendees can also hear the creators of their favorite games discuss their ground-breaking work. Panels will include a conversation about the world of Dishonored 2 and the creation of new champions in League of Legends, along with Xbox Live director Major Nelson’s Opening Storytime Keynote on Friday morning.

Tournaments including the Omegathon, a competition where select PAX attendees clash across a variety of games and ultimately culminates in a live championship match during closing ceremonies, will also keep gamers busy along with the opportunity to participate in a Q&A session with Penny Arcade and PAX founders Mike Krahulik and Jerry Holkins.

“This year’s PAX Aus is set to be the biggest yet, with a weekend that gives players hands-on access to this holiday’s slate of anticipated titles,” Holkins said. “Gaming is a global culture, and for the weekend of PAX Aus, its capital is Melbourne, Australia.”

PAX Aus will also host electrifying live musical performances from 7bit Hero, Axis of Awesome, and Duet Live (performed by Tim Shiel & Luke Howard) alongside special guest appearances from popular Twitch streamers and YouTubers, including Matt Shea.

Single day badges for PAX Aus 2016 are still available for $65. Domestic three-day badges have sold out, but international three-day badges for people traveling outside of Australia are still available. Badges can be purchased online at

The PAX series of shows (West, East, South and Aus) comprise some of the world’s largest gaming festivals, with each event entertaining tens of thousands of guests. PAX events connect leading tabletop and video game developers directly to passionate gaming audiences, providing a space where gaming culture is celebrated through panels, demos, concerts, tournaments and freeplay sessions.

For further information, visit or follow PAX Aus updates via Twitter, Facebook, and Instagram.

Casual Connect

Indies From Asia Are Coming to Casual Connect Tel Aviv

From Gamesauce: The international Indie Prize showcase for independent developers will take place on Nov 1-3, 2016 in Tel Aviv. Sixty games from 21 countries were provided with an Indie Prize scholarship by Casual Connect and will be showcased at Habima Square during three days from 9 AM to 5 PM.

One game from India and two games from Taiwan will represent Asia at Indie Prize showcase in Tel Aviv.

the_forgotten_forest_largeIndian developer Vineet Kumar will come to Tel Aviv to showcase The forgotten Forest at Indie Prize.

Game: The Forgotten Forest
Developer: Vineet Kumar
Platform: Android, VR mobile
Country: India

Ever wanted to be a zombie killer like Rick Grimes? If yes then The Forgotten Forest is for you. The environment is so immersive that it will leave you breathless. The Forgotten Forest is a virtual reality game where you are stranded in a dark forest infested with zombies and who knows what. Save yourself from those blood thirsty creatures. The only way to get out is to kill them all. To bring a more immersive experience, the game will have Google Daydream support in November.

Read more from Gamesauce

PAX Australia 2016

PAX Aus 2016 to Feature VR Freeplay Area (Press Release)

MELBOURNE – Oct. 13, 2016 – For the first time ever, PAX Aus will feature a dedicated VR Freeplay Area, where attendees will have the opportunity to experience the latest virtual-reality games and technology.
The VR Freeplay Area, sponsored by Harvey Norman Games Hub, will let people get hands on with the latest in VR hardware, with dedicated HTC VIVE playable areas that will also include some green-screen VR setups and Omni treadmills, as well as Oculus Rift and PlayStation VR.

“VR dominates the headlines, yet most people have never had the chance to try it out,” said Jerry Holkins, co-founder, Penny Arcade and PAX. “Trying that technology for the first time is a magical experience, and we’re glad to offer that moment to the tens of thousands of attendees coming to PAX Aus.”

The PAX Aus 2016 VR Freeplay Area can be found in a large, 234 square metre space located on level 2 of the Melbourne Convention and Exhibition Centre.

Hundreds of other video and tabletop games will be shown by publishers and developers attending at the show, with the full lineup of exhibitors and panels set to be revealed in two weeks.
Single day badges for PAX Aus 2016, taking place November 4-6, are still available for $65. Three-day badges have sold out! Purchase online at
The PAX series of shows (West, East, South and Australia) comprise some of the world’s largest gaming festivals, with each event entertaining tens of thousands of guests. PAX events connect leading tabletop and video game developers directly to passionate gaming audiences, providing a space where gaming culture is celebrated through panels, demos, concerts, tournaments and freeplay sessions.
For further information, visit or follow PAX Australia updates via Twitter,Facebook, and Instagram


About PAX
PAX or Penny Arcade Expo is a festival for gamers to celebrate gaming culture. First held in Seattle in 2004, PAX has nearly doubled in size each successive year, with PAX Prime 2014 selling out of tickets in a matter of minutes. Connecting the world’s leading game publishers with their most avid and influential fans, PAX expanded with a second show in Boston in 2010 and a third in San Antonio in 2015, making it the three largest gaming shows in North America. The first international PAX was held in Melbourne, Australia in 2013. For more information on PAX, please visit
About ReedPOP
ReedPOP is the largest producer of pop culture events in the world, a full-service boutique team that has the backing and muscle of a major international events organization. ReedPOP runs events such as New York Comic Con, Chicago Comic & Entertainment Expo, Star Wars Celebration, Oz Comic-Con, Paris Comic Con, PAX Prime, PAX East, PAX South, Comic Con India, and more.


Media Contact
Kyle MacGregor
Stride PR for Penny Arcade
SIGGRAPH Asia 2016

SIGGRAPH Asia 2016 to venture into Virtual Reality at Macao (Press Release)

The annual event showcases the world’s top professionals, academics and creative minds who are on the forefront of digital imaging, research, science, art, animation, gaming, interactivity, education and emerging technologies.

MACAO, China, 3 October 2016 – According to a report by Statista, the virtual reality hardware market is estimated to reach a value of US 7.3 billion dollars while the software market is estimated to reach a value of US 4.8 billion dollars in 2018. The increasing adoption of VR technology has propelled immersive environments to the forefront of the animation and digital imaging industry today. SIGGRAPH Asia 2016 will introduce a new Virtual Reality (VR) Showcase for the first time to explore emerging trends and applications in virtual reality.

From the 5th to 8th December in Macao, the ninth edition of SIGGRAPH Asia will showcase the world’s top professionals, academics and creative minds who are on the forefront of digital imaging, research, science, art, animation, gaming, interactivity, education and emerging technologies. The event is the region’s largest annual conference and exhibition on computer graphics and interactive techniques. This year introduces a VR Showcase to the conference, allowing attendees to delve deep into digital worlds and experience state-of-the-art technologies. The showcase will give them opportunities to learn about new approaches for creative expression and collaboration within immersive environments within the world of VR.

Hongbo Fu, SIGGRAPH Asia’s Conference Chair and Associate Professor at the School of Creative Media, City University of Hong Kong says, “SIGGRAPH Asia has grown from strength to strength since its introduction in 2008. This year in Macao, delegates will be inspired by top-notch research innovations, learning opportunities as well as amazing digital artwork, creative animations, and emerging technologies. The newly introduced VR showcase aims to take delegates into unbelievable, immersive virtual worlds. Furthermore, delegates will be able to engage with industry leaders from Google, Facebook, Pixar, NVIDIA, DJI, Lytro, Fyusion, and more. SIGGRAPH Asia has always been the platform that brings academia and professionals together, and we hope that attendees will use this opportunity to explore, learn, experience and get connected, virtually and physically!”

This year’s edition is themed “Key to the Future” and will be showcasing innovative projects and emerging technologies for computer graphics and interactive techniques. More than 6,000 delegates from over 50 countries are expected to attend SIGGRAPH Asia, including industry professionals, academia and enthusiasts. There will also be a diverse range of programs, including an Art Gallery, Computer Animation Festival, Courses, Emerging Technologies, Posters, Symposium on Education, Symposium on Mobile Graphics and Interactive Applications, Symposium on Visualization, Technical Briefs, Technical Papers, Workshops and the new VR Showcase.

Returning segments at this year’s SIGGRAPH Asia

This year’s edition will see the return of two programs – the Symposium on Education and the Symposium on Visualization – both of which made their SIGGRAPH Asia debuts at last year’s event.
The Symposium on Education invites people from both academia and the industry to present innovative research, methods and positions about the teaching and integration of computer graphics (CG) and interactive techniques in all areas of learning.

This year’s Symposium on Visualization explores the opportunities and challenges of cutting-edge visualization techniques which facilitates human beings’ understanding of data sets. The program aims to cover the development, technology, and demonstration of visualization techniques and their interactive applications. The Technical Papers program is a platform presenting new scholarly work in computer graphics and interactive techniques. Technical Papers are published as a special issue of ACM Transactions on Graphics.

Also returning is the Computer Animation Festival; Asia’s premier computer animation festival which showcases a world-wide collection of the year’s best works. The festival will comprise of screenings and panels including presentations by industry experts related to computer animation and visual effects.The event’s exhibitors will demonstrate their newest developments in hardware and software applications. The exciting line-up of exhibitor talks and panel sessions will discuss product innovation and their new projects designed to improve technical performance. Some of the workshops, exhibitor talks and sessions taking place at SIGGRAPH Asia 2016 include:

  • KanDao Technology Co Ltd – 3D VR Live Streaming Technology
  • Meitu Inc – Image Beatification Technologies and More
  • Khronos Graphics, Compute and Vision APIs – including Vulkan Next Generation GPU Acceleration
  • Samsung R&D Institute China
  • uSens Inc

Expect to be dazzled by three days of evolving visual technology and artistic stimulations.

Dishonored 2

‘Dishonored 2’ Preview Event Shows Steampunk, Stealth

Recently, publisher Bethesda Softworks and developer Arkane Studios hosted a press and fan preview event in San Francisco for their upcoming game sequel, “Dishonored 2.” Hype for the game has been building for a while. It’s been a few years since players first visited the game’s chaotic realm of the Empire of the Isles. I had a chance to join in and see for myself what made this interesting event and game tick.

The Event

The “Dishonored 2” preview event was hosted in the heart of the gray Dogpatch neighborhood of San Francisco, at a brick, wood and metal grate-heavy smokehouse and brewery. The location had a decidedly steampunk-ish feel, which was no doubt intentional. In the pit of the brewery, a few dozen high-powered PCs set up for “Dishonored 2” connected by a plethora of wires to headphones, game controllers and video stream recorders and solid-state drives were set up for the media to play first, then streamlined into gaming rigs and headsets when the fans came in later.

Staffers walked around to ensure press folks had a good grasp of the gaming concepts involved in “Dishonored 2,” as folks dove into the game, recording video of their play sessions and mastering the game controller.

Behind the play area, inside the barrel room, costumed characters from the game series, swag stands and networking space was set up for the fans as they lined up to check out the early preview. Food and drink tickets were also the order of the day, once the fans made their way inside.

The Game

The sequel to the popular 2012 action-adventure “Dishonored” begins around the midway point of the game, with the Clockwork Mansion level, and a choice of two characters: Emily or Corvo, who were both available for play in the demo. Like a carnival ride about to stop at a spooky stop, the level begins with a railway ride climbing through part of the city Karnaca, until the player arrives at an ominous mansion facade, where the mission awaits: rescue an old friend, Anton Sokolov, while taking on a devious inventor, Kirin Jindosh, who resides within.

The Clockwork Mansion, the namesake for the level, is beautifully designed in a steampunk Victorian style. It’s made to confuse and confound with its changing floors, ceilings and walls — most of which are activated by switches. This changing level design adds considerable replayability and secrets. After playing over an hour on this level, in pursuit of finding captor and captive, I was still finding hidden paths, rooms weapons, items and items to read or collect. Conversely, though, the text on-screen and voicework was mostly similar for both characters, until Jindosh addresses them by name and title when he approaches either from down a hallway.

Emily and Corvo were both playable, but Emily was clearly the star with her full suite of abilities. Two of her abilities stood out in particular. Firstly, Shadow Walk, enabled smoke-like invisibility and speed and also Domino, which created a chain reaction effect to multiple characters in a vicinity after the effect is inflicted on the targeted character. Corvo, with his more limited range of abilities, was easier to use like a tank, slamming into enemies with a small but effective set of skills.

To see some of that level demo in action, check out about eight minutes of footage by YouTube user Volound.

With so many ways to replay even a single level with a midgame set of abilities, the full “Dishonored 2” game experience should reignite a fire for many gamers that was first enthusiastically lit in 2012.

What’s Next

The “Dishonored 2” road show was to stop in Los Angeles on October 3, 2016, and in New York City on October 6, 2016. Registration information is available via this link.

“Dishonored 2” is scheduled to be published on November 11, 2016, for Windows, Microsoft Xbox One and Sony PlayStation 4.

Casual Connect

Reaching Asia at Casual Connect Tel Aviv

From Gamesauce: The importance of the Asian market can’t be undersold, even to software companies in Europe and the Middle East. That is why Casual Connect Tel Aviv has several sessions dealing with China, Korea, Japan and the rest of the Asian region across multiple tracks. It will all get kicked off with Baris Ozistek, CEO of Netmarble EMEA, providing the keynote session titled Asia: Insights & Strategies for Mobile Game Developers.


asia-map-colorful-asian-regions-united-nations-geoscheme-31401299One of the largest misconceptions about Asia is how diverse the whole region is. There are many differences between Korea, China and Japan, and they should be taken into account before any developer brings their game to any of those countries.

Of course, it’s not just games from other regions coming into China; increasingly, Chinese games are being exported to Western markets. There’s plenty to learn from this wave of Chinese games, including things that Chinese developers should keep in mind from Western game developers. Tong Xu, CEO of Narvalous, foresees a Chinese game becoming the top grossing title on the iOS store, and will talk about that and recent trends in their session: Chinese VR Games and Their Affect on the Global VR Landscape.

Read more at Gamesauce

Volunteers Needed

Want to Join the Events for Gamers Team?

Do you want to join a team that’s focused on promoting game industry events? We’re looking for volunteers to cover game cons, fanfests and other events. We need people throughout the Americas, Europe and Asia.


Coordinate with an editor to cover an event using the following means:

  • Write a pre-coverage story about an event and what you expect, what you’re going to check out, etc.
  • Take lots of pictures with captions and identifiers if possible; these should be posted on social media.
  • Post on social media:
    • For Facebook: Lots of photos with captions and identifiers if possible.
    • For Twitter: Picking at least one part of the event to tweet. If it’s a short event, tweet the whole thing; if it’s longer, tweet about what you’re attending (walking the floor, listening to a panel, etc.)
  • Create videos for E4G’s YouTube channel: Interviews with celebrities and other various people; simple shots of the crowds or whenever photos may not do something justice.
  • Write an article that sums up the event and your experience.


  • Access to the events
  • Experience for resumes and examples for portfolios
  • Access to VIP events/after-parties
  • Opportunities for one-on-one interviews with people you want to meet

If writing isn’t your thing but you still want to help, please contact us with your experience and what you have in mind for your contribution. We’d love to have you on board.

Thanks in advance!


Q&A: Jen Helms Discusses the Intentional Play Summit

In what ways, and at which times, can the interactive entertainment we know and love and a wide range of outcome-based experiences cross paths to create a greater and more meaningful experience? That’s a basic question the upcoming inaugural Intentional Play Summit aims to address, but there’s more to the summit than that. Jen Helms, the founder and chair of the Intentional Play Summit and co-founder of Playmation Studios, offered Events for Gamers an overview about “intentional play” and what to expect at the daylong summit focused on that topic.

Q: What ideas or experiences motivated you to build out the Intentional Play Summit?
A: The goal of this conference is to bring the education, gaming and social good jen-helmscommunities together to figure out how we can make better games for learning and meaningful purpose. Video games have the potential to teach us better than any textbook. To motivate us, to encourage us to live more healthy lives and to learn to empathize and live more compassionately. Video games have this potential because they can engage us in their story and the systems of their worlds in a way that no other medium can. We see shining examples of games that do this well, but as an industry, we still have a lot of unmet potential. I see this conference as a launching point to further build the community around intentional play, to inspire further experimentation and innovation. I also really felt a need to bring the education and gaming communities together. There is a ton for game developers to be exciting about in new types of gameplay that is based in academia, and there is a ton for educational technologists to learn about from the expertise of the gaming community. However, often these two communities work siloed.

Q: Can you explain “intentional play” and compare and contrast it with the concept of “edutainment”?
A: I personally hate the term “edutainment.” Edutainment to me signifies that a game is educational but not to worry, it is also entertaining. The truth is, learning is fun! As Raph Koster taught us over a decade ago, games are fun precisely because we learn when we play. The brain has a voracious appetite for patterns. The problem is, far too often, learning games are created that have educational elements melded onto an unrelated game mechanic. When we do that, the learning is no longer as deep and we lose the value that video games offer. Video games give us the ability to immerse a player in a world that they can discover through exploration and intentional play. We can immerse players into the systems of academic subjects to discover them on their own. We can immerse players in deeply emotional experiences that can inspire new thoughts and behavior. The Intentional Play Summit is very much about intentional design and how we can create the types of experiences that can inspire the type of learning and change we hope to see.

Q: What are the most important topics in the field of intentional play, and how does this summit address them?
A: The big idea of the conference is that great game design and educationally, emotionally and socially enriching experiences go hand in hand. We’re going to have some speakers address that at a high level, including a panel Designing for Intentional Play with Robin Hunicke, John Krajewski, Katherine Isbister and Jamin Warren. We’ll have sessions exploring what that looks like for particular issues like climate change and health or new technologies like VR. Building a meaningful game is the first step, but then you need to figure out a way to build a business so we have sessions that address those practical realities as well.

Q: What main learnings do you hope attendees will take away from the Intentional Play Summit?
A: We have incredible speakers that are at the forefront of this field. We have keynotes from Noah Falstein, chief game designer at Google, who brings the perspective of a large tech company that is innovating in both education and games. James Paul Gee is a world-renowned expert on video games and education and provides a researcher’s perspective. We then have amazing speakers that know great game design and understand the need for learning to happen through games; CEOs that understand what it takes to build a business in this space. We also have leaders in education that have founded innovative schools with a focus on learning through play. We have others that are experts in new technologies like AR and VR. What makes this conference so special is how many incredible people will be in the room. What attendees will take away is new knowledge, new connections. This will give them, I hope, the inspiration and foundation to innovate in this field.

Q: Besides your summit, what other resources on intentional play would you recommend interested folks check out?
A: The best foundational books I would recommend are “A Theory of Fun for Game Design” by Raph Koster, “The Art of Game Design: A Book of Lenses” by Jesse Schell (just because it is a great book on game design) and “What Video Games Have to Teach Us About Learning and Literacy” by James Paul Gee.

Then I would recommend playing some great games in this space. We learn so much by playing good games. “Eco” by Strange Loop Games is one I often point to. Also, any of the games that we selected for the arcade would be a good choice. Some of them aren’t available yet, but many of them are.

Thanks again to Jen Helms for taking time to explain what the Intentional Play Summit is all about. The Intentional Play Summit will be October 7, 2016, at the Computer History Museum in Mountain View, California, with attendee discounts available for teachers and indie developers.

Carolina Games Summit

Carolina Games Summit Tickets Now On Sale (Press Release)

GOLDSBORO, N.C. (September 26, 2016) The Carolina Games Summit announces that tickets are now on sale for their upcoming downtown Goldsboro event on February 4th and 5th 2017. Tickets may be purchased online via the event website or at our retail location 1077 North Berkeley Blvd Goldsboro, NC. Tickets will also be available at the door both days of the event.

Tickets purchased online give attendees the ability to reserve their spot in video game tournaments such as Smash Brothers 4, Madden 2017, and Halo 5. Additional benefits include preview access to upcoming event information, private attendee only message forums, and shorter lines at the event.

Red Storm Entertainment, a Ubisoft ® studio, will be returning this year to give attendees access to their latest Virtual Reality projects plus access to fresheyes testing and educational seminars. Spark Plug Games will be discussing their ongoing serious games and entertainment products in development. Dark Unicorn Games will be demonstrating their new products in the collectible trading card game arena. Colleges and schools such as North Carolina State University and Fayetteville Technical Community College will be exhibiting and speaking.

Serious Games will also be a major part of the event with BioMojo LLC demonstrating an approach to virtual healthcare education and training. The UNC Center for Innovation in
Pharmacy Simulation (CIPS) will be discussing it’s nXhuman project.

Tournaments, speakers, and exhibits will span multiple buildings including the Wayne National Building, the Terrace Room at Waynesborough House, ACME Theater, and the Paramount Theater.

About Carolina Games Summit

Carolina Games Summit ® will be held Saturday, February 4, 10AM – 8:30PM and Sunday, February 5, 2017 10AM 6:00PM in downtown Goldsboro, NC. This hybrid event will once again delivers industry speakers, video game tournaments, concerts, exhibition booths, cosplay, educational sessions, and trading card games. Attendees will be able to compete against gamers from all over the country in a variety of popular tournaments. Enjoy all your favorite platforms including arcade, computer, and console games with both tournament and freeplay options available. Additional information can be found on the official web site: