[-empyre-] Week 3: Introducing John Sharp (US) and Ken Eklund

Claudia Pederson ccp9 at cornell.edu
Mon Mar 18 01:49:21 EST 2013

Dear all, it is week 3 of our discussion on the potentials and limitations
of videogames as tools of Insight/Incite with two new guests, John Sharp
(US) and Ken Eklund (US).

In view of my belated introductions John already introduced himself. (I
sent this post before butt somehow it never arrived). In keeping with
protocol I am officially welcoming you to the discussion.

John Sharp is the Associate Professor of Games and Learning in the School of
Art, Media and Technology at Parsons The New School for Design where he is
co-director of PETLab (Prototyping, Education and Technology Lab). John is a
game designer, graphic designer, art historian and educator. His research is
focused on game design curriculum, videogame aesthetics, the history of
play, and the early history of computer and video games. John is a member of
the game design collective Local No. 12, which creates games from and for
cultural contexts and conventions. He is also a partner in Supercosm LLC, a
consultancy for non-profits and organizations in the arts, education and
entertainment fields.

Ken Eklund is a designer of a new breed of collaborative and socially
relevant games,
Ken Eklund is a leader in the emerging genre of serious alternate
reality games (ARGs). Ken launches massively participatory narratives
that focus on contemporary issues and ask “what if...?” In these games
people immerse themselves in exploring the future and have fun
collaborating democratically on positive solutions and action. Ken is
known for creating the award-winning WORLD WITHOUT OIL, the
groundbreaking collective imagining of our next oil shock, and GISKIN
ANOMALY, the cellphone adventure for the museums in Balboa Park, San
Diego. He also created ZOROP, which explored world peace by connecting
strangers, with Annette Mees of Coney, and was Community Lead for
EVOKE, the innovative social entrepreneurship initiative that won a
Direct Impact Award in 2011 from Games For Change. Most recently, he's
worked with Sara Thacher to create HISS POP, a narrative adventure on
vinyl for The Exploratorium, and launched ED ZED OMEGA to explore
education reform, in partnership with TPT (Twin Cities Public
Television). He has designed games professionally for over 20 years.
“To shape the future, play with it first!” he says.
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