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Justin Achilli
CCP/White Wolf

Justin Achilli is a game designer for CCP Games. He comes from a pen-and-paper roleplaying games background, in which he developed the award-winning Vampire: The Masquerade and Vampire: the Requiem properties. He's now working on CCP's World of Darkness property. When he's not playing video games, he enjoys nightclub DJing, cooking , writing, and making rude gestures toward whoever's playing against the Dallas Cowboys this week.
Richard A. Bartle
University of Essex, UK

Richard A. Bartle co-wrote the first virtual world, MUD,
in 1978; he has thus been at the forefront of the industry
from its very inception. He divides his time equally between
being an industry consultant and an academic (Professor
of Computer Game Design at the University of Essex, UK). His
2003 book, "Designing Virtual Worlds", is the standard text on
the subject, and he is an influential writer on all aspects
of virtual world design and development. More info can be found at

Tom Boellstorff
University of California, Irvine

Tom Boellstorff is Associate Professor in the Department of Anthropology at the University of California, Irvine, and Editor-in-Chief of American Anthropologist, the flagship journal of the American Anthropological Association. His research projects have focused on questions of sexuality, globalization, nationalism, HIV/AIDS, and cybersociality. He is the author of The Gay Archipelago: Sexuality and Nation in Indonesia (Princeton University Press, 2005), winner of the 2005 Ruth Benedict Award from the Society of Lesbian and Gay Anthropologists; A Coincidence of Desires: Anthropology, Queer Studies, Indonesia (Duke University Press, 2007); and Coming of Age in Second Life: An Anthropologist Explores the Virtually Human (Princeton University Press, 2008).
Ian Bogost
Georgia Institute of Technology

Dr. Ian Bogost is a videogame designer, critic, and researcher. He is an Associate Professor at the Georgia Institute of Technology and Founding Partner at Persuasive Games LLC. His research and writing considers videogames as an expressive medium, and his creative practice focuses on games about social and political issues. Bogost is author of Unit Operations: An Approach to Videogame Criticism (MIT Press 2006), recently listed among "50 books for everyone in the game industry," and of Persuasive Games: The Expressive Power of Videogames (MIT Press 2007), along with several other books and many other writings. Bogost has recently co-authored (with Nick Montfort) Video Computer System: A Platform Study of the Atari 2600, which will be published this year. Bogost's videogames about social and political issues cover topics as varied as airport security, disaffected workers, the petroleum industry, suburban errands, and tort reform. His games have been played by millions of people and exhibited internationally.
  Jay Bolter
Georgia Institute of Technology

Bio Coming Soon
Susan Bonds
42 Entertainment

Susan Bonds is 42 Entertainment's President & CEO, and has most recently Why So Serious? - the alternate reality experience for The Dark Knight and the most successful ARG of all time. She also produced the Year Zero alternate reality game for the launch of NIN's album in April 2007, which won the Cyber Grand Prix at Cannes 2008. She previously produced the unique ilovebees ARG for Microsoft's launch of Halo 2, which won the Games Developer's Conference award for Innovation in Gaming and a Webby Award for Best Games Related Website, and many other groundbreaking of 42's projects, including 2005's Last Call Poker alternate reality game for Activision/Neversoft's FPS "GUN", 2006's Dead Man's Tale interactive game for Disney/Microsoft, 2007's The Vanishing Point, the first global puzzle game with clues to online puzzles embedded in spectacular events held in a dozen cities around the globe designed to celebrate the launch of Windows Vista. Currently playing is , the ARG telling the origin story of Nathan Hale, hero of Sony's Playstation 3 Resistance Franchise. Prior to this, Susan worked for ten years as Creative Director/Senior Show Producer for Walt Disney Imagineering, where she developed and produced attractions such as "Indiana Jones Adventure" for Disneyland, "Alien Encounters" for Walt Disney World, "Mission: SPACE" for Epcot and ABC Times Square Studios Exterior in New York. Susan started her career at Walt Disney in 1980 as an industrial engineer co-op, and then worked for seven years at Lockheed as an Aircraft and Systems Engineer on Advanced Development Projects. Susan has an Engineering degree from Georgia Institute of Technology, and an MBA from Georgia State University.
Amy Bruckman
Georgia Institute of Technology

Amy Bruckman is an Associate Professor in the College of Computing at the Georgia Institute of Technology. She and her students in the Electronic Learning Communities (ELC) research group do research on online communities and education. Current projects include Science Online (a wiki-based public science resource in which students learn science content and method by writing for a real audience) and ThinkGame (where students studying games both reflect on their own experiences and have an opportunity to contribute to the new field of academic game studies). Amy is interested in ethical issues in Internet research, and was a member of working groups on this topic organized by AAAS, AoIR, and APA. Amy received her PhD from the MIT Media Lab's Epistemology and Learning group in 1997, her MSVS from the Media Lab's Interactive Cinema Group in 1991, and her BA in physics from Harvard University in 1987. In 1999, she was named one of the 100 top young innovators in science and technology in the world (TR100) by Technology Review magazine. In 2002, she was awarded the Jan Hawkins Award for Early Career Contributions to Humanistic Research and Scholarship in Learning Technologies. More information about her work is available at
Pavel Curtis

Pavel Curtis is a software architect at Microsoft who is best known for having founded and managed LambdaMOO, one of the best-known online communities of the 1990s. He created LambdaMOO during his 13-1/2 years as a member of the research staff at Xerox PARC, from 1983 to 1996, where he worked in the areas of programming language design and implementation, programming environments, and online collaboration systems. Curtis left Xerox in 1997 to become a principal architect and co-founder of PlaceWare, a web-conferencing company that was acquired by Microsoft in 2003. Outside of work, Curtis is now the sole proprietor of Pavel's Puzzles (, a website selling mechanical puzzles, mostly designed by him.
Jason Ellis

Jason Ellis is a researcher in the Social Computing Group at the IBM T.J. Watson Research Center in New York. His research focuses on the design, implementation, and analysis of social software that facilitates collaboration among diverse user populations. Examples include online gaming communities, inter-generational communication, and the grassroots teams in open source. His current research includes building serious games that leverage the emergent properties of virtual worlds to help distributed teams work together more effectively. He has published in conferences such as ACM CHI, CSCW, DIS and learning sciences conferences CSCL and ICLS. Jason earned his Ph.D. in Computer Science at Georgia Tech. Find more on his work at
Randy Farmer

F. Randall "Randy" Farmer has been creating online community systems for over 30 years, and has co-invented many of the basic structures for both virtual worlds and social software. His firsts include: one of the first multiplayer online games; one of the first message boards; the first virtual world; the first avatars; the first online marketplace; the first user newsfeed/friend feed (in Yahoo! 360°); the first multi-purpose reputation platform and grammar; and many other smaller firsts. He has co-authored numerous papers on the topics of virtual worlds and social media which have been published in books and across the Internet. His most widely read publication is entitled The Lessons of Lucasfilm's Habitat, which he co-authored with Chip Morningstar.
Brian "Psychochild" Green
Near Death Studios

Brian Green, often known by the pseudonym 'Psychochild', is an experienced online game developer. In his six years of hobbyist and ten years of professional game development, he has done programming, designing, writing, and administrating. He started his professional career in 1998 working on the classic PvP online RPG, Meridian 59. He then left to work at on "The Palace", a noted graphical chat product, before starting his own company Near Death Studios, Inc. Brian was co-editor on the book "Business & Legal Primer for Game Development". He also maintains a professional blog discussing online game design and development at
Tim Holt
University of Central Florida

Tim has been a Game Designer and Developer in both the "serious games" and entertainment games industry with Valve Software, Oregon State University and the University of Central Florida. He teaches and consults on game development and technologies for universities, research groups and organizations such as Texas A&M Corpus Christi, Sandia National Labs and the Robert Wood Johnson Foundation. A frequent speaker, Tim has made numerous presentations at conferences such as the Game Developers Conference Serious Games Summit, Austin Game Developers Conference and Games For Health. His focus has been on virtual worlds and the use of Commercial Off-The-Shelf games as development platforms for non-entertainment applications. Previous to his involvement with gaming, Tim worked for more than 20 years at Oregon State University in the College of Oceanographic and Atmospheric Sciences on board research ships as part of scientific research all around the globe. Tim has a BS in Computer Science from Oregon State University.
Yasmin B. Kafai
University of Pennsylvania

Yasmin B. Kafai is an associate professor at the UCLA Graduate School of Education & Information Studies. She undertook her studies on learning theories and technologies in France, Germany, and the United States and received her doctorate from Harvard University while conducting research at the MIT Media Laboratory. Her research examines learning cultures and equity issues in school classrooms, community centers, and virtual worlds. She is exploring new ways to organize learning environments and technologies that engage youth as critical, creative, and reflective participants and designers of digital media. Her books include "Minds in Play: Computer Game Design as a Context for Learning" and the co-edited publications of "Constructionism in Practice" and "Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming" (Spring 2008, MIT Press).

Lisbeth Klastrup
Copenhagen IT University

Lisbeth Klastrup is a researcher at the Innovative Communication Research Group and the Center for Computer Games Research at the IT University of Copenhagen, Denmark. Her Ph.D. thesis from 2003 outlined a possible "poetics" for virtual worlds and she has ever since explored the relation between "worldness", gameworld culture, social architecture and aesthetics in online worlds . Recently she contributed to World(s) of Warcraft, a Critical Anthology of World of Warcraft (MIT Press 2008) with a chapter on the meaning of death in WoW. Currently, she researches the interplay between clothes, fashion and gameworld culture.
Chris Klaus

Christopher Klaus is the chief executive officer and founder of Kaneva, a platform that empowers 3D social experiences. Klaus is highly regarded as one of the youngest and brightest Internet pioneers of our time as well as a foremost philanthropist and community leader. Klaus foresaw that the future of the Internet included immersive 3D experiences. Latin for "canvas", Klaus' mission with Kaneva is to extend the human spirit of creativity and connection to the Internet, bringing people together to experience, interact and create in 3D. Prior to founding Kaneva, Klaus founded and served as the chief security advisor of Internet Security Systems Inc. (ISS), a company he created in 1994 and sold to IBM in 2006. A former student at Georgia Institute of Technology, Klaus donated $15 million in 1999 for the construction of a new building on the Georgia Tech campus - the Klaus Advanced Computing Building - representing the largest personal donation from anyone of his generation. Appointed by Georgia Governor Sonny Perdue, Klaus currently sits on the Georgia Film, Music and Digital Entertainment Advisory Commission. He is also a game advisor to American Intercontinental University (AIU), serves on the Savannah College of Art and Design (SCAD) Board of Visitors as well as the boards of VerticalOne, the Georgia Game Developers Association (GGDA), Georgia Tech Advisory Board (GTAB), and the Georgia Tech College of Computing.
Raph Koster

A professional game designer and frequent writer on issues of virtual world design, Raph Koster was the lead designer on the seminal online world ULTIMA ONLINE, which first brought online worlds to the mass market. Until March 2006 he was Chief Creative Officer for Sony Online Entertainment, makers of EVERQUEST, where he previously led the design of STAR WARS GALAXIES. His essays and writings on online world design include widely reprinted and influential pieces such as "Declaring the Rights of Players", "The Laws of Online World Design", and "A Story About a Tree". He is in demand as a speaker and lecturer on issues of online world design, particularly in the area of community building. He is a regular speaker at the Game Developers Conference, and is the maintainer of the canonical history of virtual worlds at his website, His book A THEORY OF FUN FOR GAME DESIGN was published in 2004 by Paraglyph Press and is used in several university courses as study material.
Craig Kronenberger
Good Egg Studios and Elf Island

Craig Kronenberger: Co-Founder and President of Good Egg Studios and Elf Island Craig is the founder of Good Egg Studios and Elf Island, the first virtual world dedicated to empowering kids to do good in the world through entertaining game play. Craig was the founder of Spunky Productions where he spent 10 years overseeing and creating the digital vision behind top entertainment projects for companies like Sony, Universal Studios, Disney, Harvey Entertainment, CapCom, and Lyrick Studios. Craig has also worked extensively with off-shore development and led digital content deals with NTT DOCOMO and Anime International. Craig is the creator of, which in 1993 became one of the first major entertainment sites on the Internet. Craig has gained recognition with numerous national creative and marketing awards that include the American Marketing Association and BrandWeek magazine's award for Best Use of New Media. Kronenberger has also been featured on the cover of the "Life" section of USA Today as "The New Face of Animation" for his work with Macromedia's Shockwave/Flash and was also named Entrepreneur of the Year by Animation Magazine.
Emmi Kuusikko
Sulake Corporation

Emmi Kuusikko is a user researcher working in Sulake since 2004. She is currently leading the User and Market Insight team, which focuses on analyzing and researching the target audiences and markets of the largest teen virtual world, Habbo, and other Sulake products. Her team steers the Habbo product development towards a consistent user experience throughout the agile product development process. She works with concept designers and product developers to ensure Habbo's new features are designed to meet and exceed the audience's needs and wants in over 30 countries. Her team publishes the bi-yearly 'Global Habbo Youth Survey', a unique research that dives into teenagers' lives around the world (more info and report available from Emmi holds a MSc in Marketing and studies Social Psychology at the University of Helsinki.

Sam Lewis
Turner/Cartoon Network

Sam's design credits start with paper games and include the DC Heroes, BattleTech, Renegade Legion, Earthdawn and Shadowrun lines. He was series editor for 3 novel lines, and produced CG segments for the BattleTech cartoon show. Starting in 1995, Sam ran Kesmai Corporation's live service, GameStorm. He also was a producer for EA.Com. At Sony Online Entertainment, Sam worked on Star Wars Galaxies both as a senior systems designer and content designer. Sam is currently the Lead Game Designer for Cartoon Network's upcoming MMO. Sam received his BA and MBA from Northwestern University in economics in 1981 and 1983 respectively.
Rhonda Lowry
Turner Broadcasting

Rhonda K. Lowry is Vice President, Social Media Technologies for Turner Broadcasting System, Inc. She's an avid blogger, twitter addict and virtual world live musician. Rhonda provides thought leadership and strategic guidance toward emerging social media technologies and trends across the spectrum of social media from social networking and microblogging to online communities, virtual worlds, and social collaboration and computing. Rhonda led the development of CNN iReport in Second Life and is the company's primary contact for adopting emerging social spaces and virtual worlds to extend and enrich Turner's media experiences. Rhonda began her career at Turner in the Digital Media Technologies department where she led technical program management and development teams for major programs across a wide portfolio including: CNN digital news production and archive systems, CNN Pipeline and content management services for the CNN, NASCAR, Turner Entertainment, and Sports Illustrated web properties. Rhonda holds a BA with honors in Physics from the University of California at Santa Cruz, and an MA in Physics from Washington University in St Louis. She has a certification in Systems Engineering from UCLA and is a member of ACM, INCOSE, WICT, and is a Betsy Magness Leadership Institute Fellow. Rhonda was the recipient of WICT Atlanta's 2006 Catalyst Award for Woman in Technology and was listed on Cable World's Top 50 Women in Cable in 2006, 2007 and 2008.
Blair MacIntyre
Georgia Institute of Technology

Blair MacIntyre is an Associate Professor in the School of Interactive Computing in the College of Computing at the Georgia Institute of Technology. He directs the Augmented Environments Lab, whose research focuses on the design and implementation of interactive mixed-reality and augmented-reality environments. His research is focused on enabling non-technical designers to work with AR, and understanding the potential of AR as a new medium for games, entertainment, education and work. He has also investigated military and industrial uses of AR. He has been doing research in augmented reality for 17 years. He is actively involved with numerous conferences and workshops, and has been a Program Committee Chair for ISWC 2000 (International Symposium on Wearable Computing), ISMAR 2003 (International Symposium on Mixed and Augmented Reality), and UIST 2003 (The ACM Symposium on User-Interface Software and Technology). He is on the editorial boards of The International Journal of Human-Computer Studies and the journal Virtual Reality. He also served as the guest editor of a "Mixed Reality" special issue of IEEE Computer Graphics and Applications. He is the recipient of an NSF CAREER award. Dr. MacIntyre received a Ph.D. from Columbia University in the City of New York in 1998, and B.Math and M.Math degrees in Computer Science from the University of Waterloo in Canada in 1989 and 1991.
Ali Mazalek
Georgia Institute of Technology

Ali Mazalek is an Assistant Professor in the Digital Media program at the Georgia Institute of Technology's School of Literature, Communication and Culture, where she is a member of the GVU Center and director of the Synaesthetic Media Lab. Her research interests include applications of emerging physical sensing and computer-interaction technologies across media arts, entertainment and educational domains. Mazalek received her MS and PhD from the Tangible Media and Media Fabrics research groups at the MIT Media Lab in 2001 and 2005 respectively. She received a BS in computer science and mathematics from the University of Toronto in 1999. More information can be found at
Luke McCampbell
Magi Quest

Luke McCampbell is Project Manager and Game Designer for Creative Kingdoms/Magi Quest. In this job he coordinates the efforts of the creative, technical, marketing, and operations teams on new installs and upgrades to current installs of the walk through game experience. He is one of the designers continually refining the game. He has a BS in Computer Science from Georgia Tech, and a MS in Computer Information Systems from Georgia State. Outside of academia and the entertainment industry, he has extensive experience in running live action games for local and global organizations. Website:

Janet Murray
Georgia Institute of Technology

Janet H. Murray in an internationally recognized interactive designer, a professor in Georgia Tech's School of Literature, Communication, and Culture, and Director of the LCC Graduate Program which offers an M.S. and a Ph.D. in Digital Media as well as a a joint M.S. in Human Computer Interaction. She is the author of Hamlet on the Holodeck: The Future of Narrative in Cyberspace which has been translated into 5 languages. She is currently working on a textbook for MIT Press, Inventing the Medium: Principles of Design for Digital Environments. She directs the eTV Prototyping Group, which creates prototypical applications for partners such as PBS, ABC, Turner Broadcasting, Alcatel-Lucent, Cisco Systems, the American Film Institute and Warner Brothers. She taught the first course in interactive narrative at MIT before coming to Georgia Tech in 1999, where she taught the first course in game design. Her digital media research projects have been funded by NEH, NSF, the Annenberg-CPB Project, and the Andrew W. Mellon Foundation. She is a Trustee of the American Film Institute and a member of the board of the George Foster Peabody Awards. She holds a Ph.D. in English from Harvard University and a diploma from the Bronx High School of Science.
Michael Nitsche
Georgia Institute of Technology

Michael heads the Digital World and Image Group at Georgia Tech's School of Literature, Communication, and Culture.His research is mainly concerned with the design, use, and production of virtual spaces, Machinima, and the borderlines between games, film, and performance. Michael's work is a combination of practical experiments and theoretical exploration. In a former life he was co-author for a commercial videogame, professional Improv actor, and dramaturgist. He is author of the forthcoming book 'Video Game Spaces' at MIT Press.
Celia Pearce
Georgia Institute of Technology

Celia Pearce is a game designer, author, researcher, teacher, curator and artist, specializing in multiplayer gaming and virtual worlds, independent, art, and alternative game genres, as well as games and gender. She began designing interactive attractions and exhibitions in 1983, and has held academic appointments since 1998. She received her Ph.D. in 2006 from SMARTLab Centre, then at Central Saint Martins College of Art and Design, University of the Arts London. She currently is Assistant Professor of Digital Media in the School of Literature, Communication and Culture at Georgia Tech, where she also directs the Experimental Game Lab and the Emergent Game Group. Her game designs include the award-winning virtual reality attraction Virtual Adventures (for Iwerks and Evans & Sutherland) and the Purple Moon Friendship Adventure Cards for Girls. She is the author or co-author of numerous papers and book chapters, as well as The Interactive Book (Macmillan 1997). She has also curated new media, virtual reality, and game exhibitions and is currently Festival Chair for IndieCade, an international independent games festival and showcase series. She is a co-founder of the Ludica women’s game collective. Her work can be found online at
T.L. Taylor
IT University of Copenhagen Denmark

T.L. Taylor is associate professor in the Center for Computer Games Research at the IT University of Copenhagen where she also heads the Multimedia Technology and Games graduate program. She has been working in the field of internet and multi-user studies as a sociologist for over fifteen years and has published on topics such as values in design, avatars and online embodiment, play and experience in online worlds, gender and gaming, pervasive gaming, and intellectual property in MMOGs. Her book Play Between Worlds: Exploring Online Game Culture (MIT Press, 2006) uses her multi-year ethnography of EverQuest to explore issues related to massively multiplayer spaces. She is currently completing research on professional computer gaming.
Chris Waldron
Turner/Cartoon Network

Chris Waldron is executive producer of Cartoon Network New Media's forthcoming massively multi-player online game (MMOG), Cartoon Network Universe: FusionFall, slated to launch in open beta December 2008 and have its commercial launch January 14, 2009. In his role as executive producer, Waldron oversees design and development of the game from Cartoon Network headquarters in Atlanta, which follows several initial months spent in Seoul. He is responsible for all aspects of game production, technical direction, customer service, billing, community and marketing for the game. Before being appointed executive producer, Waldron served as director of technology for Cartoon Network New Media, where he oversaw all technical and game development aspects for the Cartoon Network and Adult Swim web sites. Prior to joining Cartoon Network in 2000, Waldron worked as a web programmer and designer for various companies including Southern Company, BellSouth and FSC Securities Corporation.
Steffen P. Walz
ETH Zurich

Steffen P. Walz is a cultural anthropologist-turned-game and interaction designer and producer who just earned his Ph.D. in Computer Aided Architectural Design from the ETH Zurich in Switzerland. Academically, and in commercial settings, Steffen scrutinizes and creates next generation mobile and cross-media games. He is co-editor of "Space Time Play. Computer Games, Architecture and Urbanism: The Next Level", "one of the books of 2007" (Frankfurter Allgemeine Zeitung), and a co-founder of the B.A. Game Design study program at the Zurich University for the Arts. Steffen has been named a Forum Nokia Champion twice, 2007 and 2008. He enjoys playing music, playing games and playing playing.
Douglas Wilson
Georgia Institute of Technology

Douglas Wilson is a game designer, writer, code monkey, and general misfit. He is currently researching at IT University of Copenhagen on a Fulbright grant. Before escaping to Denmark, Doug spent six years at Stanford University. He graduated in 2007 with a BA in the Interdisciplinary Humanities Honors Program and an MS in Computer Science and Human Computer Interaction. In Fall 2008, Doug is slated to start a PhD in Digital Media at Georgia Tech's School of Literature Communication and Culture. He is interested in political games, and also the connection between memory, nostalgia, and spatiality in videogame worlds.



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