View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.
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Eve Crevoshay (Executive Director, Take This Org)
Jae Lin (Programs Manager, Feminist Frequency)
Cassie Walker (Workshop Consultant, Take This Org)
Location: Room 208, South Hall
Date: Thursday, March 24
Time: 4:00 pm - 5:00 pm
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass - Get your pass now!
Topic: Advocacy
Format: Roundtable
Viewing Experience: In-Person
Vault Recording: Not Recorded
This is a watershed moment in talking about gender-based harm - harassment, abuse, and sexism - in games. We have a unique opportunity right now to provide productive and forward thinking tools and structures that will help with healing some of the harm that has occurred, building new approaches to dealing with harm, and finally making strides towards holding people and institutions accountable in meaningful ways. Building on our shared expertise in advocating for systems change, mental health, addressing harassment, and inclusive policy and procedure, the presenters will provide attendees with an overview of the concepts and vocabulary used in this new paradigm, followed by a structured roundtable conversation exploring the best strategies for moving forward with this approach.
This roundtable is paired with a 30-minute lecture that will occur back-to-back. Attendees of the roundtable are encouraged to attend the lecture to discuss lecture content.
Attendees will leave the 90-minute session equipped with strategies and language to bring back to your teams and your companies for addressing harm (both past and present) and building effective systems of accountability. It will be a springboard for understanding new ways of addressing systemic and pervasive gender-based harm.
The intended audience is all people who work in games, especially those in HR and leadership roles.