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.
Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:
All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.
Bo Ruberg (Associate Professor of Film & Media Studies and Informatics, University of California, Irvine)
Leena van Deventer (Creative Producer, Team Fanclub)
Richard Lemarchand (Professor of Interactive Media and Games Division, University of Southern California)
Location: Room 2014, West Hall
Date: Tuesday, March 22
Time: 5:30 pm - 6:30 pm
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: Yes
In this lively session, three expert speakers lay out some practical ways to prepare our students for the challenges that they will face in their professional lives, and prepare them to be more inclusive, culturally-informed members of the industry. In the first presentation, Leena and Richard look at the ways we talk to students about crunch culture, the practice of uncontrolled and unsustainable overwork that continues to haunt the game industry (and sometimes games academia too), and consider opportunities we have to teach students to work in better, healthier ways. In the second presentation, Bo Ruberg makes a call for games educators to diversify syllabi and include a wider range of voices in their classrooms. Bo provides a fast-paced breakdown of texts, videos, and other resources that can be implemented in syllabi, helping game students of today understand the important issue of supporting social justice in the industry.
Attendees will leave this session with practical techniques for discussing crunch in the classroom, and addressing it in game education. They will also learn about the importance of diversifying game studies reading lists, and will receive readings, videos, and assignments that can be incorporated into undergraduate or graduate syllabi.
The intended audience for this talk is university-level educators who teach or are developing courses on both game design and production and who are interested in the problem of crunch or would like to make their courses more inclusive by incorporating materials from diverse voices into their syllabi. Takeaways are relevant for undergraduate and graduate teaching.