GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Esports Day: Diversity and Inclusion in Esports: Where It Is, Where It's Going, and How It's Being Done

Phill Alexander (Assistant Professor of Games, Miami University)

Amanda Cullen (Doctoral Student in Informatics, University of California, Irvine)

Matt Knutson (Doctoral Student in Visual Studies, University of California, Irvine)

Pass Type: All Access, GDC Conference + Summits, GDC Summits - Get your pass now!

Topic: Design, Business & Marketing

Format: Tutorial

Tutorials: Esports Day

Vault Recording: TBD

This joint session presented by Phill Alexander (Miami University), Amanda Cullen (Ph. D. student, UCI Informatics), and Matt Knutson (Ph. D. candidate, Visual Studies) will consist of two 30-minute talks about building more diverse and inclusive esports communities.

Phill Alexander will bring attendees up to speed on what is actually happening, fighting through the (no pun intended) white noise that is created by lore and anecdotal evidence to deliver a clear sense of what techniques are working right now to increase inclusion, and offer of a plan of action that can be embraced by esports community builders and players.

Amanda Cullen and Matt Knutson will share the UC Irvine Esports Arena staff's work collaborating with campus academics to examine esports scholarship players’ code of conduct and contract language in order to develop policies that promote inclusion and protections from harassment, especially identity-based harassment.

Takeaway

Attendees will learn about the current state of diversity and inclusion work in esports, and dive deep into the work of creating a code of conduct designed to improve community participation and bring more people to the table around esports broadcasts.

Intended Audience

People who have an interest in building esports communities with inclusive participation, including college and high school esports programs, event organizers, and games industry professionals.