I will talk about how I use Atlassian project management tools to collaborate with game designers, run TTRPG games across our company, and keep a living, breathing world. See how you can do it too!
Description:
I run a D&D club for a remote company as a form of team building. Its an important part of our company culture and a way to build relationships. I run it with a group of volunteer game masters and designers from within the company. This talk is about how we use our project management skills and applications to make the club tick. Ill showcase how our game designers collaborate on material (maps, rules, dungeons) for our Game Masters, how our Game Master run games and track the state of the world, and how our players manage their notes and character sheets.
These tools are for project management, not game design, but weve found them to be incredibly useful in running games all set in the same world for a stable of 40+ players, any of which could show up for a given game. Come and attend if you want to see how you can do this too!
I Think, Therefore I Game: Games and Pedagogy in Higher Education
Summary:
We will share experiences of how we have utilized games in our courses to help make connections with students, as well as to build stronger communities between students, faculty, and staff.
Description:
Our department is working to create more opportunities for games-based pedagogy at Purdue University, and in higher education in general. Through the use of our VRAI Lab, we have the ability to provide the space and resources for various games-based learning opportunities through board games, video games, and AR/VR game experiences. This space also has made a significant impact on the ways our students, faculty, and staff have come together to form a stronger, more close-knit community. We look forward to a great dialogue about the benefits of games-based education and how to continue to expand this approach.
ICv2 CEO Milton Griepp will present the annual ICv2 Hobby Games Market White Paper, with multi-year sales trends across hobby games categories and updates on the 2025 market to date.
Learn about fulfilment and distribution through Asia, and RoW, with the team from VFI Asia. Open format for Q&A after an introduction of general Do's and Don'ts.
Can crimesomething inherently wrongbe used to teach whats right? Join us to explore how Jubensha, the popular murder mystery roleplaying game, can be a powerful tool for edutainment.
Description:
At KMS Games, we believe that games have the power to create better societies. Since 2021, we have been creating original English murder mystery social deduction games, based on the Jubensha craze in East Asia. We partnered with Singapores Ministries of Defence and Home Affairs to create Melody of Waves, a murder mystery roleplaying game video series designed to educate youths on the threats of climate change and terrorism. By embodying a fictional persona, youths immerse themselves in a fictional world and experience complex moral dilemmas in a way that traditional teaching methods cant replicate. Weve shared our insights with professors, psychologists and educators eager to understand the education potential of Jubensha. Now, we invite you to discover how this unique game can be used to entertain and educate the next generation.
Junked Journeys: Legacy Board Games As A Genre With A Beginning And (Sometimes) No End
Summary:
Legacy board games are an exciting genre, but what happens when game groups can't finish these permanently altered games? What hindrances do groups face in completing games? Our study has the answers!
Description:
This is a world-premiere event of preliminary findings based on empirical research on legacy games. Audiences will hear analysis based on over 120 survey responses and the coding of qualitative responses from participants. We believe the data we've collected and analyzed has value for game publishers and designers as well as for scholars of analog game studies.
This study was approved through St. John's University (Queens, NY) Institutional Review Board.
As a game designer, knowing your audience includes the player, publisher, retailer, & buyer. Learn the needs of each of these audiences to turn your game from prototype to marketable product.
Description:
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
An interactive session highlighting using the commercially available board game, Green Team Wins, in education.
Description:
We present the application and adaptation of a commercially available board game, Green Team Wins, for use in education. It focuses on the use and potential impact of the game as a tool to allow students to experience and explore concepts such as consensus, groupthink, in-group/out-group dynamics, and political behavior in their teams and organizations. We will further highlight strategies for adapting commercially avaiable games for educational use.
Les Gobelins Attaquent! :TTRPGs In The CI World Language Classroom: A Magical Fit!
Summary:
A 20-year veteran teacher will show you how implementing games like D&D provide compelling contextual input for critical gains in student engagement, interaction, enjoyment, and ultimately, learning.
Description:
Youll learn everything you need to know to find, implement, and succeed in exciting and motivational adventure storytelling in your World language classroom. Youll see how to foster better reading, writing, speaking and listening using ready-made adventure role-playing games in your level 2, 3, and 4 World language classes. Student interest, engagement, and compelling storytelling contexts are key! You need not be an TTRPG expert, you just need an adventurous mindset! Youll be introduced to the theory and rudiments of implementing readily available cooperative story games into your 2nd language classrooms. While running these games, the context can become so comprehensible to your students, that they forget that they are interacting in L2! Join us and see how using these storytelling games have transformed engagement, L2 interaction, and L2 output in my students.
Lessons Learned From Using Game Design To Teach A College Subject
Summary:
The use of game design to teach a college subject was attempted. Students were required to develop an educational game to inform players of their flood risk. Come see the results.
Description:
Most people have no idea about their flood risk. In an average year, floods kill 100 people in the U.S. More than half of these die in their cars while attempting to cross flooded roads. Lack of understanding of flood risk is a major problem in the U.S. Builders build in high-risk areas, and people buy there. Students in CE 300 Floodplain Management were required to develop a game to teach players about their flood risk. This was a MWF course. On Monday and Wednesday, students listened to lectures and completed assignments. On Friday, the Flood Risk Game was discussed and developed. Ultimately, the students created a roll and move with resource placement game. At the end of the term, students completed a survey on the effectiveness of the teaching method, and the instructor assessed the achievement of the course learning objectives. These will be shared with participants.