Cosplaying…for science! How to design outreach scientific activities using cosplay and roleplay.
Summary:
How can people connect their interests in pop culture with science? We create events to do just that! We share how to produce and evaluate these events.
Description:
Do you have science knowledge or expertise? Are you interested in pop culture, nerd culture, or gaming? Have you ever wondered if you can unite those two expertises by attending events like GenCon or comic cons? Cosplay For Science creates and researches pop-up museums, panel discussions, and other events that help connect people’s everyday interests (i.e., gaming) and scientific ideas. This seminar describes events we create and ways to evaluate their effectiveness. Past events have included an event in which scientists used creatures from Dungeons and Dragons’ Feywild as an analogue for invasive species; cosplaying as Pokemon professors and discussing evolution and speciation at a panel discussion; and creating a “Museum of the Multiverse” about insects in which undergraduates cosplayed and described how various properties (i.e. Everdell) use real-life science concepts in game design.
Create games with characters and actions that are unique beyond just numbers. Explore ways to utilize dice, alter activations, and give players choices that better fit your narrative.
Description:
We will look at ways to help your players feel the action they are taking. Think about what it must be like to swing a giant war hammer; can we identify attributes to replicate in the mechanics? How does a hover vehicle feel different from a tank? How is each intended to be used? Once we identify these feelings, we can look at creative ways to represent those actions. Providing player choices that highlight the strengths & weaknesses of characters & units continues to add to the feeling your game creates. How can we build mechanics to better support these choices? Can we break away from "move + action" turns by exploring alternate activation phases? Bring your questions & creativity as we explore these ideas!
** GAME DESIGN ACADEMY ONLY EVENT / NOT INTENDED FOR GENERAL TRADE DAY AUDIENCE **
Turn your lesson plans into playable learning games — no coding experience needed! Join a game designer and a professor for a hands-on workshop using AI. Leave with a real game your students can play.
Description:
In this hands-on workshop, you'll turn your lesson plans and learning outcomes into digital games — no coding needed. Led by a professor who studies play, games, and technology and a professional game designer, this workshop gives you a repeatable process for building educational games with AI through vibe coding — describe what you want in plain language and let AI build it. You'll walk in with learning outcomes and walk out with a functioning game ready for your classroom, plus a framework for creating more on your own. Whether you teach K-12 or college, STEM or humanities, this will give you new tools for engagement and learning. You will need to bring a smartphone, tablet or laptop, and a lesson plan. Internet is not provided so you will need to use your phone or connect your device through a hot spot.
Creating Games from Great IP: How to Create Games for Fans
Summary:
In this session learn how designers create systems that allow players to play inside some of their favorite worlds, then try it yourself.
Description:
This session will be divided into two parts. In the first part, the panelist will talk through their process of designing new games for IP and developing existing games for IP. In the 2nd part of the session, participants will form groups to adapt a classic game to one of todays most popular IP.
Crowdfunding Education-Focused TTRPGs: From Ideation to the IRS
Summary:
Learn how to craft a Go-to-Market strategy for crowfunding educational games, including product planning, marketing and networking, budgeting and tax liability, and a product line and brand
Description:
With six profitable crowdfunding campaigns in less than three years and 19 years of marketing experience, I'll share hard-won and cutting-edge lessons on how to craft a Go-to-Market strategy for educational games, including product development planning, marketing and networking, budgeting and accountability for tax liability, and establishing a product line and brand - plus planning to keep you focused on each of these in a personally prioritized way.
Students in my humanities course learned ancient and modern games, played them in class, and made their own games. Attendees are invited to express their cultures of play in this interactive session.
Description:
In adapting the Introduction to Humanities survey to games-based pedagogy, I wanted to explore the idea that how we play defines who we are and what we value, and vice versa. In planning, I spent an MLA Humanities Innovation Grant to buy teaching copies of ancient and modern games from Mancala to The Quiet Year, with an eye out for games learnable within a class period without prior knowledge. For coursework, students wrote personal biographies of play, read brief histories and theories including Sutton-Smith’s seven rhetorics, played games every week, designed games mechanics (for movement, competition, interactivity, storytelling, and cooperation), and play-tested their games during finals week. The Hungry Hungry Hippos tournament was by far the most popular with my first round of students. I invite you to review the course with me and relive some of its fun.
An interactive cybersecurity tabletop game experience. The audience will learn cybersecurity in a fun and engaging way. This training method can be used in classrooms and boardrooms.
Description:
CyberRoll is a cooperative cybersecurity strategy game where you and your team take on the management of a company’s security department. Survive three years of escalating cyber threats, manage resources, and keep morale up while hackers and office chaos try to knock you off course. Think of it as strategy, teamwork, and a little bit of controlled panic rolled into one. Co-op teams of 2-8 players are recommended for this event.
Learn about the kinds of decisions to avoid while designing games, and which decisions you should focus on more.
Description:
Decisions your players make in a game are the most vital part of game design. Without decisions, you have no game. But which decisions are good and which are bad? In this session we'll review all the different types of decisions and when to use them. You'll walk away with the ability to discern the difference between all types of decisions in game design.
Rotate through stations to learn games that creatively demonstrate the different ways we communicate and more importantly, the MANY ways we can be misunderstood.
Description:
We all think differently. As a neurodivergent educator in a diverse classroom, I know how difficult communication can be. Understanding each other practically or empathically can be challenging. What seems obvious to one person can be confusing to another. Content includes a focus on how language and images can be interpreted differently. You’ll learn games that I’ve created or modified just like my students, but with insider tips. Then, you’ll rotate through up to seven playing stations for hands-on experiences. A packet will be included with game directions, variations, reflection questions, etc. Apply these to the arc of a course, a specific unit, a class period, or a 15-minute exercise. All of these have been successfully integrated into my university courses, but can be applied at any level.
A chance to demo games & meet w/some of your favorite TRD exhibitors and presenters. Part demo, part networking, part social; join us for this culminating TRD event! A great way to end your Trade Day.