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Microsoft VP for Edu. to Speak at IEEE Intl. Games Innovation Conference

International Center for the History of Electronic Games News Release
NEWS RELEASE
One Manhattan Square Rochester, NY 14607 585-263-2700 museumofplay.org

August 15, 2012

For Immediate Release

Contact: Susan Trien, 585-410-6359, strien@thestrong.org
Shane Rhinewald, 585-410-6365. srhinewald@thestrong.org
Scott Bureau, sbbcom@rit.edu 585-475-2481

Microsoft VP for Education to Speak About Gamification at
Fourth Annual IEEE International Games Innovation Conference
in Rochester, New York September 7 to 9, 2012

ROCHESTER, New York—Digital technology has revolutionized the world, “but the classroom learning paradigm hasn’t changed in 100 years,” says Microsoft VP for Education Anthony Salcito, whose global mission is to shatter that paradigm through gamification—the infusion into education of the same design techniques and mechanics used to hook gamers. Today’s students come into the classroom already connected to the internet, prewired for learning, says Salcito; yet they file into a classroom to hear lectures, take notes, and be told to put their electronic devices away. Salcito will expound upon ways gamification can be incorporated into education to better engage and prepare students for creative, abstract, critical thinking in his keynote presentation, “GamiMUSTification: Transforming Learning to Drive 21st Century Skills,” at the IEEE International Games Innovation Conference held on the campus of The Strong in Rochester, New York September 7–9, 2012.  

Registration is now open for the IEEE International Games Innovation Conference.  Participants will enjoy two-and-a-half days jam-packed with thought-provoking keynote addresses, presentations of cutting-edge papers on innovative research and the latest game technologies, networking opportunities with video game researchers and developers from around the globe, and a rare opportunity to tour one of the world’s largest collections of video games at the International Center for the History of Electronic Games (ICHEG) at The Strong.

Additional keynote speakers and topics include:  Seamus Blackley, co-creator of the Xbox and president of Innovative Leisure (“From Arcades to Apps”); Ian Bogost, professor at Georgia Tech and founding partner of Persuasive Games (“What Is Fun?”); Cory Doctorow, columnist and coeditor of Boing Boing with Charles Stross, Hugo Award-winning science fiction and fantasy author (“Virtual Worlds and Their Discontents: Who Will Refuse to Enter the Matrix and Why”); Paul Reiche, cofounder and CEO of Toys for Bob (“The Skylanders Story: Successfully Combining Toys and Video Games”); and Vincent John Vincent, co-CEO, president, and cofounder of GestureTek, Inc. (“Engaging Interactivity Using Gesture Control Technologies”).

Co-hosted by Rochester Institute of Technology’s School of Interactive Games and Media and the International Center for the History of Electronic Games®  at The Strong, the conference extends a tradition that began in London in 2009, went to Hong Kong in 2010, and then to Orange, California in 2011. Among the Conference Highlights:

  • Friday night reception at The Strong where attendees will be treated to unlimited videogame          play in eGameRevolution®, a major exhibit that invites guests to play their way through the history of video games, and a behind-the-scenes tour of ICHEG. (At 37,000 items and growing, ICHEG holds one of the largest and most comprehensive collections of games and hardware in the world)
  • Saturday dinner and tour of RIT’s Center for Student Innovation and School for Interactive Games and Media
  • Sunday Niagara Falls, New York, excursion and tour (an additional $89 fee)           

 IEEE Registration fees: IEEE members: $500 (on site: $600); Nonmembers: $550 (on site: $650);  College students: $50 (on site: $100).

 The conference is made possible in part by Second Avenue Learning and the IEEE Rochester Section. Additional sponsorship opportunities are still available.

 To register for the International Games Innovation Conference, visit:
 
http://ice-gic.ieee-cesoc.org. Questions about the conference or sponsorships? Contact Stephen Jacobs, sj@email.rit.edu, 585-475-7803.

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About ICHEG:  Situated at The Strong, the International Center for the History of Electronic Games collects, studies, and interprets video games and other electronic games and related materials and the ways in which electronic games are changing how people play, learn, and connect with each other. At 37,000 items and growing, ICHEG holds the largest and most comprehensive public collection of its kind in the United States and one of the largest in the world. ICHEG’s collection includes video games, systems, and related materials that illustrate how the games have been conceived, developed, sold, and used. These materials include packaging, advertising, publications, electronic game inspired consumer products, literary and popular inspirations of electronic game imagery, personal and business papers, and other associated artifacts and documents that represent or illustrate the impact of electronic games on people’s lives. Learn more about ICHEG at www.icheg.org.

 

About RIT School of Interactive Game and Media: Rochester Institute of Technology is a pioneer in the field of video game design and development education and is ranked by the Princeton Review as among the top10 graduate and undergraduate schools for video game design programs. RIT was one of the first universities to offer a course in game design and development. Its Bachelor of Science in game design and development provides a broad-based undergraduate education in computing while exposing students to the breadth of game development processes. Students are required to complete coursework in the liberal arts, social sciences and the laboratory sciences. Students who pursue RIT’s master’s degree in game design and development take a series of core courses in such areas as emerging technologies, electronic entertainment and history of games. Majors are offered in game engine development and artificial intelligence for games. The degree culminates with a capstone project in which students create their own games.