The Strong Announces Women in Games Events, October 3 and 4
September 3, 2019
For Immediate Release
The Strong Museum Brings Female Video Game Innovators and Luminaries
Together for the Second Annual “Women in Games” Events
October 3 and 4
ROCHESTER, NY—The Strong museum, home to the International Center for the History of Electronic Games and World Video Game Hall of Fame, will bring together past and present women trailblazers in the video game industry for two special events—a ticketed evening on Thursday, October 3, and a student symposium on Friday, October 4. These programs are part of the second annual Women in Games event at the museum, with this year’s theme focusing on the creative process.
Women have played a crucial, though often underappreciated, role in the development of video games,” says Curator Shannon Symonds, who co-leads The Strong’s Women in Games initiative (launched in 2017). “This is a fantastic opportunity to bring together women from different sectors of the video game industry and who have worked during different eras to discuss what drives them creatively. Last year’s inaugural event was a huge source of inspiration and featured luminaries such as Bonnie Ross, head of Microsoft’s 343 Industries, and Dona Bailey, one of Atari’s earliest female programmers. It brought to the forefront many of the untold stories of women in the field of video games.”
This year’s Women in Games: Create! events will feature Jacinda Chew, studio art director for Insomniac Games; Emily Greer, founder and CEO of Double Loop Games; Robin Hunicke, co-founder and CEO of Funomena; Elizabeth LaPensée, associate professor at Michigan State University and independent game designer; Nathalie Lubensky, GM and Chief Marketing Officer of Xsolla; Ann McCormick, founder of The Learning Company; Jennifer Oneal, studio head of Vicarious Visions; Kellee Santiago, cofounder of thatgamecompany and now with Google Play Games; Meggan Scavio, president of the Academy of Interactive Arts & Sciences; Jen Taylor, voice actress whose credits include Cortana, Princess Peach, and Toad; and Kiki Wolfkill, head of Halo Transmedia and Entertainment, 343 Industries.
The October 3 evening will include a panel discussion moderated by Keisha Howard, founder of Sugar Games, along with a tour of the museum’s Women in Games exhibit, a networking reception with light refreshments, and video game play. The event will be shared with national and international audiences on the museum’s Twitch channel. The symposiums on October 4 allow students and young gaming professionals the opportunity to speak with our guests in small group settings, as well as enjoy refreshments and tour both The Strong’s collections and the RIT MAGIC Center. Tickets are $15 for the panel discussion and $40 for the student symposiums, and may be purchased online at museumofplay.org/calendar/women-in-games-create. Please contact Shannon Symonds at email@example.com with any questions.
Says Lisa Feinstein, vice president for institutional advancement and co-lead of the Women in Games initiative, “This is a once-in-a-lifetime opportunity for gaming fans, designers, scholars, and students to hear about what drives these prominent women to create. If it’s anything like last year, it will be another memorable night that provides inspiration for the next generation of game makers and executives, musicians, writers, and gaming historians.”
About The Strong
The Strong is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States and one of the leading museums serving families. The Strong houses the world’s largest and most comprehensive collection of historical materials related to play and is home to the International Center for the History of Electronic Games, the National Toy Hall of Fame, the World Video Game Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, the Woodbury School, and the American Journal of Play. Together, these enable a multifaceted array of research, exhibition, and other interpretive and educational activities that serve a diverse audience of adults, families, children, students, teachers, scholars, collectors, and others around the globe.