Sessions at SXSW Interactive 2012 about Game

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Friday 9th March 2012

  • Play Werewolf (Game) Like a Mother Killing Pro

    by Todd Sawicki

    Werewolf, a variation of the Mafia game, is spreading like wildfire in the tech social circles. We've hosted overnight games in secret in the past at SXSW, but this time, we want to get more people involved. The game is the great equalizer. Though deceit, honesty, and raw powers of reasoning, you can get to know amazing people and build great friendships. This panel with long-time Werewolf players will teach you the basic rules, the best practices (yes, there are best practices even for a game), and how to host the game yourself. Come to SXSWi and leave with an amazing tool to build great experiences forever. Trust me, I'm a villager.

    At 2:00pm to 6:00pm, Friday 9th March

    In Presentation Tent, Palm Park

  • SXSW ScreenBurn Game Developer Lounge Presented by Intel

    Aching feet? Thirsty? Stop by Intel’s meet up lounge and decompress with internet access, refreshments, and good company.

    At 3:00pm to 6:00pm, Friday 9th March

    In Room 3, Palmer Event Center

  • Jane McGonigal Book Signing

    Jane McGonigal signs ‘Reality Is Broken: Why Games Make us Better and How they Can Change the World’ at the SXSW bookstore.

    At 6:00pm to 6:30pm, Friday 9th March

    In Ballroom G Foyer, Austin Convention Center

Saturday 10th March 2012

Sunday 11th March 2012

Monday 12th March 2012

  • Play Time?: Kids and Game-Based Learning

    by Drew Davidson and Sara DeWitt

    There is a lot of talk at the government, industry, and producer level about the promise of games in education, but has anyone really proven true educational outcomes from informal gaming? In this presentation, Sara and Drew will share some of the most effective gameplay mechanics for teaching kids, discuss how challenges and rewards influence outcomes, showcase video of kids engaged in gameplay, present some of the latest theories for skill-scaffolding within games, and share outcome data from real educational gaming evaluations. Using specific examples, we will show how learning and well-designed games share important traits (like fun, frustration, failure and flow) that get kids engaged and motivated.

    At 11:00am to 12:00pm, Monday 12th March

    In Classroom 203, AT&T Conference Center

    Coverage audio clip

  • Don't Shoot the Player While They're Learning

    by Katie Salen

    Designers of all kinds are key players in the game of change that so typifies the opening decades of the 21st century. Called on to imagine, build, guide, demystify, explain, provoke, enable and inspire, game designers deal daily in the currency of transformation—of places, practices, and perspectives. Play is a key strategy in developing a design practice that is agile enough to entertain a constant need for transformative thinking but substantive enough to throw its strategic weight around when needed. This talk will delve into a set of tasty truisms gleaned from professional game designers about what happens to play when approached from the perspective of learning. What they have to say will both surprise and inform.

    At 5:00pm to 6:00pm, Monday 12th March

    In Ballroom D, Austin Convention Center

    Coverage sketch note