Information about http://www.gamersmob.com/files/Salen_vitae.pdf

CV. Katie Salen katie.salen@gmail…

Tags: bachelor of fine arts, carnegie mellon, design and technology, education children, education reform, game design, gaming platform, gaming school, gmail, innovation and change, katie salen, learning innovation, literacies, master of fine arts, new gaming, prototypes, quality of education, reform organization, rhode island school of design, technology program,
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Language: english
Created: Fri Oct 13 16:03:17 2006
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CV. Katie Salen                                     katie.salen@gmail.com       www.gamersmob.com



EDUCATION
1990­1992    Rhode Island School of Design
             Master of Fine Arts--emphasis Graphic Design
             Graduated with honors


1985­1990    University of Texas
             Bachelor of Fine Arts
             4.0 G.P.A.


CURRENT AND RECENT PROJECTS
2006         Executive Director, Gamelab Institute of Play
             Non-profit
             Gamelab Institute of Play promotes "gaming literacy"--including the play, analysis,
             and creation of games--as a foundation for learning, innovation, and change in the 21st
             century. Through a variety of programs centered on game design, the Institute of Play
             engages in the exploration and study of ecology of connected gaming and play literacies,
             from systems, processes, and design literacies to digital, physical, and cultural literacies.
             The Institute values the idea that gaming has the power to transform the lives of people
             and communities through a change in the way we work, learn, and play.
                      Current Projects:
                      Gaming School: a 6-12th grade public school in New York City. The school is
                      being designed by the Institute of Play, in partnership with New Visions for
                      Public Schools, the largest education reform organization dedicated to
                      improving the quality of education children receive in New York City's
                      public schools. The school is scheduled to open in fall 2009.


                      Diversionary Therapy Project: The Institute of Play is supporting the design
                      of game prototypes for a new gaming platform designed for use by children
                      in hospital burn units. The project brings together graduate students from
                      Parsons Design and Technology program, Carnegie Mellon's Entertain-
                      ment Technologies program, and the ITP program at NYU, with ACID, the
                      Australasian Center for Interaction Design who developed the platform.


2006         Editor
             The Ecology of Games
             MacArthur Series of Digital Media and Learning
             Book to be published through Harvard University Press, 2007.


             Lead Game Designer
             Gamestar Mechanic
                                               Gamestar Mechanic is a digital game designed to teach game design to middle school and
Katie Salen | www.gamersmob.com




                                               high school youth. It is supported through a 1.2 million dollar MacArthur Foundation
                                               grant, through a collaboration between Gamelab and GAAPS, at the University of
                                               Wisconsin-Madison.


                                               Interactive Designer
                                               One Nature
                                               One Nature is a public art commission produced in collaboration with Marina Zurkow for
                                               the America for the Arts conference in Las Vegas, June 1, 2007. The piece explores issues
                                               of water use, sustainability, and global warmer as it invites participates to commit to
                                               climate change through the donning of custom-produced ice rings.


                                               Interactive Designer
                                               Karaoke Ice
                                               Karaoke Ice was produced in collaboration with designers Marina Zurkow and
                                               Nancy Nowacek, as part of a residency won through an international new media
                                               competition sponsored by ZeroOne and ISEA. The project is a karaoke ice cream truck
                                               that premiered at The ZeroOne Festival: A Global Festival of Art on the Edge in
                                               August 2006. It will travel to LACE in LA in September 2007. www.o-matic.com/isea


                                               Faculty Mentor
                                               Velocite, a mobile game developed for a Nokia conference in Monte Carlo, Monaco with
                                               students from Parsons Design and Technology program and NYU's ITP program.


                                               Game Designer
                                               Slow Games
                                               Commissioned by Metropolis magazine to produce a set of games for their 25th Anniver-
                                               sary Issue. Produced four games in collaboration with Frank Lantz, Nick Fortugno, and
                                               Kevin Slavin. April 2006.


                                  ADVISORY BOARDS
                                               Exploratorium
                                               San Francisco


                                               Institute of Play: Non-profit wing of Gamelab
                                               Member of the Board of Directors
                                               New York City, NY


                                               Gamelab
                                               New York City, NY


                                               IGDA (International Game Developers Association), SIG on Game Education
                                               Advisory Board member
             Values@Play
             The NSF funded "Values at Play" research project assists and encourages designers to
             create computer games that identify and promote human values. Dr. Helen Nissenbaum,
             Dr. Mary Flanagan, Dr. Sophia Catsambis principle investigators.


             Visible Language
             Advisory Board member


             IndieCade
             An independent games festival to be held in Santa Monica, summer 2007.


             AIGA Move 3 Conference
             New York, NY May 2006


             Judge
             Metropolis magazine, Big Idea competition
             New York, NY February 2006




WORK EXPERIENCE
2003-06      Director of Graduate Studies, Design and Technology Program
             Associate Professor, Parsons The New School for Design
             New York, NY


2001-06      Gamelab
             Core team member
             New York, NY


2005-06      CADRE Interactive City Residency
             ISEA2006 Symposium/ ZeroOne San Jose: A Global Festival of Art on the Edge.


2004-06      mememe Productions
             Game designer for children's television show and online community site
             Melbourne, Australia
2005         Spaceship Earth Game
             The Buckminster Fuller Institute. A partnership with The Game Culture & Technology
             Lab, UC Irvine and Planetwork. Consultant.


2004-05      ATTAP
             Game and Interactive designer for new social technology tool
             New York, NY


2004         Microsoft, MSN Division
             Consulting on redesign of MSN
             New York, NY
Katie Salen | www.gamersmob.com




                                  2003-04     Microsoft, Xbox Live!
                                              Part of a research and development team working to create an interactive storytelling
                                              experience distributed via Xbox Live!
                                              New York, NY


                                  2005        Rapunsel project, NYU
                                              Ken Perlin and Mary Flannagan, project leads
                                              Consulting game designer for game designed to teach girls to code
                                              New York, NY


                                  2004        COGO
                                              Consulting game designer for mobile phone game and online world.
                                              New York, NY


                                  2004        Electronic Theater, SIGGRAPH Pre-Show: Squidball
                                              Game designer for large-scale motion capture game developed in conjunction with the
                                              Media Research Lab at NYU
                                              Los Angeles, CA


                                  2004        MacArthur Foundation
                                              Consultant
                                              Digital Kids initiative
                                              Chicago, IL


                                  2004        Xmedia Lab
                                              Mentor
                                              Consulting and mentoring commercial new media projects
                                              Sydney, Australia


                                  2004        Hewlett Foundation
                                              Co-Director, Games to Learn Symposium
                                              Palo Alto, CA


                                  2003-2006   RES Magazine
                                              Contributing writer


                                  2003        Film Society of Lincoln Center
                                              Co-curator of "Game Engine," an evening of programming for the New York Video Festival
                                              Co-curated with Graham Leggat, Director of the Film Society
                                              The Lincoln Center, New York
2002--2003        Design Institute, University of Minnesota
                  Commissioned to design the BUG (Big Urban Game), a massively multiplayer urban game
                  to be played by the citizens of Minneapolis/St. Paul as part of the Twin Cities Design
                  Celebration. (September 2003)


2002-2003         Ghostrobot Films
                  Writer, animator for two music videos, Zero7
                  Extended play: MTV, MTV2, VH1
                  New York, NY


2002              Creative Time, NY
                  Blur Conference
                  Workshop and curriculum development for the conference
                  New York, NY


2001              Fox Searchlight
                  Animator, Waking Life
                  Animation for feature film, Richard Linklater (director)
                  Austin, TX


PUBLISHED BOOKS
The Ecology of Games. MIT Press. November 2007. (publication pending.)


The Game Design Reader: A Rules of Play Anthology. Co-authored with Eric Zimmerman. MIT Press. Novem-
ber 2005.


Rules of Play: Game Design Fundamentals. Co-authored with Eric Zimmerman. MIT Press. October 2003.


INVITED LECTURES
Keynote. Beyond Game: Permission Slips for Everyday Play, Emerging Terrain in Games and Simulation
conference. Rennesselaer Polytechnic, April 13, 2007.


The Space Between. New Game Forms. Carnegie Mellon, Entertainment Technologies Program. April 6,
2007.


Keynote. The Trouble with Designing the Real. Living Worlds III, Georgia Tech, March 29, 2007.


Instruction Sets for Game Engines: What Happens When the Squirrel Can't Speak? Extreme
Contemporary, Stanford. January 12, 2007.


Keynote. When Media Get Game, JumpStart Conference, Prague. November 12, 2007.


Adobe: Future of Games. Online dialogue with Tracy Fullerton. February 20, 2007.
Katie Salen | www.gamersmob.com




                                  Xmedia Lab: Singapore, Singapore (www.xmedialab.com)


                                  Learning from Games. Professional Day Conference, November 26, 2006. International Master Class.
                                  November 27-30, 2006. International mentor.


                                  Gaming Literacies. Designing Gamestar Mechanic, Serious Games Summit, D.C. November 4, 2006.


                                  Gamasutra Game Design Education Podcast, Tom Kim, moderator. October 10, 2006.


                                  The Smart Game Dilemma: Is There a Role for Design? Games for Change Conference, New York, NY. June
                                  28, 2006. http://www.gamesforchange.org/conference/2006/index.htm


                                  Transforming Play: Game Design and the Creative Process, Domestic Bliss: Styled Lives and Loves, PUSH
                                  Conference, Minneapolis, MN. June 13, 2006. www.pushthefuture.org


                                  Beyond the Console: Game Studies 101, Vassar College, Poughkeepsie, NY. April 24, 2006.


                                  They Must First Be Imagined: Contesting the Space of Games, Keynote. Game, Set, Match II: On Computer
                                  Games, Advanced Geometries, and Digital Technologies. Delft University of Technology, Delft, The Nether-
                                  lands. March 29, 2006. www.gamesetandmatch.bk.tudelft.nl/


                                  Mobile Game Mosh: A Student Game Design Competition, Experimental Games Workshop, Game Develop-
                                  ers Conference. San Jose, CA. March 24, 2006. http://www.gdconf.com/


                                  So You Want to Be a Game Designer, Game Design Education Tutorial, Game Developers Conference. San
                                  Jose, CA. March 22, 2006. http://www.gdconf.com/


                                  Game Design Education: Innovative Models, Game Design Education Tutorial, Game Developers Confer-
                                  ence. San Jose, CA. March 22, 2006. http://www.gdconf.com/


                                  Speak Your Mind: The Student Experience Uncensored, Game Design Education Tutorial, panel moderator,
                                  Game Developers Conference. San Jose, CA. March 22, 2006. http://www.gdconf.com/


                                  Educating from Left of Center, Serious Games Summit, Game Developers Conference. San Jose, CA. March
                                  21, 2006. http://www.gdconf.com/


                                  The Imaginary Culture of MMPOGs, Junior Seminar, Susan Yelavich faculty. Parsons the New School for
                                  Design. New York, NY. March 14, 2006.


                                  Everything She Does is Magic, Living Game Worlds Symposium. Georgia Institute of Technology, Atlanta,
                                  GA. February 15, 2006. http://gameworlds.gatech.edu/
Interactivity and the Play of Performance, PAL Texterritory Lab. 4 Bore Place, Sheffield, England. January
17-22, 2006. http://www.pallabs.org


Xmedia Lab: Singapore, Singapore (www.xmedialab.com)
Making Games Matter: Mobile Games Get Serious. Professional Day Conference, November 16, 2006.
International Master Class. November 16-19, 2006. International mentor.


Big Games, Cinekid, Amsterdam, The Netherlands. October 27, 2005. http://www.cinekid.nl/


From Left of Center: Radicalizing Game Design, Serious Games Conference, New York, NY. October 21,
2005. http://www.seriousgames.org/archives/2005_09.html


The Imaginary Culture of MMPOGs, Junior Seminar, Susan Yelavich faculty. Parsons the New School for
Design. New York, NY. October 18, 2005.


Radical Frontiers: New Territories in Game Design, AIGA National Conference, Boston, MA. September 16,
2005.


"Techno-Semantics," ICA Cinema. Panel moderated by Lizbeth Goodman, SmartLabs. Institute of Contem-
porary Arts, London. ICA Cinema, July 6, 2005.


Ancient Technologies, Dramaturgy, and Game. Kitchen's Seventh Annual Sidney Kahn Summer Institute,
July 2005. New York, NY. Faculty.


"A World of Authors: Creating Media for People with Keyboards," panel moderated by Douglas Rushkoff.
Media Ecology Association convention (Fordham, Lincoln Center), June 22, 2005.


Xmedia Lab: Singapore, Singapore (www.xmedialab.com)
In Search of the Holy Moment, Professional Day Conference, June 15, 2005. Keynote lecture.
International Master Class. June 16­17, 2005. International mentor.


Playspace: A Case for Game Studies in Action. DIGRA (Digital Games Research Association): Changing
Views: World in Play. Vancouver, Canada. June 16-20, 2005.


Multiplayer Play: Designing Social Interaction in Games. DIGRA (Digital Games Research Association):
Changing Views: World in Play. Vancouver, Canada. June 16-20, 2005.


The Flashback Game Jam. DIGRA (Digital Games Research Association): Changing Views: World in Play.
Vancouver, Canada. June 16-20, 2005.


"Games and Film," panel moderated by Graham Leggat. MAKOR/Steinhardt Center, New York. June 9, 2005.


The Goodlife. Roundtable discussion. Van Allen Institute. June 4, 2005. New York, NY.
Katie Salen | www.gamersmob.com




                                  Tripping the Game Fantastic. Mindstates: Technology and Transcendence. May 29, 2005. San Francisco, CA.


                                  My Machinima: Filmmaking with Game Engines. MOVE: Stories in Motion. AIGA Conference. April 29, 2005.
                                  http://move.aigany.org/conference.html


                                  Hi-res vs. Lo-res Graphics: A Game Design Debate. SIGGRAPH/IGDA. May 2, 2005. Moderator. http://www.
                                  igda.org/nyc/debate.html


                                  Games and Learning: Theory, New Technology, and Assessment. AERA National Conference: Demography
                                  and Democracy in the Era of Accountability. (panel presentation). April 12, 2005.


                                  Trigger and Response: The Art of Contested Spaces. IDeas Lecture Series, The Department of Architecture,
                                  Interior Design and Lighting, Parsons School of Design. March 13, 2005.


                                  The Education of a Game Designer. Game Developers Conference. San Francisco, CA. March 7, 2005.


                                  Urban Games: Real Action in the World of Reality. Eyebeam. February 17, 2005. New York, NY.


                                  Narrative and Dynamic Systems: Finding the Story in the Game. University of Art and Design. Helsinki,
                                  Finland, February 1, 2005.


                                  Games and Story. Week-long workshop on game design and narrative. University of Tampere, Hypermedia
                                  Lab. Tampere, Finland, February 1-5, 2005.


                                  Making and Breaking Rules: Game Design as Critical Practice. Co-presented with Eric Zimmerman. Art,
                                  Technology and Culture Lecture Series. University of California at Berkeley, Department of Art. Berkeley,
                                  CA, Jan. 24, 2005.


                                  Games, Cult, Space. Virginia Commonwealth University, Department of Kinetic Imaging. Richmond, VA, Nov.
                                  8, 2004.


                                  Reactivate Resistance: Games and Urban Space. GameTime. Australian Center for the Moving Image. Mel-
                                  bourne, Australia. Oct.17, 2004.


                                  Game the Story. Workshop, Australia Film and Television Academy. Melbourne, Australia. Oct. 10, 2004.


                                  Games, Gotta Get It. Games and Education, E-Learning Seminar. AIMIA. Melbourne, Australia. Oct. 9, 2004.


                                  Games and Interactivity. RGA lunchtime lecture series. New York, NY, July 24, 2004.


                                  Keynote. Games to Learn. Hewlett Foundation, Palo Alto, Ca, July 8, 2004.


                                  Games as Cultural Resistance. Renssaeler Polytechnic. Troy, NY. April 8, 2004.
Social Play. Tutorial. Game Developers Conference. San Jose, CA. March 24, 2004.


Gaming the Game. University of Belgrade. Belgrade, Serbia. March 21, 2004.


Rules of Play. Institute of Fine Arts. Volos, Greece. March 19, 2004.


Playspaces: Games and Public Space. ACTO. Athens, Greece. March 17, 2004.


Beyond the Metagame. XMedia Lab. Sydney, Australia, February 9, 2004.


Keynote. Reprogram Through Play. XMedia Lab. Sydney, Australia, February 8, 2004.


Keynote. Games as Cultural Environment. 1st Annual Conference. Digital Games Research Association
(DIGRA). Utrecht, Netherlands. November 4, 2003.


Urban Playspaces: From Liberty City to the Big Urban Game. Digital Media Lecture Series. Carleton Col-
lege. Minneapolis, MN. November 2, 2003.


Storming the Playground. Book launch event for Rules of Play. Tisch Auditorium. New York, NY. October 24,
2003.


Gaming the Engine. Cinematexas Film Festival. University of Texas. Austin, TX. September 17, 2003.


Collision: Culture, Art and New Media. Women Director Series. Florida Atlantic University. Ft. Lauderdale,
FL. April 11, 2003.


Breaking the Rules. Game Developers Conference. San Jose, CA. March 5, 2003. Co-presented with Eric
Zimmerman.


QuakeDoomSims!: Transforming Play. Dig.it Festival. Walker Art Center. October 19, 2002. Minneapolis,
MN.


Gaming the System. Electronic Arts. September 18, 2002. Vancouver, B.C.


Games and Interactivity: Design for Social Play. University of Arizona. Tuscon, AZ. May 25, 2002.


Creative Tech as Weaponry. Version 2.0 conference. Museum of Contemporary Art, Chicago, IL. April 20,
2002.


Game Design and Game Culture. North Carolina State University. Raleigh, NC. September 19, 2001.


Design and Usability. AIGA Risk and Rewards Conference. San Francisco, CA. October, 2000.
Katie Salen | www.gamersmob.com




                                  Designing Experience. Icon Medialab. Stockholm, Sweden. October 22­25, 2000.


                                  Designing Experience. Icon Medialab. Paris, France. August 12, 2000.


                                  Designing Experience. Icon Medialab. New York, NY. August 9, 2000.


                                  Legozeit: Identifying Qualities-in-Use. Parsons School of Design. June 11, 2000.


                                  Designed Play. Department of Art, University of Arizona. Tuscon, AZ. May 24, 2000


                                  Design at the Edge of Pop. Ringling School of Design. Sarasota, FL. April 3, 2000.


                                  Games + Design. Game Developers Conference, San Jose, CA. March 10, 2000.


                                  Game Engine Technology and the Films of Quakespace. Parsons School of Design. New York, NY. January
                                  31, 2000.


                                  Eng1nes and Obsessi0ns. RE:PLAY: Game Design + Game Culture Conference, Parsons School of Design,
                                  New York City. November 11, 1999.


                                  CONDUIT: Gaming Cinematics. RE:PLAY: Game Design + Game Culture Conference, Parsons School of De-
                                  sign, New York City. November 11, 1999.


                                  Assimilation Race: Software Supported Stereotypes. 4th Annual Conference of the Americas, Université of
                                  the Americas, Puebla, Mexico. September 29, 1999.


                                  Assimilation Race: Software Supported Stereotypes. Converging Terrains: Gender, Environment, Technol-
                                  ogy, and the Body Symposium, North Carolina State University. March 24, 1999.


                                  Assimilation Race: Software Supported Stereotypes. Minds, Machine, and Electronic Culture. Seventh Bien-
                                  nial Arts and Technology Symposium, Connecticut College, New London, CT. March 5, 1999.


                                  Sex and the Dinette: The Role of Presumptions and Assumptions in Design. Co-presented with Professor
                                  Kate Catterall. Circa `99, Austin, TX. November 16, 1998.


                                  Gaming Codes and the Construction of Social Identity. Big Game Hunters and Digital Gaming Summit, Banff
                                  Center for the Arts. Banff, Canada. September 21, 1998.


                                  Quaking Sex: Overcoming Images to Feeding Game Desires. Big Game Hunters and Digital Gaming Summit,
                                  Banff Center for the Arts. Banff, Canada. September 21, 1998.


                                  Grrl Codes: The Scripting of Race and Gender Stereotypes. ISEATerror (Inter-Society for the Electronic
Arts), Manchester, England. September 3, 1998.


X-Girl Meet Lara Kroft: Video Gaming Gets the Grrl? Department of Art and Design. University of Arizona,
Tuscon, AZ. February 23, 1998.


Sex, Skate, Snow: The Grrrls Step Up. Women Challenging the Arts Symposium. University of Texas, Austin,
TX. October 17, 1997.


CyberHuman Dance Series. ISEA 97 (Inter-Society for the Electronic Arts) Conference. The Art Institute of
Chicago, Chicago, IL. September 25, 1997.


Moving: Agency for Virtual Spaces. SIGGRAPH 97 Conference, Art and Design Sketch. Los Angeles Conven-
tion Center, Los Angeles, CA. August 6, 1997.


Design for CyberHumans. FA 360: Cyberspace and the Arts, University of Texas. 1997.


CyberHuman Dance Series: Design and Collaboration in Virtual Spaces. Co-presented with Yacov Sharir.
The Sixth Biennial Arts and Technology Symposium, The Center for Arts and Technology at Connecticut Col-
lege, New London, CT. March 1, 1997.


Noon Gallery Talk: A Designer and Her Work. Archer M. Huntington Gallery, Austin, TX. 1996.




ARTICLES FOR PUBLICATION
IN PRESS
"Everywhere Now: Three Dialogues on Kids, Games, and Learning." MacArthur Series on Digital Media
and Learning. [MIT Press, forthcoming 2007]


"Arrested Development: Why Machinima Can't (or Shouldn't) Grow Up," The Machinima Reader, Henry
Lowood and Michael Nitsche, eds. [MIT Press, forthcoming 2007]


"Gaming Literacies: What Kids Learn Through Design," Educational Gaming, a Special Edition for
Journal of Educational Multimedia and Hypermedia (JEMH). [forthcoming 2007]


"Game Design," Design Dictionary (Wörterbuch Design). Michael Erlhoff and Tim Marshall, eds.,
Birkhäuser Verlag. [forthcoming 2007]


PUBLISHED
"Telefragging Monster Movies," Yvette Brackman & Marie Rømer Westh (red.): Digitale forbindelser, Kbh:
Det Kongelige Danske Kunstakademi, 2006.


"Game Design and Meaningful Play." Co-authored with Eric Zimmerman. Handbook of Computer Game Stud-
ies. Joost Raessens and Jeffrey Goldstein (ed.). MIT Press, October 2005.
                                  "They Must First Be Imagined," Game Set and Match II. On Computer Games, Advanced Geometries and Digital
Katie Salen | www.gamersmob.com




                                  Technologies. Kas Oosterhuis and Lukas Feireiss (ed.) Episode Publishers, March 2006.


                                  "100,000 Sprites: Game design and technology," Think Tank. Adobe Design Center. Essays on Design, Culture,
                                  and Technology. Alice Twemlow and David Womack (series editors). January 2006. http://www.adobe.com/
                                  designcenter/thinktank/sprites/index.html


                                  "An Animation and SFX Guide to the Galaxy." RES, October/November, 2005.


                                  "Games Take it to the Street." RES, April/May, 2005.


                                  "Computer Vision Motion Capture: Fake it Like a Pro." RES, April/May, 2005.


                                  "Evaporate into Surround Sound Air," RES. February/March issue. 2005.


                                  "The Tulse Luper Suitcases: Peter Greenaway's Newest Adventure," RES. September issue. 2003.


                                  "Play | Monitor," RES. July/August issue. 2003. (column)


                                  "Play | Monitor," RES. May/June issue. 2003. (column)


                                  "Play | Monitor," RES. March/April issue. 2003. (column)


                                  "Play | Monitor," RES. January/February issue. 2003. (column)


                                  "Monitor: In the Waiting Line," RES. January/February issue. 2003. (column)


                                  "The Art of Machinima," Future Cinema exhibition catalog. ZKM New Media Institute. Karlsruhe, Germany.
                                  October, 2002.


                                  "The Player: Warcraft III goes Cinematic," RES. November/December issue. 2002.


                                  "Hack It," RES. November/December issue. 2002.


                                  "Telefragging Monster Movies," GameOn exhibition catalog. Barbican Gallery. London, England. Spring 2002.


                                  "Legozeit: Creating User Experiences," The Education of an E-Designer. S. Heller (ed.). Allworth Press.
                                  Spring, 2001.


                                  "Games and Play in the Design Desert," The Education of an E-Designer. S. Heller (ed.). Allworth Press.
                                  Spring, 2001.
"Typography in the Age of the Invisible Other", Visible Language. S. Poggenpohl (ed.) Providence, RI. [in
press, spring 2001]


"Sc4ttergun Edit: Telefragging Monster Movies", Digital Film Making, B. Cheever (ed.). MIT Press. Fall,
2000. [unpublished]


"Surrogate Multiplicities: Subverting the Visual Voice-Over", Graphic Design and Reading, G. Swanson (ed.).
Allworth Press. Summer, 2000, p189­203.


"Lock, Stock and Barrel: Sexing the Digital Siren", Sex Appeal: Graphic Design and Representations of Sex, S.
Heller (ed.). Allworth Press. Summer, 2000. p148­151.


"Girl Games", Sex Appeal: Graphic Design and Representations of Sex, S. Heller (ed.). Allworth Press. Sum-
mer, 2000. p84­89.


"Shoot First: Filmmaking with Gaming Engine", RES, J. Wells (ed.). Vol.3, No. 2, 2000. p48­53.


"Graduate Design Education at the Edge of the Millennium", Zed.6, K. Salen (ed.). The Center for Design
Studies. Fall, 1999. p76­80.


"Design at the Edge of Pop", AIGA Journal, S. Heller (ed.) Fall 1999. p20­21.


"Conduit: An Experiment in Three Acts", program notes for Conduit Digital Film and Gaming Festival, Aus-
tin, TX. March 14, 1999. (pages unnumbered)


"Sneakers", Zed.5 Beyond the Object: The Implications Project, editor Katie Salen, Center for Design Studies.
1998. p2­3.


"Traversing Edge and Center: A Spatial Approach to Design Research", The Education of a Graphic Designer,
edited by Steve Heller. Allworth Press: New York. Fall 1998. p91­94.


"Hyperarchitexture: Marked Typography and the Hypertextual Landscape", The Education of a Graphic De-
signer, edited by Steve Heller. Allworth Press: New York. Fall 1998. p221­225.


"Dis[appearances]: Operational Strategies and Representational Needs in Codexspace and Cyberspace",
Visible Language. co-authored with Sharyn O'Mara. D. Winkler (ed.) 1998. Providence, RI. p. 260­285.


"28 Minutes of Fury!", AIGA Journal, S. Heller (ed.) Winter, 1998. p8­9.


"Whirligigs: The Semantics of Southern Culture", Zed.4 Semiotics: Pedagogy and Practice, S. Skaggs and K.
Salen (eds.), Center for Design Studies, VA. 1997. p. 114­115.
Katie Salen | www.gamersmob.com




                                  "Grrl Style: Post-Femininity in Women's Snowboard Graphics." Eye Magazine, 24 Vol.6. R. Poynor (ed.) 1997,
                                  64­67.


                                  "Flesh, Blood, and Bone: The Moral Body." editor's note, Zed.3, Design + Morality. G. Swanson and K. Salen
                                  (eds.) Center for Design Studies, VA, 1997, 8­16.


                                  "Green is for Heroes." Zed.3, Design + Morality. G. Swanson and K. Salen (eds.) Center for Design Studies,
                                  VA, 1997, 87­93.


                                  "A Contemplation of Stasis: Strategies for Making," GDEA Bulletin. K. White (ed.) May, 1996.


                                  "Wanderground: A Spatial Approach to Design Research." GDEA Bulletin. K. White (ed.) November, 1995.


                                  "Notes From the Fog: Thoughts on Navigating the Graduate Thesis." GDEA Bulletin. K. White (ed.) Septem-
                                  ber, 1995.


                                  "Poof!" Zed. Issue 2: Real World Design: The Role of the Experimental. K. Salen (ed.) 1995. Richmond, VA: Cen-
                                  ter for Design Studies, Virginia Commonwealth University. p. 1­4.