Lindsay Grace

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Publications

   
Book Chapters (peer reviewed)  
     
  Grace, L. D. 2016 "The Rise of Affection Games: The Private Lives of Mobile Devices," In M. Willson & T. Leaver (Eds.), Social, Casual, Mobile: Changing Games, Bloomsbury Press, NY.  
  Grace, L, Jamieson, P. "Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computation". IEEE Handbook of Digital Games, in Angelides, M. C., & Agius, H. (Eds.). Handbook of Digital Games. John Wiley & Sons. (2014)  
  Grace, Lindsay. “Sex, Violence and the In-between: Bikini Beach Zombie Massacre. ” in Grenzfurthner, Friesinger, Fabry,Ballhausen Do Androids Sleep with Electric Sheep?: Critical Perspectives on Sexuality and Pornography in Science and Science Fiction. Re/Search press (2013). 150-155.  
 
Grace, Lindsay. Critical Gameplay: Design Techniques and Case Studies." in Schrier, K., & Gibson, D. (Eds.). (2010). Designing Games for Ethics: Models, Techniques and Frameworks. IGI Global. (2011). 128-141. Show more informationdoi:10.4018/978-1-60960-120-1.ch009

 

Games and Ethics 2Abstract: This chapter introduces critical gameplay design as a technique for creating digital games that offer alternative play. Critical gameplay provides the opportunity to explore game ethics through the way games are designed to be played. Since game designers outline the rules of play, game designs outline designer's definitions of what is ethical and important. Taking the notion that design is a reflection of the designer's values, this chapter outlines methodologies for exposing the intrinsic values in play and creating gameplay models from alternative ethics and values. The chapter concludes with examples of critical gameplay games that have been demonstrated to international audience.The Philosophies of Software book chapter excerpt by Lindsay GraceVisit IDMAA IDEAS 2009 Catalog

 

 
 
Grace, Lindsay. "The Philosophies of Software." in Braman, J, Vincenti, G, Trajkovski, G Handbook of Research on Computational Arts and Creative Informatics. Information Science Reference, (2009). 326-342. doi:10.4018/978-1-60566-352-4.ch019Show more information |

 

Games and Ethics 2Abstract: Software is philosophical. Software is designed by people who have been influenced by a specific understanding of the way objects, people and systems work. These concepts are then transferred to the user, who manipulates that software within the parameters set by the software designer. The use of these rules by the designer reinforces an understanding of the world that is supported by the software they use. The designer then produces works that mimic these same philosophies instead of departing from them. The three axes of these philosophies are analogy, reductivism, and transferred agency. The effects on computer-based artistic expression, the training in digital art production, and the critique of art are evaluated in this chapter. Tensions between the dominant scientific approaches and the dominant artistic approaches are also defined as destructive and constructive practice respectively. The conclusion is a new critical perspective through which one may evaluate computer integrated creative practice and inspire fresh creative compositionThe Philosophies of Software book chapter excerpt by Lindsay GraceVisit IDMAA IDEAS 2009 Catalog

 

 
 
Grace, Lindsay. "The Challenge of Enculturation on Art." in Braman, J, Vincenti, G, Trajkovski, G Handbook of Research on Computational Arts and Creative Informatics. Information Science Reference, (2009) 312-325. Web. 20 Nov. 2011. doi:10.4018/978-1-60566-352-4.ch018Show more information

 

Games and Ethics 2Abstract: Enculturation is the act of passing cultural ideologies from one person to the other. It is what breeds innovation instead of new creation. It is the disease of derivation, instead of the birth of creativity. This chapter assumes the practical perspective of critical anthropological distance to understand the culture of art. Such critical evaluation should illuminate the distinct characteristics that encourage patterns. In the tradition of anthropological and sociological study of existing culture, this chapter seeks to illuminate the distinguishing characteristics of contemporary art production and offer perspective on the critical creative process. It takes new media art as its case study because it serves as a cross-cultural intersection of scientific invention and artistic innovation.The Challenge of Enculturation in the Arts by Lindsay Grace (excerpt)Visit IDMAA IDEAS 2009 Catalog

 

 
   
Proceedings (peer reviewed)  
Papers  
2016    
  (in press) Grace, L. 2016. Deciphering Hackathons and Game Jams through Play, in Proceedings of the 1st International Conference of Game Jams, Hackathons and Game Creation Events, David Brower Center of UC Berkeley in California, ACM, New York, NY, USA, 4 pages.  
2015    
  (in press) Grace, L., Jackson, T., Totten, C., Rice, J. and Parker, J. 2015. "Designing Microgames for Assessment: A Case Study in Rapid Iteration" In Proceedings of the 12th Conference on Advances in Computer Entertainment Technology (ACE '15). ACM, New York, NY, USA, 4 pages.  
  (in press) Grace, L., Jamieson, P., Mizuno,N. and Zhang, B. 2015."VerilogTown: Cars, Crashes and Hardware Design" In Proceedings of the 12th Conference on Advances in Computer Entertainment Technology (ACE '15). ACM, New York, NY, USA, 4 pages.  
  (in press) Grace, L., Jamieson, P. 2015. "VerilogTown: Cars, Crashes and Hardware Design" In Proceedings of the 11th international conference on Games + Learning + Society Conference (GLS11), ETC Press/Carnegie Mellon, Pittsburg, PA.  
  Grace, L. 2015. Objects of Affection: Kissing Games on Mobile Devices. Foundations of Digital Games (FDG), Society for the Advancement of the Science of Digital Games, Pacific Grove, California, USA [online]  
  Grace, L. , Jannsen, D., Coyle, J. 2015. Persuasive Content: Understanding In-Game Advertising Retention in Players and Onlookers. Foundations of Digital Games (FDG),Society for the Advancement of the Science of Digital Games, Pacific Grove, California, USA [online]  
2014    
  Grace, L., Janssen, D. and Coyle, J.  Did you see that?: in-game advertising retention in players and onlookers. In Proceedings of the 11th Advances in Computer Entertainment Conference (ACE2014). ACM. New York, NY, USA  
  Grace, L. You: a poetic game about meaning making and absence. In Proceedings of the 11th Advances in Computer Entertainment Conference (ACE2014). ACM. New York, NY, USA.  
  Grace, L., 2014.Critical Games: Critical Design in Independent Games. In Proceedings of the 8th international conference of the Digital Research Association (DIGRA) (Salt Lake City, Utah: University of Utah, August 3-6, 2014)  
  Grace, L. 2014. Adapting Games From Literature: Game Verbs for Player Behavior. In Proceedings of the 32nd of the international Conference Extended Abstracts on Human Factors in Computing Systems (Toronto, Canada, April 26 - May 1, 2014). CHI EA '14. ACM, New York, NY, USA.  
  Jamieson, P., Grace, L., Heldt, A., Hunt, B., Shine, P., Paige. M. Getting Positional Play Data - It's likely, in the crowd. CHI2014 Workshop on HCI and Sports (Toronto, Canada, April 27)  
  Grace, L., 2014. A Linguistic Analysis of Games: Verbs and Nouns for Content Estimation, Foundations of Digital Games, Fort Lauderdale, Florida, USA  
  Grace, L., Spangler, B., 2014. The Psychology of Play: Understanding Digital Game Evolution through Developmental Psychology, Foundations of Digital Games, Fort Lauderdale, Florida, USA  
  Grace, L. 2014. Playing with Affections Digitally. In proceedings of 2014 Meaningful Play conference, East Lansing, Michigan, USA  
2013    
  Grace, L., 2013. Affection Games in Digital Play. In Proceedings of the 7th international conference of the Digital Research Association (DIGRA) (Atlanta, Georgia: Georgia Institute of Technology, August 26-29, 2013)  
  Grace, L., 2013. Big Huggin' A Case Study in Affection Gaming. In Proceedings of the 7th international conference of the Digital Research Association (DIGRA) (Atlanta, Georgia: Georgia Institute of Technology, August 26-29, 2013)  
  Grace, L. 2013. Big Huggin' Affection Gaming. In Proceedings of the 31st of the international Conference Extended Abstracts on Human Factors in Computing Systems (Paris, France, April 29 - May 2, 2013). CHI EA '13. ACM, New York, NY, 3025-3030.  
2012    
  Jamieson, P., Hall, J., Grace, L. "Research Directions for Pushing Harnessing Human Computation to Mainstream Video Games". In proceedings of Meaningful Play Conference (top 5 Paper Award). Michigan State University, East Lansing, MI, USA.  
 
Grace.L. 2012. A topographical study of persuasive play in digital games. InProceeding of the 16th International Academic MindTrek Conference (MindTrek '12). ACM, New York, NY, USA, 77-82. DOI=10.1145/2393132.2393149 http://doi.acm.org/10.1145/2393132.2393149Show more information

Abstract: Expanding the bounds of digital educational games, this research describes the characteristics of games designed to modify player perspective, understanding, interests, activities or opinions. These persuasive play games include social impact games, games for change, and others games designed to persuade players. In summary the characteristics of 150 such games are reported through three broad categories of development, design and play experience. This summary of results focuses on digital play and proves effective at providing a topographical view of the state of play designed for extrinsic action and understanding. The focus of this research is the design and development characteristics of such games.

view in digital libraryCritical Gameplay ACM Download: ACE2009

 
 
Grace, L. 2012. Critical gameplay: designing games to critique convention. In Proceedings of the 20th ACM international conference on Multimedia (MM '12). ACM, New York, NY, USA, 1185-1188. DOI=10.1145/2393347.2396414 http://doi.acm.org/10.1145/2393347.2396414

Abstract: This paper discusses the critical gameplay design project and its newest evolution. After being exhibited in several international venues in 2009-2011, the project has evolved to employ a more pointed critique of game culture and how people play. The paper describes, Big Huggin', an affection game, Match, a game of procedural racism and Healer, an unshooter about the Nanjing Massacre. These games continue to explore the notion of values in design.

view in digital libraryCritical Gameplay ACM Download: ACE2009

 
 
Grace, L. Duchere,J ,Castaneda, M. 2012. User Testing of a Language Learning Game for Mandarin Chinese. In Proceedings of the 30th of the international Conference on Human Factors in Computing Systems (Austin, Texas, USA, May 5- 12, 2012). CHI '12. ACM, New York, NY,Show more information

Abstract: Polyglot Cubed is an educational game to facilitate the learning of multiple languages. The game is an implementation of contemporary theories in motivation, education and entertainment. This document provides the results from a formal user evaluation of the game. Results indicate favorable interest in the game as a tool for learning Mandarin Chinese.

view in digital libraryCritical Gameplay ACM Download: ACE2009

 
2011    
 
Grace, L., Coyle, J. 2011. Player Performance and in Game Advertising Retention. In Proceedings of the 8th international Conference on Advances in Computer Entertainment Technology (Lisbon, Portugal, November 8 - 11, 2011). ACE '11. ACM, New York, NYShow more information

Abstract: In game advertising or IGA is an increasingly common means of promoting brands and products. This study seeks to understand the effectiveness of in game advertising by understanding player retention of brand messages. The researchers created a controlled environment and 3D car racing game, embedding in game advertising and measuring player performance and advertising retention. The study produces a highly detailed view of the relationship of brand retention, player ability, and engagement.

Critical Gameplay ACM Download: ACE2009view in digital library

 
 
Grace, L., 2011. Discomfort Design: Critical Reflection through Uncomfortable Play, In Proceedings of the 17th International Symposium on Electronic Art (Istanbul, Turkey, September 14-21, 2011). ISEA '11. Leonardo, San Francisco, CAShow more information

Abstract: Consider that uncomfortable moment in life when people discover a playful experience ceases to be worth playing. Just as an arm is broken on the playground, or a relationship can no longer be mended, there are explicit moments when art transgresses some unforeseen territory leaving us with fear of its potential. This paper explores the potential of taboo game design.

View Make Me an Offer WebsiteThe Challenge of Enculturation in the Arts by Lindsay Grace (excerpt)

 
 
Grace, L., 2011. Understanding the Art Practice of Critical Gameplay Design, In Proceedings of the 17th International Symposium on Electronic Art(Istanbul, Turkey, September 14-21, 2011). ISEA '11. Leonardo, San Francisco, CAShow more information

Abstract: The paper explores the recent growth in critical gameplay, an application of critical design to the production of computer games. This paper outlines play pedagogy and game rhetoric, relating critical design practices to the creation of computer games. It attempts to explain the art practice of critical game design, providing a brief digital game history and identifying prominent creative works in this relatively new space.

View Make Me an Offer WebsiteCritical Gameplay ACM Download: ACE2009

 
 
Grace, L. & Castaneda, M. (2011). Polyglot Cubed: a Multidisciplinary Listening Comprehension and Recognition Tool. In M. Koehler & P. Mishra (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2011 (pp. 3219-3223). Chesapeake, VA: AACE.Show more information

Abstract: Polyglot Cubed is a language learning game designed to improve listening comprehension of unfamiliar vocabulary. As a system for the acquisition of Mandarin Chinese vocabulary, the game system has received international kudos. For educators, the application offers much more than previously documented. The game functions as a tool for the acquisition of various types of listened information, including music, other languages and specialized vocabulary. This game is worth the attention of a variety of educators that are interested in inspiring self-lead education among their students and themselves. This paper provides prototypical alternative uses for the Polyglot Cubed game in specific learning objectives.

Critical Gameplay ACM Download: ACE2009view in digital library

 
 
Grace, L., 2011. The Poetics of Game Design, Rhetoric and the Independent Game. In Proceedings of the 5th international conference of the Digital Research Association (DIGRA) (Hilversum, the Netherlands: DiGRA/Utrecht School of the Arts, September 14-17, 2011)Show more information

Abstract: This paper approaches the question about games as art from a fundamentally different perspective. Instead of asking questions of visual aesthetics and pursuing analogies to film or commercial arts, it demonstrates an even clearer analogy to poetic forms. Allying common practices in independent games in particular, this paper serves as an illustrative demonstration of the poetics of game design, emphasizing the poetic properties of independent game designs. It frames game design in terms of the rhetorical devices used to create an experience. Such framing is useful to independent game designers, developers of persuasive and critical gameplay, and archivists seeking an effective way to catalog digital games that is driven by structure instead of subject or play mechanic.View Make Me an Offer WebsiteCritical Gameplay ACM Download: ACE2009

 
 
Grace, L., 2011. Gamifying archives, a study of docugames as a preservation medium. In Proceedings of the 16th international conference of the Computer Games (CGAMES) (Louisville, KY: July 27-30, 2011). IEEE Computer Society, Washington, DC, 125-129. DOI= Show more informationhttp://dx.doi.org/10.1109/CGAMES.2011.6000335

Abstract: This paper introduces a novel concept in the use of game technology and education. Instead of employing gaming technology to create entertaining fictions or develop practical training environments, this paper introduces the concept and demonstrates the practical benefits of docugames for preservation. A docugame for preservation is a simulation that incorporates historical or culturally relevant artifacts to offer multiple perspectives on an historical or culturally relevant experience. Current trends in the growth of games, lowering production costs, and an increase in global collaborative production models have supported opportunities to employ games as a medium for preservation. As such, docugames for preservation demonstrate the promise of offering a 21st century educational experience for future learners. This research provides an analysis of existing docugames, overview of gamification principles and heuristics for improving the potential of docugames as a preservation medium.

IEEECritical Gameplay ACM Download: ACE2009

 
 
Masso, N. Grace, L., 2011. Shapemaker: A game-based introduction to programming. In Proceedings of the 16th international conference of the Computer Games (CGAMES) (Louisville, KY: July 27-30, 2011). IEEE Computer Society, Washington, DC, 125-129. DOI= Show more informationhttp://dx.doi.org/10.1109/CGAMES.2011.6000334

Abstract: As emphasis on Science, Technology, Engineering, and Math (STEM) initiatives increase, students are at a fragile point in their education. It is imperative that students learn core skills like computer programming and procedural logic necessary to living in today's increasingly digital society. Our new game Shapemaker solves these problems in game-based learning that incorporates an engaging augmented reality interface. ShapeMaker utilizes a table-based tactile interface that bridges physical actions with digital results, allowing players to learn basic concepts in programming by playing a card game. Shapemaker aims to transform the process of introducing new students to the world of programming and create a new, wider demographic of computer programmers. This article is a preliminary study of Shapemaker, documenting its concept, current design, and directions for development.

IEEECritical Gameplay ACM Download: ACE2009

 
 
Grace, L. 2011. Critical Gameplay Gone Critically Wrong. In Proceedings of 7th Games Learning and Society Conference (Madison, WI: June 15-17).ETC Press/Carnegie Mellon, Pittsburg, PA.Show more information91-97

Abstract: This paper serves as a postmortem for the game Third World Shooter. The game was completed as part of the Critical Gameplay project. The project endeavors to analyze common game mechanics and create games that demonstrate alternate ways to play. Third World Shooter was as a docugame employing critical gameplay. This paper illustrates how the design of Third World Shooter dovetails into the more successful designs of other critical gameplay games.

 

IEEECritical Gameplay ACM Download: ACE2009

 
2010    
 
Grace, L. 2010. Creating critical gameplay design. In Proceedings of the 7th international Conference on Advances in Computer Entertainment Technology (Taipei, Taiwan, November 17 - 19, 2010). ACE '10. ACM, New York, NY, 91-94. DOI= http://doi.acm.org/10.1145/1971630.1971657 Show more information

Abstract: This paper discusses the critical gameplay design project and its newest developments. After being exhibited in five national and international venues in 2009--2010, the project has been reconstituted with 3 new games that critique specific aspects of standard gameplay. This short paper reflects on the experience of the exhibition and the design heuristics gathered from them. The paper discusses the three axes of creating Critical Gameplay Games, content, process and scale. It is provided as a resource for researchers making polemic games, including but not limited to persuasive games, advergames, and critical gameplay. It is also useful to people involved in game jams or other intensive, time restricted game-making activities.

ACM Digital LibraryCritical Gameplay ACM Download: ACE2009

 
 
Grace, L. 2010. Critical gameplay: software studies in computer gameplay. In Proceedings of the 28th of the international Conference Extended Abstracts on Human Factors in Computing Systems (Atlanta, Georgia, USA, April 10 - 15, 2010). CHI EA '10. ACM, New York, NY, 3025-3030. DOI=http://doi.acm.org/10.1145/1753846.1753910Show more information

Abstract: The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. Critical Gameplay is a design practice which endeavors to expose and redesign the patterns to which standard gameplay subscribes. The ongoing project seeks to identify the dominant values, philosophies and problem solving models reinforced by computer games and provides prototypical alternates to those standards. ACM Digital LibraryCritical Gameplay ACM Download: ACE2009

 

 
 
Grace, L. 2010. Music Box: An Algorithm for Producing Visual Music. In Proceedings of the 2010 Third international Conference on Advances in Computer-Human interactions (February 10 - 16, 2010). IEEE Computer Society, Washington, DC, 125-129. DOI= http://dx.doi.org/10.1109/ACHI.2010.18 Grace, L. (2011). Show more information

Abstract: This research proposes a method for producing music via visual composition in a computer-game like environment. This is accomplished through the development of artificial intelligence software that applies the visual rules of standard emergent behaviors to the algorithmic arrangement of musical tones. This research presents the proposed system, defining the algorithm and demonstrating its implementation.Music Box ACM Overview

 

IEEECritical Gameplay ACM Download: ACE2009

 
2009    
 
Grace, L. D. 2009. gReader: A Universally Designed, Device-Independent Email Client. In Proceedings of the 2009 Second international Conferences on Advances in Computer-Human interactions (February 01 - 07, 2009). IEEE Computer Society, Washington, DC, 329-335. DOI= http://dx.doi.org/10.1109/ACHI.2009.46 Show more information

Abstract: This paper describes the design, development and user study of a text-to-speech system for reviewing email messages. The system retrieves messages, converts them to audio files, and facilitates transferring the messages to a portable listening device. This study reviews the efficacy of such a system and compares the users' ability to comprehend spoken audio messages verses written messages. According to the study the system was successful, but the user interest in the design was only moderate.

ACM Digital LibraryCritical Gameplay ACM Download: ACE2009

 
Posters (peer reviewed)  
 
Grace, L. D. 2012. Making and analyzing games: not as art, but as literature. In Proceeding of the 16th International Academic MindTrek Conference (MindTrek '12). ACM, New York, NY, USA, 237-240. DOI=10.1145/2393132.2393184 http://doi.acm.org/10.1145/2393132.2393184Show more information

Abstract: Despite the common tendency to understand computer games as a medium somewhere between film and traditional software, this paper argues for a more appropriate position amongst literature. This writing explores the opportunities in analogizing digital games not as art, but as literature. Within this framing new opportunities reveal themselves for innovative game design and more manageable archiving of games and their relationships. It should prove useful to media theorists, designers, and game librarians seeking a new way to frame the analysis and production of digital games.

ACM Digital LibraryCritical Gameplay ACM Download: ACE2009

 
 
Grace, L. D. 2009. Polyglot Cubed: the design of a multi-language learning game. In Proceedings of the international Conference on Advances in Computer Entertainment Technology (Athens, Greece, October 29 - 31, 2009). ACE '09, vol. 422. ACM, New York, NY, 421-422. DOI= http://doi.acm.org/10.1145/1690388.1690480 Show more information

Abstract: Polyglot Cubed is an educational game to facilitate the learning of multiple languages. It is designed to entertain while enforcing language listening comprehension. The modular language learning game system works interchangeably with a variety of languages. The game relies on a matching mechanic intended to balance comprehension based language recognition with a simple gameplay mechanic. The game is an implementation of theories in motivation, education and entertainment. It takes as its motivation academic critique of existing educational video games and in particular pursues those areas where educational games fall short of the needs of post-secondary learners. This document outlines the design the comprised the educational video game system.

ACM Digital LibraryCritical Gameplay ACM Download: ACE2009

 
   
Journals (peer reviewed)  
  Grace, L. Review of: Playing with Religion in Digital Games, ed. Heidi Campbell and Gregory Grieve. Journal of Media and Religion. Taylor and Francis, 2015 DOI: 10.1080/15348423.2015.1012003  
  Grace, L. 2014. Understanding Digital Affection Games as Cultural Lens, love not war as play experience. The Journal of the International Digital Media Arts Association, volume 10, #1. IDMAA.  
  Jamieson, Peter, Lindsay Grace, Jack Hall, and Aditya Wibowo. "Metaheuristic entry points for harnessing human computation in mainstream games." In Online Communities and Social Computing, pp. 156-163. Springer Berlin Heidelberg, 2013.  
 

Abstract: The author extends his previous publications on the observed effects of software design decisions on the creative process by offering a framework for the philosophical evaluation of software designs. The task, as described, involves the systematic decomposition of assumptions and intended use as they effect the creative process. This research combines the established multidisciplinary examinations of critical design, post modern philosophy and creative process theory to define an innovative means of decomposing the effects of digital technology on creative production. The research takes case studies in creative writing and digital image production to demonstrate how the philosophical study of software design illuminates developer implied paths to production. Just as the design of a city directs pedestrians and cars, the design of software directs its users toward specific ends. A structured analysis of these implied paths, informed by critical examination through the lens of a variety of humanities (e.g. philosophy, social sciences, et al.) can yield engaging observations about the ways problems are solved with software.

Critical Gameplay ACM Download: ACE2009

 
   
Online Edited Articles:  
  Nonlinear Narrative in Games: Theory and Practice, Game Career Guide, August 2010 with Ben McIntosh  (USC) and Randi Cohn  
  Truly Independent Game Development: A Case for Making Games By Yourself, Game Career Guide/Gamasutra, August 2009  
  Winning: A Guide to Finding Game Competitions for Independent Developers and Students, Game Career Guide, September 2009  
  Educational Fantasy, Game Career Guide, October 2009  
     
   
     
Selected Exhibit Publications (Catalogs, showcase abstracts, etc) - see all exhibits here  
2015    
 

Grace, L and Ruffino, P. 2015, Blank Arcade: Games out of Joint, exhibition catalogue, May 14-17, DiGRA Conference, Leuphana University, Luneburg, Germany. ISBN 978-1329103092

 
2014    
 

Grace, L 2014, Blank Arcade: An exhibition at the 2014 Digital Games Research Association Conference, exhibition catalogue, August 4, DiGRA Conference, Salt Lake City, Utah, USA.

Print version: ISBN 978-1312375680

 
  Grace, L. 2013. Critical Gameplay: You, A Very Meaningful Game in 2014 Annual International Digital Media and Art Association Catalog, pg 65, Curator: Dave Beck (University of Wisconsin-Stout) , Utah Valley University, Utah, USA  
  Grace, L. 2014 Critical Gameplay: Equal Opportunity Affection Games, Critical Design in Stolen Kisses
9th Annual Foundations of Digital Games, Society for the Advancement of the Science of Digital Games, Santa Cruz, California
 
  Grace, L. 2014 Critical Gameplay: Embedding Message in Digital Play: Stereotype as Mechanic
9th Annual Foundations of Digital Games, Society for the Advancement of the Science of Digital Games, Santa Cruz, California
 
  Grace, L. 2014 Critical Gameplay: Big Huggin‘ Affection Gaming for Alternative Play
9th Annual Foundations of Digital Games, Society for the Advancement of the Science of Digital Games, Santa Cruz, California
 
2011    
  Grace, L. 2011. Conversations Lite. In Proceedings of 7th Games Learning and Society Conference (Madison, WI: June 15-17).ETC Press/Carnegie Mellon, Pittsburg, PA. 251-252  
  Grace, L. 2011. Music Box: Algorithmic Music Generation through Emergent Behavior. In Proceedings of 7th Games Learning and Society Conference (Madison, WI: June 15-17).ETC Press/Carnegie Mellon, Pittsburg, PA. 257-258  
  Grace, L. 2011. Critical Gameplay: Art Games in Instruction. In Proceedings of 7th Games Learning and Society Conference (Madison, WI: June 15-17).ETC Press/Carnegie Mellon, Pittsburg, PA. 253-256  
  Grace, L. 2011. Polyglot Cubed. In Proceedings of 7th Games Learning and Society Conference (Madison, WI: June 15-17).ETC Press/Carnegie Mellon, Pittsburg, PA. 259-260  
2010    
  Grace, L. 2010. Conversations Lite in 8th Annual International Digital Media and Art Association Catalog, Curator: Dena Elisabeth Eber (Ball State University) , Emily Carr University, Vancouver B.C.  
  Grace, L. 2010. Critical Gameplay: Healer in 8th Annual International Digital Media and Art Association Catalog, pg 20, Curator: Dena Elisabeth Eber (Ball State University) , Emily Carr University, Vancouver B.C.  
2009    
  Grace, L. D. 2009. Critical gameplay. In Proceedings of the International Conference on Advances in Computer Enterntainment Technology (ACE '09). ACM, New York, NY, USA, 444-444. DOI=10.1145/1690388.1690492 http://doi.acm.org/10.1145/1690388.1690492  
  Grace, L. D. 2009. Music box: composing and performing visual music. In Proceedings of the International Conference on Advances in Computer Enterntainment Technology (ACE '09). ACM, New York, NY, USA, 445-445. DOI=10.1145/1690388.1690493 http://doi.acm.org/10.1145/1690388.1690493  
  Grace, L. 2009. Critical Gameplay: Wait in 7th Annual International Digital Media and Art Association Catalog, pg 20, Curator: Dena Elisabeth Eber (Ball State University) , Emily Carr University, Vancouver B.C.  
     
  All exhibits listed here  
 
Selected Presentations:
Selected Invited Presentations, Keyontes and Panels  
2015    
     
Games Learning and Society Speed Run: In the Mirror, Context Isolating and Context Aware Games, Games, Learning and Society (University of Wisconsin), Madison, Wisconsin, July 2015  
SND DC

Affect & Effect — What Journalists Can Learn from Game Design, Society for News Design (SND), Washington, DC, April 2015

 
GDC 2015 Education Soapbox, GDC 2015, San Francisco, California, March 2015  
University of Utah Affect and Effect - Persuasive Play and Meaningful Games, University of Utah, Salt Lake City, UT, February 2015  
2014    
National Headquarters American Red Cross International Humanitarian Law in Video Games (panel), American Red Cross National Headquarters, Washington, DC, October, 2014  
University of Wisconsin Media Art and Game Design Expo Media Arts and Game Development Expo (keynote), University of Wisconsin, Whitewater, Wisconsin, May 2014  
Media that Matters

Social Impact Play Panel, Media That Matters, Washington, DC, February 2014

 
2013    
Adler Planetarium Games: Play and Impact, Adler Planetarium, Chicago, Illinois, October 2013  
Boston Fig How Indie is Not so Indie, Boston Festival of Independent Games, Massachusetts Intitute of Technology (MIT), Boston, Massachusetts, September, 2013  
Animator's Roundatable Animator's Roundtable-Video Games Panel,American University, Washington, DC, September 2013  
  A Diaspora of War Games, Penny Lecture Series - Miami University, Oxford, Ohio, February 2013  
E Tech Ohio The Future of Play and Education, E-Tech Ohio (Virtual), Columbus, Ohio, February 2013  
2012    
  The Games You Play Change the Way You Think, Your Strange Universe - Western Campus/Miami University, Oxford, Ohio, April 2012  
  Understanding Persuasive Play, Informational Technology Forum - Miami University Hamilton Campus (invited lecture), Hamilton, Ohio, February 2012  
2010    
Digital Non Conference 2010 Gaming Augmented Reality, Place-based Applications and More, The Digital Non-Conference, September 2010, Cincinnati, Ohio Digital Society Trends in HCI presentation handouts
ACHI_IEEE Digital Society Trends: New Forms of Machine-Human Interactions (panel): Critiquing Software Interactions, The Third International Conferences on Advances in Computer-Human Interactions (St Maarten), February 2010  
  Social Media and Digital Games for Environment Action (with G. Platt), Saving Species – July 2010 - Kinabatangan, Borneo, Malaysia  
     
Selected Peer-Reviewed Presentations (excluding conference proceedings above)
 
2015    
GDC 2015 In the Hearts of Players: Affection Games and Mobile Love, GDC 2015, San Francisco, California, March 2015  
SXSW 2015 All our Gov are Belong to Us (with Christian Doolin), SXSW, Austin, Texas, March 2015  
2014    
Meaningful Play 2014 Persuasive Play from 10,000 Feet, Meaningful Play 2014, East Lansing, Michigan, October 2014  
Boston Fig Affection Games: Loving Your Way into the Hearts of Players, Massachusetts Intitute of Technology (MIT), Boston, Massachusetts, September, 2014  
11th Annual Games for Change Festival Game Verbs for Change Workshop (w/ Chris Totten and Chris Hazard), Games for Change Festival / Tribeca Film Festival, New York University, New York, New York, April 2014  
11th Annual Games for Change Festival 15 OMG Moments: Critical Design for Impact Play, Games for Change Festival / Tribeca Film Festival, New York University, New York, New York, April 2014  
Magfest 2014

12th Music and Gaming Conference (MAGFest) 2014, National Harbor, Maryland, January 2014

Various Panels for MAGES Track

Serious Gaming- Role of Academic Institutions
Educating through Play
The Politics of Gaming
Persuasive Play
Are AAA Studios Still Creatively Relevant?
Understanding Game Verbs
How Being Indie is Not so Indie

 
2013    
ACHI_IEEE Understanding Game Verbs and Affection, International Digital Media and Arts Association Annual Conference, Laguna Beach, California, 2013  
ACHI_IEEE Affection Games as Social Reflection, International Digital Media and Arts Association Annual Conference, Laguna Beach, California, 2013  
Games for Change 2014 Game Verbs for Change, 10th Annual Games for Change Conference, New World Stages, New York, New York, June 2013  
2012    
CHI2010 Play Strategies in Liberal Education, Organizing Panelist (with Dr. Shira Chess, Dr. Brooke Spangler , & Dr. Peter Jamieson) Meaningful Play,Michigan State University, East Lansing, Michigan, October 2012  
2011    
ACHI_IEEE Making and Analyzing Games: Not as Art, but as Literature, International Digital Media and Arts Association/New Media Caucus , SCAD/Savannah, USA, October 2011  
  Games and Rhetoric: The Poetics of Game Mechanics, Digital Expo - Miami University, October 2011  
  The Psychology of Play and its Digital Equivalents (with Dr. Brooke Spangler), Digital Expo - Miami University, October 2011  
2010    
CHI2010

Taboo: Are there areas in which meaningful play must not, cannot tread?, Organizing Panelist (with Dr.Shira Chess, Dr. Braxton Soderman and Dr. Peter Jamieson) , Meaningful Play, Michigan State University, East Lansing, Michigan, October 2010

Digital Society Trends in HCI presentation handouts
CHI2010 Teaching Meaning: The Challenge (or lack thereof) of Encouraging Student Designers/Developers to Make Meaningful Play Organizing Panelist (with Shira Chess, Braxton Soderman and Peter Jamieson) , Meaningful Play, Michigan State University, East Lansing, Michigan, October 2010 Digital Society Trends in HCI presentation handouts

The Digital Non-Conference, September 2010, Gaming Augmented Reality, Place-based Applications and More, Cincinnati, Ohio

 

 
CHI2010 Critical Gameplay, Media Showcase Interactivity Demo Panel I, 28th Conference on Human Factors in Computing Systems (CHI), Atlanta, Georgia, 2010 Digital Society Trends in HCI presentation handouts
2009    
ACHI_IEEE Critical Gameplay Design [art panel], 7th Annual International Digital Media and Art Association Conference (IDEAS), Ball State University, November, 2009 Critical Gameplay
ACHI_IEEE Games as Teachers, 7th Annual International Digital Media and Art Association Conference (IDMAa), Ball State University, November, 2009 Games as Teachers Presentations from IDMA
2007    
UIC Game Dev workshop Poster Independent Game Development Workshop, University of Illinois-Chicago, November 2007  
  Presentations archives . . .