curriculum vitae

e. drake kajioka

(I was tired of this site not having my CV and so I am clumsily copying one here because it is late and I am tired. This also is only as of 2016 and so is quite out of date.)

Academic publications:

E. Hoffman, M. John, S. Corrigan, & E. Owen et. al. (2015). GlassLab Game Design Handbook. http://gamedesign.glasslabgames.org/design-is-learning/how-to-use-this-guide/

R. Mislevy, A. Oranje, & M. Bauer et. al. (2014).   Psychometric Considerations in Game-Based Assessment. https://www.ets.org/research/policy_research_reports/publications/white_paper/2014/jrrx

P. Koch, A. Islas, H. Lee, D. Majumdar, I. Contento, C. Earl, D. Fu, E. Hoffman et. al. (2010.) Development of LiFESim: A Social Networking Game to Teach Middle School Students Why and How to Make Healthful Food and Activity Choices. Journal of Nutrition Education and Behavior, Volume 42, Issue 4 , S83. http://www.researchgate.net/publication/248567431_Development_of_LiFESim_A_Social_Networking_Game_to_Teach_Middle_School_Students_Why_and_How_to_Make_Healthful_Food_and_Activity_Choices

E. Hoffman. (2010.) Sideways into Truth: Kierkegaard, Philistines, and Why We Love Sex and Violence. Ethics and Game Design: Teaching Values through Play. http://www.irma-international.org/chapter/sideways-into-truth/41315/

Novels:

Sword of Fire and Sea, Pyr Books, June 2011 http://www.pyrsf.com/SwordofFire.html
Lance of Earth and Sky, Pyr Books, April 2012 http://www.pyrsf.com/LanceofEarth.html
Shield of Sea and Space, Pyr Books, May 2013 http://www.pyrsf.com/shieldseaspace.html

Selected popular publications:

“Journey succeeds because it affirms our existence”, opinion, Polygon, April 2013. http://www.polygon.com/2013/4/16/4231282/opinion-journey-succeeds-because-it-affirms-our-existence
reprinted in Speculative Fiction 2013: the Best Online Reviews, Essays and Commentary, edited by Ana Grilo and Thea James

“Someone Stole My Magic Sword”, feature, Escapist Magazine, June 2008. http://www.escapistmagazine.com/articles/view/video-games/issues/issue_155/4990-Someone-Stole-My-Magic-Sword

“Riot Grrrls Wanted”, feature, Escapist Magazine, January 2010. http://www.escapistmagazine.com/articles/view/video-games/issues/issue_235/6981-Riot-Grrrls-Wanted“Cyberpunked: The Fall of Black9″, feature, Escapist Magazine April 2008; May 2008 (”Best Of the Escapist” reprint) http://www.escapistmagazine.com/articles/view/video-games/issues/issue_146/4814-Cyberpunked-the-Fall-of-Black9

E. Hoffman and E. Bethke. (2008.) Settlers of the New Virtual Worlds. Philomath Press. http://www.amazon.com/Settlers-Virtual-Worlds-Erik-Bethke/dp/1439203601

For expanded publications list, please see below.

Instruction experience:
Thailand tour:
In August of 2013, I traveled to Thailand for the US Embassy in Bangkok to teach a game design workshop to Thai university students. I would teach for five hours a day: first a two hour lecture ("Designing for Meaning in Video Games") followed by a three hour workshop.

August 19: Sri Pathum university (ww.spu.ac.th)
August 20: Mae Fah Luang University
August 21: CAMT CMU & SIPA Chiang Mai
August 23: Prince of Songkla University

Other workshops I've taught:
November 2014: DigitalNest: "Getting Into Game Development" http://digitalnest.org/getting-into-game-development/
July 2014: Games+Learning+Society: "The Sophia Engine: Defining Fun as an Emotion for Learning" http://gls2014.sched.org/event/c30fb4986fbf2b7fba41d9d2be0b012b#.VKYRkYrF9gA
July 2008: Context SF: "Interactive Narrative and Game Design". http://www.contextsf.org/blog/2008/01/2008-game-writing-workshop-instructor.html
Summer 2007: Week-long game design and development workshop for kids ages 7-14 in Troy, NY.

Selected speaking experience:

  • “Mapping the Intangible: Sophia as a New Kind of Game Design”: Keynote Speaker, Play4Real, Copenhagen, October 2015
  • “Games, Work, and a Better Way of Life”: Keynote Speaker, SIEGECon, Atlanta, GA October 2015
  • “Wind, Not Sand: Mapping Dynamic Emotion Across a Product Landscape”: UX Week, August 2015
  • “Precision of Emotion: A New Kind of  ‘Fun’ Approach”: Game Developers Conference, March 2015
  • "Meaningful Leverage: Breaking the System of Ignorance"; Keynote Speaker, Meaningful Play, October 2014 http://meaningfulplay.msu.edu/program.php?session=25
  • “Serious Symbiosis”; Speaker, Serious Play Conference, July 2014
  • “The Sophia Engine: Defining Fun as an Emotion for Learning”; Workshop, Games+Learning+Society, June 2014
  • “Sophia: Designing for Learning through Emotion”; Speaker, Re:Design UXD, April 2014
  • “GlassLab: Collaborating for Change”; Keynote Speaker, Games for Change, April 2014
  • “Warrior Heart: Cultivating a Life of Creativity”; Keynote Speaker, Oregon Game Project Challenge, May 2013
  • “The Right Side of the Ocean”; Speaker, Game Developers Conference, March 2013
  • “The Game of Story”; Speaker, LOGIN Conference, May 2012 [slideshare]
  • “Not Dying Alone: Thinking Long Term in Massive Fantasy Game Design”; Speaker, LOGIN Conference, May 2010
  • “Happiness is Mandatory: Emergent Ethics in Massive Online Environments”; Speaker, Games + Learning + Society, June 2009
  • “Warrior Queens of the Cyberworld: How Massively Multiplayer Online Teams Gravitate toward Female Leads”, Speaker, Immersive Worlds Conference, St. Catharines, ON, June 2007.

For expanded speaking experience, see below.

Complete CV:  

Books
Sword of Fire and Sea, Pyr Books, June 2011
Lance of Earth and Sky, Pyr Books, forthcoming April 2012
Shield of Sea and Space, Pyr Books, May 2013
▪ Settlers of the New Virtual Worlds  (nonfiction)

Game credits

▪ Ratio Rancher; 2015; Game Design Lead, GlassLab
▪ Mars Generation One: Argubot Academy; 2014; Game Design Lead, GlassLab
       Time Society Chronicles: Independence!   - small independent  text-based  game for 8th grade
▪ SimCityEDU; 2013; Game Design Lead, GlassLab
                    ▪ Common Sense Media ON for Learning award 2014
▪ Doki-Doki Universe; 2013; early design, HumaNature Studios
▪ Charmcraft  Hollow; 2012; Lead Game Designer, Loot Drop

FrontierVille; 2011; Lead Systems Designer (live team)
▪ Kung Fu Panda World; March 2010; Lead Designer, HumaNature Studios
▪ PuzzleSmash: Book of Secrets; November 2008; Creative Director
▪ GoPets: Vacation Island; March 2008; Lead Designer
▪ Cabbage Patch Kids: Patch Puppy Rescue; Gameboy Advance; Assistant Game Designer, Writer;
                       ▪        Nick Jr voted Best Beginner Gameboy Advance Game 2006   
                   ▪        iParenting Media Outstanding Video Game Award, 2006
▪ GoPets; online social networking / virtual pet game; Director of Online Communities
▪ Shadowbane: The Lost Kingdom; MMORPG; Game Designer
▪ Black9  (unreleased); nanotech action RPG; Game Designer
▪ Simutronics’  DragonRealms; Assistant Game Designer, Races Assistant, World Builder, 1999-2004

Fiction
▪ “Mercury in Retrograde”,  Upgraded, October 2014
▪ “For Love of Heaven”,  Exalted Third Edition Anthology, forthcoming
▪ “Stormrise”,  Kaiju Rising, February 2014
▪ “The Glittering Boy from Norieda”,  By Faerie Light, December 2013
▪ “The Gambrels of the Sky”,  Beyond the Sun, August 2013
“At the Foot of the Lighthouse (Todai Moto Kurashi)”,  Tor.com, May 2012
“Sightwolf”,  Beneath Ceaseless Skies, Issue 72
▪ “City of Shadow and Glass”,  Bull Spec, Issue 4  [order]
▪ “Regal Achievement”,  Eleftherotypia: Ennea (9 Magazine), May 2010
“Stormchaser, Stormshaper”,  Beneath Ceaseless Skies, Issue 14
▪ “Impress of the Hills”,  Spacesuits & Sixguns, forthcoming
“Darkest Amber”,  Electric Velocipede, Issue 19
▪ “Root and Vein”,  Clockwork Phoenix, July 2008
▪ “Whatever Shall Grow There, Dear”,  Lone Star Stories, June 2008
▪ “A Matter of Scale”,  Renard’s Menagerie, March 2008
▪ “The Bearer”,  Deep Magic, April 2006
▪ “The Unicorn’s Laugh”,  Fantasy Readers Wanted: Apply Within!, 2003
▪ “Shade of the Heart”,  Enchanted Realms II: Vampires of Tinadriel and Other Stories, 2002
▪ “Song of the Spirit”,  Enchanted Realms: Tales from Masters of Fantasy, 2000

Poetry
▪ “Oneness”,  Not One of Us, Special Issue (“Hidden”)
▪ “Beauty Sleep”,  Mythic Delirium, Issue 20
▪ “Osteometry”,  Asimov’s Science Fiction, August 2009
▪ “No Signal” and “Bag Man”,  Farrago’s Wainscot, July 2009
▪ “The Fall of Fairy Castle”,  Scheherazade’s Bequest, September 2008
▪ “Hyldegarde Speaks to Jacqueline”,  Electric Velocipede, May 2008
▪ “Theoria”,  Not One of Us, Issue 39, April 2008
▪ “The Flight of Alecto”,  Illumen, Spring 2008
▪ “The Substitute”,  Not One of Us, Issue 38, October 2007
▪ “Terror”,  Antimuse, March 2007
▪ “Coalition”,  Antimuse, March 2007
▪ “Black Noise”,  Antimuse, March 2007
▪ “Broken Wings”,  Poets Against the War, May 1, 2003
▪ “Circle of Winter”,  Verses Magazine, Spring 2004
Opinion/Essays
“EA: The Human Story”, Nov 2004.
▪ Various syndication; reprinted in  Best Software Writing I, ed. Joel Spolsky
▪ “Like the Turtle”,  Chicken Soup for the Grandma’s Soul, 2005.
“Why We Haven’t Lapsed – And Why we Won’t”, feature,  Escapist Magazine, Oct 2006.
“The Fourth Dimension of Game Development”, feature,  Escapist Magazine, Oct 2006
“The Double-X Factor”, feature,  Escapist Magazine, Nov 2006.
“Who’s Your Daddy? — Why Parents Make Great Game Developers”, feature,  Escapist Magazine  Dec 2006.
“Shark Bone or Snake Oil? Noah Falstein and the Great Brain Training Debate”, feature,  Escapist Magazine  Jan 2007.
“Shadows of the Colossus”, feature,  Escapist Magazine, Feb 2007.
▪ “The Geek In Disguise”, essay,  Shameless Magazine  Apr 2007.
“Tighten Those Graphics — A Look at Small College Game Dev Programs”, feature,  Escapist Magazine, May 2007.
“Interception: Gaming on the Gridiron”, feature,  Escapist Magazine, July 2007.
“Who’s Afraid of the Big Bad Wolf? — Why Developer Organization Doesn’t Threaten Studios”, feature,  Escapist Magazine, July 2007.
“Scrumming It”, feature,  Escapist Magazine  August 2007.
“Holding Out for a Heroine”, feature,  Escapist Magazine  September 2007.
“Let’s Get Together: A History of The IGDA”, feature,  Escapist Magazine  October 2007.
“Enhancing Humanity: The Sociology of Play at the University of Waterloo”, feature,  Escapist Magazine  March 2008.
“Hail to the Kitty”, feature,  Escapist Magazine  April 2008.
“Cyberpunked: The Fall of Black9″, feature,  Escapist Magazine  April 2008; May 2008 (”Best Of the Escapist” reprint)
▪ “Writing Pitch Docs and Exec Docs”, book chapter,  Professional Techniques for Video Game Writing, May 2008.
“Slave to the Beat”, feature,  Escapist Magazine, June 2008.
“Someone Stole My Magic Sword”, feature,  Escapist Magazine, June 2008.
“We the Gamers”, feature,  Escapist Magazine, October 2008.
“Why Your Game Idea Sucks”, feature,  Escapist Magazine, September 2009.
“Ditching the V-Word”, feature,  Escapist Magazine, December 2009.
“Riot Grrrls Wanted”, feature,  Escapist Magazine, January 2010.
“When the Stars Align”, feature,  Escapist Magazine, January 2010.
“How Social Games Ate Our Lunch”, feature,  Escapist Magazine, July 2010.
“1988: The Golden Age of Game Piracy”, feature,  Escapist Magazine, September 2011.
Inside Job
A biweekly column with  The Escapist.
Inside Job 1: What is Quality of Life?, August 2007
Inside Job 2: No, Really — What is Quality of Life, Anyway?, August 2007
Inside Job 3: The Great Game Studio in the Sky, September 2007
Inside Job 4: How Much Work and How Much Play?, September 2007
Inside Job 5: Getting Real about Kids and Games, October 2007
Inside Job 6: Kids and Games, Part Two, October 2007
Inside Job 7: Why Crunch is Awesome, November 2007
Inside Job 8: Breaking the Pain Cycle, November 2007
Inside Job 9: Censorship and You, December 2007
Inside Job 10: Voices of Sanity: An Interview with Gerard Jones, December 2007
Inside Job 11: Go Indie, Young Man, January 2008
Inside Job 12: Interview with Aquaria Creators Derek Yu and Alec Holowka, January 2008
Inside Job 13: Why the Future is Important, February 2008
Inside Job 14: Interview with Zeitgeist Games Founder & Full Sail Director Dustin Clingman, February 2008
Inside Job 15: Lessons from the Street, March 2008
Inside Job 16: Lessons from the Street II, March 2008
Inside Job 17: My Perfect Game Design Degree, April 2008
Inside Job 18: Toward the Future of Game Design, April 2008
Inside Job 19: It Takes a Method, May 2008
Inside Job 20: Revisiting Quality of Life, May 2008
Inside Job 21: Tools of the Trade, June 2008
Inside Job 22: Tools of the Trade II, June 2008
Inside Job 23: A Love Letter to Video Games, July 2008
Inside Job 24: Why We’re Here, July 2008
Reviews
“The Technotranquility of Electroplankton”,  Strange Horizons, Feb 2006.
“Shadow of the Colossus, for Playstation 2″,  Strange Horizons, May 2006.
“Nintendo Review Roundup: Fresh Faces on Old Favorites in the Palm of Your Hand”,  Strange Horizons, July 2006.
“Half Life 2: Episode One, for PC”,  Strange Horizons, July 2006.
“Grasshopper Manufacture Makes Contact”,  Strange Horizons, March 2007.
Reporting
“Games for Health Keynote Speaker Steve W. Cole on  ReMission“, feature, Gamasutra’s Serious Games Source, Oct 06.
“Games for Health 2006: What We’re Facing: CDC, NIH, and Hospital Administration Staff Share Insights”, feature, Gamasutra’s Serious Games Source, Oct 06.
“Games for Health 2006: The State of Exergaming”, feature, GAmasutra’s Serious Games Source, Oct 06.
“Games for Health 2006: Pulse!! First-Person Healthcare System Simulation”, feature, Gamasutra’s Serious Games Source, Oct 06.
“Games for Health 2006: Making Hospitals Fun: How can games improve the patient hospitalization experience?”, feature, Gamasutra’s Serious Games Source, Nov 06.
“Exergaming Goes Mainstream”, feature,  Gamasutra’s Serious Games Source, Feb 07.
Awards
▪ Common Sense Media ON for Learning Award 2014,  SimCityEdu
▪ nominee, GDC Online, Best Online Game Design 2011,  Frontierville
▪ iParenting Media Outstanding Video Game Award, 2006,  Cabbage Patch Kids: Patch Puppy Rescue
▪ Nick Jr voted Best Beginner Gameboy Advance Game 2006,  Cabbage Patch Kids: Patch Puppy Rescue
▪ Games for Health Open Storyboard winner,  Food Finder and the Quest for the Golden Walnut
▪ Poet of the Year finalist, first quarter winner, 2003, Cader Publishing
▪ Rensselaer  McKinney  contest:
▪ 2003: “Circle of Winter” compilation, 3rd place poetry
▪ 2002: 1st place short fiction
▪ 2002: “Wind and Fire” compilation, 1st place poetry
▪ 2001: 1st place short fiction
▪ 2000: 1st place short fiction

Speaking Engagements

▪           Keynote Speaker, Serious Games SIG Reception, Game Developers Conference, February 2017
▪           "Effective Games: Why We Can't Have Nice Things (Yet)": Speaker, Serious Play Conference, June 2016
▪           “Mapping the Intangible: Sophia as a New Kind of Game Design”: Keynote Speaker, Play4Real, Copenhagen, October 2015
▪           “Games, Work, and a Better Way of Life”: Keynote Speaker, SIEGECon, Atlanta, GA October 2015
▪           “Wind, Not Sand: Mapping Dynamic Emotion Across a Product Landscape”: UX Week, August 2015
▪           Keynote Speaker, CSU East Bay Game Jam, May 2015   
▪           “Precision of Emotion: A New Kind of  ‘Fun’ Approach”: Game Developers Conference, March 2015
▪           "Meaningful Leverage: Breaking the System of Ignorance"; Keynote Speaker, Meaningful Play, October 2014 http://meaningfulplay.msu.edu/program.php?session=25
▪    “Play and the Future of Assessment”; Speaker, Games 4 Change Education Summit, April 2015
          ▪           Guest lecturer, California  College of the Arts, April 2015
          ▪ “Precision of Emotion: A New Kind of Fun Approach”; Speaker, Game Developers Conference, March 2015
          ▪ “Meaningful Leverage: Breaking the System of Ignorance”; Keynote Speaker, Meaningful Play, October 2014
          ▪ “Serious Symbiosis”; Speaker, Serious Play Conference, July 2014
          ▪ “GlassLab: Collaborating for Change”; Keynote Speaker, Games for Change, April 2014
          ▪ Guest lecturer, USC, April 2014
          ▪ “Not Your Mama’s Edutainment: The New Educational Games Revolution”; Speaker, IGDA Summit/Casual Connect, July 2013
          ▪ “Warrior Heart: Cultivating a Life of Creativity”; Keynote Speaker, Oregon Game Project Challenge, May 2013
          ▪ “The Right Side of the Ocean”; Speaker, Game Developers Conference, March 2013
          ▪ “The Game of Story”; Speaker, LOGIN Conference, May 2012  [slideshare]
          ▪ “Not Dying Alone: Thinking Long Term in Massive Fantasy Game Design”; Speaker, LOGIN Conference, May 2010
          ▪ “Hey Game Designer! If It’s Too Easy For You, It’s Still Too Hard”; Panelist, LOGIN Conference, May 2010
          ▪ “Working to Death: Game Developers and the Future of Work-Life Balance”; Panel Moderator, Game Developers Conference, March 2010
          ▪ “Happiness is Mandatory: Emergent Ethics in Massive Online Environments”; Speaker, Games + Learning + Society, June 2009
          ▪ “From Enlightenment to Action: Year Two of the BetterEULA Project”; Moderator, LOGIN Conference, May 2009
          ▪ “Interactive Narrative and Game Design” workshop; Context 21, September 2008
          ▪ “From Feudalism to Enlightenment: Building a Better EULA”; Panelist, Austin GDC, September 2008
          ▪ “Forest for the Trees: Long Term Career Planning in the Games Industry”; Westwood College, May 2008
          ▪ “From Feudalism to Enlightenment: User Rights in Virtual Worlds”; Moderator, Independent MMO Game Developers Conference 2008
          ▪ “From Feudalism to Enlightenment: User Rights in Virtual Worlds”; Moderator, ION Conference 2008
          ▪ “Real Rights in a Virtual World”; Panelist, ION Conference 2008
          ▪ “Design Your Future Day”, Panelist, Rensselaer Polytechnic Institute, April 2007.  Event review.
          ▪ “Warrior Queens of the Cyberworld: How Massively Multiplayer Online Teams Gravitate toward Female Leads”, Speaker,  Immersive Worlds Conference, St. Catharines, ON, June 2007.
▪                  press release covered by Gamasutra: “Particularly notable sessions scheduled for the event include Erin Hoffman’s “Warrior Queens of the Cyberworld: How Massively Multiplayer Online Teams Gravitate toward Female Leads,” David Owen’s “The Narrative Web of Mimetic Desire in Second Life,” and Jennifer Martin’s “Creativity from Code: Resisting and Subverting the Limits of World of Warcraft.” “
          ▪           “Battle of the Walking Dead”; Speaker, The Never Ending Odyssey 2007;.
          ▪ Panelist;  Context 20:
                ▪ “Getting the Most Out Of Gaming”
                ▪ “Writing for Interactive Media”
                ▪ “The Game as Literature”
                ▪ “Female Fandom”
▪ “Plugged In: Why Game Developers Make Great Parents”; Speaker, Montreal International Games Summit 2007
▪ “The Passion of the Developer: ea_spouse in the H_ouse”, Panelist, Sandbox ACM 2006.  Event review.
▪ “Alumni Panel”, Panelist, Rensselaer Game Festival & Symposium 2006.
▪ Speaker, Albany IGDA, June 2006, Quality of Life.  Event review.

Adjudication
▪ Judge, IGDA GDC Student Scholarships, 2007
▪ Judge,  FuturePlay  Student Competition, 2007
▪        Judge, Game Developers Choice Awards - a bunch of years
▪        Judge, Games+Learning+Society awards, 2014

Interviews (incomplete)
▪      Getting to Alpha podcast, 2015:  http://getting2alpha.com/podcast/101-erin-hoffman/  
         ▪           Interview with Charles A. Tan at  Bibliophile Stalker, September 2009
▪ BetterEULA:
▪ Virtual Worlds News, Oct 9 2007:  http://www.virtualworldsnews.com/2007/10/virtual-world-2.html
▪ ea_spouse:
Netjak.com, Jan 8 2005:  http://www.netjak.com/review.php/768
Gamesfirst.com, March 2005:  http://www.gamesfirst.com/index.php?id=112
▪ San Jose Mercury News, April 2006:  http://blogs.mercurynews.com/aei/2006/04/exclusive_nicol.html
▪ Advanced Media Network, May 2006:  http://ps3.advancedmn.com/article.php?artid=2850
Alterati.com, May 2007:  http://www.alterati.com/blog/?p=92
GoPets:
▪ IGN, September 2004:  http://rpgvault.ign.com/articles/551/551728p1.html
▪ Black9:
▪ IGN Action Vault, August 2003:  http://actionvault.ign.com/features/interviews/black9int.shtml