Jim Egan

Jim Egan is a Professor of English at Brown University. His research focuses on the use of digital tools to read, engage, organize, analyze, and imagine literature in particular and storytelling more broadly. He was trained as a scholar of British-American literature before 1800, and he published a number of articles and two books. His courses explore the ways literature complicates our understanding of the way we make evaluative judgements about fundamental issues related to, among other topics, justice, morality, and social responsibility. His courses routinely investigate these issues in relation to the changing ways we encounter literature in a digital world.

Dave Eng, EdD

Dave Eng is an intellectual and creative educator, designer, and researcher who combines games, theory, and technology. Dave has played games for most of his life. As a result he studies game design and teaches others how to use games for education and learning. Dave serves as a faculty member at New York University’s School of Professional Studies. Dave hosts the podcast Experience Points and consults at University XP on games-based learning. His interests include, learning theory, technology, and games.

Naomi Pariseault

Naomi Pariseault is an instructional designer for Digital Teaching & Learning at Brown University. As with many other instructional designers, it was a fortunate happenstance that Naomi stumbled into the field and has been happily inspiring student learning since 2011. She loves to experiment with new design approaches. It’s been a dream to blend together the principles of game design with learning to create gamified courses. Growing up Naomi loved playing classic video games and could be found playing Atari Asteroids with her dad or Super Mario 64 and Kirby with her cousin. Naomi has earned both the Level 1 and Level 2 Certifications from Sententia Gamification and is a Certified Sententia Gamification Facilitator. She is also the instructional designer of a project that won 2 awards at GamiCon 2018 for the Overall Outstanding Use of Gamification for Learning and Best Use of Surprise and Delight!

The Dark Side of Gamification

Gamification is supposed to be fun. That’s why businesses, organizations, and individuals use it on a daily basis. Why else would someone play games? But what are the ethics of gamification? What stops someone from doing something nefarious? Is there a limit to gamification? Should it be up to academics, the government, or individuals to police how gamification is used? Can you imagine a world dominated by the Black Mirror episode Nosedive? Join three gamers, designers, educators, and academics as they discuss a world where everyone you interact with is rated on a five-star scale.

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