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Popular Events
#1
Keynote - Into the Future, with Magic Leap's Graeme Devine
#2
Keynote - Amplius Ludo, Beyond the Horizon, with Christopher Weaver
#3
Keynote - Sid Meier and Susanna Pollack, in Conversation
#4
Keynote - Games Reveal Decision Biases: Poker - a Lab for Studying Irrationality, w/ Annie Duke
#5
Progress Report from Richard Culatta
#6
UX in Educational Games
#7
Welcome and Opening Remarks
#8
The 2016 Games for Change Awards
#9
Opening Remarks from Erik Huey
#10
Panel - From Fantasy to Empathy: Changing Game Dialogue For the Real World
#11
Case Study: The Meaning of BEEP
#12
Panel - Funding Games Within the Public Sector: A Conversation Between Funders and Artists
#13
Industry Circle Town Hall
#14
Video Games as Meditation
#15
Pro Tips for Breaking into the Education Market
#16
Failing to Change
#17
Big Picture: A Conversation About Neuroscience
#18
Heal Thyself: What Makes Health Games Work?
#19
Panel - From Player to Developer: Girls in Gaming
#20
Panel - More Than Child's Play: Games for Early Learners
#21
Workshop - Includification: Designing Accessible Games
#22
Co-Designing Museums of the Future
#23
Edu-Larps: Live Roleplay in the Classroom
#24
Workshop - Feats and Flops: Trailblazing the Edtech Market
#25
Democratizing Bio-Sensing Tools With OpenBCI
#26
Show, Don't Tell: Making Personal Games
#27
Gaming for Good: A Disruptive Innovation
#28
Keynote - The Future of Virtual Reality and Education with Jesse Schell
#29
Keynote - William Adams and Tracy Fullerton, in Conversation
#30
Keynote - Robin Hunicke on the Importance of Playfulness and Joy in Learning Games
#31
How the Science of Game Design Can Inform the Science of Games for Change
#32
Keynote - Digital Medicine: The Quest for the First FDA-Approved Game, with Dr. Adam Gazzaley
#33
Speed Networking
#34
Welcome Remarks from Colleen Macklin
#35
Reaching New Audiences with Interactive Stories: The Power of Genre
#36
Opening Remarks from Seth Andrew
#37
Workshop - Gamifying the Classroom: Where the Student Becomes the Hero, with Classcraft
#38
Panel - Rewiring the Brain: Anxiety Treatment Through Gameplay
#39
Empathy Overload: Choice Matters
#40
Workshop - Transformational Experiences
#41
The White House Call: Games for Grand Challenges
#42
Give Me Your Gun: An Interactive Theater Experience
#43
Panel - How Technology Empowers: VR in the Classroom
#44
Is Hacking the Brain The Future of Gaming?
#45
Applying Game Technologies Across Disciplines with Unity
#46
Closing remarks from G4C President, Susanna Pollack
#47
Panel - Rethinking Assessment: Mastery Doesn't Require a Bubble Sheet
#48
Increasing Social Impact: Tools to Design Across Sectors
#49
Making Fitness Fun for Three Million People
#50
Meet the Industry Circle
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