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Community 2.0: Integrating Social Design into the Production Pipeline
Price $3.95
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SKU GDC10-10423
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Description
Community 2.0: Integrating Social Design into the Production Pipeline
Speaker: Ryan Schneider (Director of Brand Development, Insomniac Games, Inc.), Dan Hsu (Co-Founder, Bitmob.com), Brian Jarrard (Community & PR Director, Bungie Studios), Nathan Fouts (President and Founder, Mommy's Best Games), Christian Arca (Studio Director, Toy Studio)
Date/Time: Thursday (March 11, 2010) 1:30pm — 2:30pm
Location (room): Room 309, South Hall
Track: Business and Management
Secondary Track: Game Design
Format: 60-minute Panel
Experience Level: Intermediate

Session Description
We're in the midst of a Community Revolution (Version 2.0) in the games industry. Community is being more heavily integrated into production, the ripple effects changing (not without struggle) how games are designed and marketed. Panelists from today's most respected developers will share examples of successful community integration at their studios while offering glimpses into how and why such changes were enacted. They'll also address thorny topics such as whether community-building falls under game design or marketing, whether community can be measured and monetized, and when should community be tuned out during development. Are you participating in the Community Revolution or watching from the sidelines?

Intended Audience
Anybody with an interest in the future of game design and marketing will benefit from attending Community 2.0: Integrating Social Design into the Production Pipeline. However, current and aspiring community managers or designers seeking to expand the gameplay experience beyond its current scope will find the discussion most useful. The panelists will likely cover a variety of subjects that touch upon game design, back-end technical integration, community management, social media outreach, marketing, PR and games journalism. Some requisite knowledge of the current state of community within the console games space is helpful, but not necessary.

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