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 This also is only as of 2016 and so is quite out of date.)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