Talks

  • “Contested Spaces, Velvet Ropes, Exclusion Zones: The Pleasures and Dangers of Face-to-Face Play in Analog Gaming Spaces”, Generation Analog, July 2022
  • “Contested Spaces, Velvet Ropes, Exclusion Zones: The Pleasures and Dangers of Face-to-Face Play in Analog Gaming Spaces”, Canadian Game Studies Association (CGSA), May 2022.
  • “Game Making: Slumber Party Tasseomancer: An Artist Talk” SORCE Convening, Jan. 28, 2022.
  • “Who Designs Board Games?” Institute for Digital Literacies (IRDL) 3X3X, Jan. 14, 202
  • With Sarena Johnson “In Their Moccasins: A Game for Student Support Staff, Instructors Working with Indigenous Postsecondary Students,” Nov. 16, 2021.
  • With Dr. Carolyn Meyer “Designing an Artificial Intelligence (AI) Chatbot Simulation for Professional Communication Learning”, Association of Business Communicators (ABC) Oct. 19, 2021.
  • “Note to Board Game Publishers: Gender and Racial Representation,” Generation Analog, Aug. 5, 2021.
  • ‘I Didn’t See Anyone Who Looked Like Me’: Gender and Racial Representation in Board Gaming, Canadian Game Studies Association, June 4, 2021
  • Navigating Mashup and Messy Collisions With and Within Digital Humanities, Canadian Society of Digital Humanities (CSDH), https://hcommons.org/docs/navigating-hybridity-mashup-and-messy-collisions-with-and-within-digital-humanities/, June 2, 2021
  • With Mandi Hutchinson, Eric Lang, Dr. Sarah Stang, Erika Chung, ‘Contested Spaces: Inclusivity in Roleplaying Games, Game in Lab Event, June 11, 2021
  • Gender and Racial Representation in Board Games’, Bradley Tabletop Symposium, May 21, 2021
  • With C. Pietropaolo, The Tyranny of Structurelessness: The Challenges, Inequities and Promise of Wikipedia and Open Educational Resource Movement, Surveillance and Mediated Racism, Critical Race and Media Flash Symposium 2021, hosted by [X] and York, February 5, 2021.
  • ‘I Didn’t See Anyone Who Looked Like Me’: Gender and Racial Representation in Board Gaming, Critical Race Flash Symposium, Feb. 5, 2021
  • Pronouns and Play: An Analysis of Gender-Inclusive Language and Imagery in Top-40 Ranked BoardGameGeek Games, Centre for Digital Humanities, Ryerson University, Jan. 19, 2021
  • ‘I Didn’t See Anyone Who Looked Like Me’: Gender and Racial Representation in Board Gaming, Institute for Research on Digital Literacies (IRDL) 3X3X3: Snapshots from the Field, Jan. 15, 2021
  • [Postponed due to pandemic] “Ethnography of the Friendly Local Game Store and Board Gaming Convention”, Canadian Communication Association (CCA)
  • [Postponed due to pandemic] “Harassment in Board Gaming”, Canadian Games Studies Association (CGSA)
  • [Postponed due to pandemic] Panel Discussion: Gaming Digital Humanities?, Canadian Society for the Digital Humanities (CSDH/SCHN), Digital Humanities Conference 2020
  • “A (Very) Brief History of Virtual Reality.” Presentation to Brookview Middle School students, Black students in STEM, Ryerson Library Collaboratory, Jan. 30, 2020
  • “Girls on Wikipedia”, Wikipedia Edit-a-thon, hosted by the Girl Studies Research Network (GSRN) and the York University The Institute for Research on Digital Learning (IRDL), York University, Toronto, Jan. 23, 2020, 
  • “‘A Strange Intruder’: The Truth About Artificial Intelligence Chatbots.”, Future Communications Conference, York University, Toronto, Dec. 13, 2019
  • “Girls Do(n’t) Play Games: Re-visiting H.G. Wells Little Wars 106 Years Later”, The Girl Conference,  The Girl: From Expansive Imaginings to Embodied Experience, York University, Toronto, Nov. 16, 2019
  • “Confronting Ecologies of Emotion: Design, Implementation, and the [Social] User Experience”, Media Ethics: Human Ecology in a Connected World” 20th annual convention of the Media Ecology Association, Toronto, June 30, 2019
  • “Does Table-Top Gaming Have A Diversity Problem?: An Analysis of Racial and Gender Representation in the Production of the Top 200  BoardGameGeek-Rated Board Games”, Canadian Communication Association (CCA) Annual Conference 2019, Congress 2019, University of British Columbia, June 3, 2019
  • “Representation & Diversity in Board Game Imagery”, Canadian Games Studies Association (CGSA) Annual Conference 2019, Congress 2019, University of British Columbia, June 5, 2019
  • “McLuhan’s Maelstrom: An Open Access Learning Game About Marshall McLuhan,Presentation”. Exhibit of my augmented reality card game, Blue & Gold Society, Ryerson Collaboratory, March 14, 2019
  • “Embodied Storytelling and Empathic Possession  with Virtual Reality and Artificial Intelligence” at Future Conference, Dec. 7, 2018
  • McLuhan’s Maelstrom: An Open Access Learning Game About Marshall McLuhan for Young Adults”, Ryerson FCAD RUBIX showcase, November 2018. 
  • “Playing Games, Saving Lives: A Critical Analysis of Serious Games for Nursing Instruction,” at Canadian Game Studies Association (CGSA) Congress 2018, Regina, SK, May 2018 
  • Presented and demoed Ryerson e-Learning solutions at eCampusOntario Technology Enabled Seminar + Showcase (TESS) in Toronto, Ont., November 20-12, 2017
  • Featured my serious game in healthcare research at GRADShowcase at Ryerson University during cross-disciplinary conference and poster presentation (August 2017)
  • Academic mentor panel to incoming students in the Master’s of Professional Communication program at 2017-18 MPC Summer Webinar, as well as individually with incoming students to provide advice and support, June 2017
  • “Playing Games, Saving Lives.” A talk on healthcare serious games at Faculty of Communication and Design’s first-ever GradSwap event, a multidisciplinary panel on promising graduate student research at the Congress of the Humanities and Social Sciences, June 2017
  • Presented a draft paper on a research project focused on serious games for nursing instruction at Congress 2017 at the Canadian Communications Association (CCA) on how persuasive games communicate in healthcare, May 2017
  • Presented and demoed Ryerson e-Learning solutions at eCampusOntario eLearning Seminar + Showcase 2017, January 11, 2017