Mary Flanagan

MIT Building 4, Room 231 Cambridge, MA

Pushing the boundaries of medium and genre across writing, visual arts, and design to innovate in these fields with a critical play centered approach.

MIT Alumni in the Game Industry

MIT Building 32 (Stata Center), Room 155 32 Vassar Street, Cambridge, MA

The MIT Game Lab has invited a number of local MIT alumni in the game industry to talk about their experiences entering the industry.

Long-form Journalism: Inside The Atlantic

MIT Building 66, Room 110 25 Ames Street, Cambridge, MA

James Fallows and Corby Kummer of The Atlantic chart the journey of a major feature story from conception to publication and speculate about the future of long-form journalism in the digital age.

Push Button Game Jam

MIT Building 32 (Stata Center), Room 124 32 Vassar Street, Cambridge, MA

Students who attend will form teams and create design and technical prototypes that will eventually become full fledged games by the end of the month.

Global Game Jam 2014 at MIT

The Global Game Jam is the world’s largest game jam event taking place around the world at physical locations, a 48-hour a hackathon focused on game development.

Gregory Heyworth: “Textual Science and the Future of the Past”

MIT Building 3, Room 133 33 Massachusetts Ave, Cambridge, MA

Textual Science, as Gregory Heyworth argues, is poised to change the established order of things. With images of recovered works, many previously unseen, this talk will chart the way ahead in theory and praxis.

Jason Mittell: “Strategies of Storytelling in Transmedia Television”

MIT Media Lab, Room 633 75 Amherst St., Cambridge, MA

Middlebury's Jason Mittell on how television narratives have expanded and been complicated through transmedia extensions, including video games, novelizations, websites, online video, and alternate reality games.

Miguel Sicart: “Play in the Age of Computing Machinery”

MIT Media Lab, Room 633 75 Amherst St., Cambridge, MA

Games scholar Miguel Sicart of the IT University of Copenhagen looks at the culture, aesthetics, and technological implications of play in the age of computers.