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"Nicole's GDC talk was amazing!" - Mark Terrano, Design Director, Hidden Path Entertainment

 

 

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Recent Presentations by Nicole Lazzaro

Nicole Speaking at
The Game Developers Conference, March 2005

Press

Women in Games: The Gamasutra 20, (Top 20 Women in Video Games) by Bonnie Ruberg, Gamasutra, May 21, 2008
Interview with Nicole Lazzaro: Social Forces Impact Online Gaming, by Paul Philleo, ION Network, May 5, 2008 Slides
Understanding The Fun of Super Mario Galaxy, by David Sirlin, Gamasutra
February 1, 2008

Why the iPhone makes us happy, scobleizer.com, July 17, 2007
Videogames that Watch Back, Hollywood Reporter, November 28, 2006
Constraint is Design, Gamasutra, July 14, 2006
Micropayments Make Asian Games More Fun, Wired, April 4, 2006
GDC Tutorial: Emotion Boot Camp, Gamasutra, March 21, 2006
Why We Play Games: How Games Use Interaction to Create Emotion without Story, Future Design Days, Stockholm Sweden:
- Svenska Dagbladet, Sweden's largest newspaper, November 15, 2005.
- Ny Teknik! a leading technology newspaper, December 7, 2005
Why We Play Games: 4 Keys to More Emotion Without Story, Gamasutra March 26, 2004

PlayTalks
WOW vs. Facebook: Is Social Networking the New Casual Game?, Slides Interview ION 08, Seattle
Keynote: The 4 Fun Keys: Putting Emotion into Game Play, Robert Wood Johnson Foundation Games for Health Initiative,
Slides Baltimore 2008
Halo vs. Facebook: Emotion and the Fun of Games, Slides O'Reilly ETech 2008, San Diego
Halo vs. Facebook: The Emotions that Drive Play,
Slides GDC 2008, San Francisco
The End of Games as We Know It: The Perfect Storm, Slides D.I.C.E, Las Vegas 2007

The 4 Most Important Emotions of Game Design, Slides GDC 2007, San Francisco
Know Your Players: An In-Depth Look at Player Behavior and Consumer Demographics, GDC 2007, San Francisco
Invited Talk: The Four Most Important Emotions of Game Design, Montreal International Game Summit, Montreal 2006
Keynote: The 4 Most Important Emotions of Game Design Keynote, ICEC, Cambridge, England 2006
The 4 Most Important Emotions for Games. What WOW Does Right and How to Make WOW Even Better, XEODesign PlayShop, Austin Game Conference 2006
Video Game Investors Conference, SRI, San Francisco 2006
Emotion Boot Camp: Putting More Emotion into Play, GDC 2006, San Jose
Virtual Emotions in Human-Computer Interfaces, swissnext, San Francisco 2006
Media Technology Day, Stockholm, Sweden 2006
Keynote Panel: Expert Design Critique: XBOX 360, CHI 2006, Montreal
SDForum Virtual Worlds -- The Rules of Engagement, Mt. View, 2006
Are Girl Games Really Necessary? -- Games 'n' Girls, UCLA Los Angeles, 2006
Why We Play Games: How Games Use Interaction to Create Emotion without Story, Future Design Days, Stockholm Sweden 2005
Is My Game Fun? Answering the Most Important Question of All, E3 LA 2005
Why We Play Games Together: The People Factor
, GDC 2005
What Games Can Teach Us, BayCHI 2005
Hard Fun and The People Factor, Veritas 2005
Usability Testing for Multiplayer Games, USC, Los Angeles 2005
Why We Play Games, Nokia Insight & Foresight, Vancouver 2004
Hard Fun and The People Factor, SUN 2005
Hard Fun and The People Factor, HP 2004
Why We Play Games: Gaming Beyond Games, The Future Salon 2004
Why We Play Games: 4 Keys to More Emotion Without Story, MudDev 2004
Why We Play Games: 4 Keys to More Emotion Without Story, GDC 2004
Invited Session: What's My Method? A Game Show on Games, CHI 2004 Vienna Austria Lazarro



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