Recent
Presentations by Nicole Lazzaro
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Nicole
speaking on the huge opportunity for viral
consumer created videos and how
to design them weeks after YouTube was founded.
The Game Developers Conference, March 2005
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Press
Tilt:
An Adventure in 1.5 Dimensions
(still in Beta) wins first runner
up in DiscoveryBeat's App Contest! ~
Dean Takahashi, VentureBeat December
2, 2009
The
Wonder Woman ~ Kate
Rockwood Fast Company Magazine "How
The iPhone Accelerometer Game Tilt Taps Into
User's Emotions" December 1, 2009
Creating
an MSO: Viral Emotions and the Keys to Social
Play, ~
Simon Carless, Gamasutra review of Nicole's
GDC China talk
Women
in Games: The Gamasutra 20, (Top 20 Women
in Video Games)
~ Bonnie Ruberg, Gamasutra,
May 21, 2008
Interview
with Nicole Lazzaro: Social Forces Impact Online
Gaming,
~ 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
(requires a
subscription)
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
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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