GDC 2017 | February 27 — March 3, 2017 | Moscone Convention Center | San Francisco, California


|    Advocacy

The Game Developers Conference Advocacy track presents a number of topics that address new and existing issues within the realm of social advocacy. Topics covered range from diversity to censorship to quality of life. With these sessions, we hope to offer a forum for discussion and ultimately a place to effect change for the development community.

Advocacy Track sessions are accessible by all GDC pass types.

Arrow Search for all Advocacy Track sessions


'Project Discovery': Lessons From Scientific Research via 'EVE Online'
Attila Szantner (MMOS Srl)
Bergur Finnbogason (CCP)
'Project Discovery' was launched exactly one year ago during GDC. Since then it became one of the biggest citizen science efforts of 2016, generating over 14 million protein location classifications by players of EVE Online, and receiving a worldwide recognition in high-profile scientific journals like Nature Methods and also in the mainstream press: The New Yorker, the Wall Street Journal, Wired, Independent, Neue Zrcher Zeitung and many other journals. Come and hear about the story of the first year, the results and future plans. Get inspired and see how your own game can contribute to science and a better world.
Game Accessibility: Practical Visual Fixes from EA's 'Madden NFL' Franchise
Karen Stevens (EA Sports)
Over half a million 'Madden NFL 17' players are color blind, and over 25 million people in the United States have other visual disabilities. This presentation covers several of the visual accessibility settings in 'Madden NFL 17', from simple tweaks such as optional enlarged game art and brightness/contrast controls, to a novel colorblind solution involving no game asset changes. See how player engagement aided in creating big wins on a small budget. Example code is available in supplemental slides, but no programming (or football) experience is required.
Double Tap
Ste Curran (Corridor of Uncertainty)
To make absolutely sure of something you double tap.

Double Tap is about guns, their effect on games and how that changes gamers (and the world). It's an intense, combative talk that asks the audience to reflect on the games they play and create. Are games really fixated with firearms? Is that a problem? Why is the double tap important? And why did lying face down in a bush make someone feel the most human they've ever felt inside a digital world?


Kate Edwards
Kate Edwards is the Executive Director of the International Game Developers Association (IGDA), appointed in December 2012. She is also the founder and principal consultant of Geogrify, a Seattle-based consultancy for content culturalization, and a unique hybrid of an applied geographer, writer, and corporate strategist, built upon a passion for global cultures and media technologies.

Formerly as Microsoft's first Geopolitical Strategist in the Geopolitical Strategy team she created and managed, Kate was responsible for protecting against political and cultural content risks across all products and locales. In the Microsoft Game Studios, she implemented a "geopolitical quality" review process and was personally responsible for identifying potential issues in all 1st party games between 1995 and 2005. Since leaving Microsoft, she has provided guidance to many companies on a wide range of geopolitical and cultural issues, and she continues to work on games such as the Dragon Age series, Modern Warfare 3, Star Wars: The Old Republic, Dance Central series, Mass Effect 3, Halo 4 and Ryse.

Kate is also the founder and former chair of the IGDA's Localization Special Interest Group, a former board member of IGDA Seattle, the co-organizer of the Game Localization Summit at GDC, and is a regular columnist for MultiLingual Computing magazine.
Mitu Khandaker-Kokoris
The Tiniest Shark
Mitu Khandaker-Kokoris is a game designer and programmer, and founder of indie micro studio The Tiniest Shark. She is also an Assistant Arts Professor at the NYU Game Center. In 2013, she released Redshirt, a critically acclaimed satirical simulation game that uses science fiction tropes to explore social dynamics. In addition to social simulation, her research interests in games include the aesthetics of interactivity and its relationship to critical play, in which she holds a Ph.D. from the University of Portsmouth, UK. She is also CCO of Mobius AI, making tools to help developers create rich autonomous characters & procedural narratives. She has a strong interest in encouraging diversity in game development production and practice, and participates in outreach programmes around the world. She was named a BAFTA Breakthrough Brit in 2013.
Siobhan Reddy
Media Molecule
Siobhan Reddy is Studio Director at Media Molecule, the band of creative minds behind the hugely successful and innovative LittleBigPlanet game franchise.

Aged just 18, Siobhan relocated from her native Australia to the UK, an early fascination with fanzines, technology, pop-culture and entertainment leading her to the UK games industry, which she entered as a Production Assistant at Perfect Entertainment on DiscWorld Noir. By 1999 she was with Criterion Games, where she consistently shipped high quality titles including Burnout 3 and Burnout 4.

In 2006, seeking a new challenge and the opportunity to be part of a close-knit and creative team, Siobhan joined the newly-founded Media Molecule. The small studio would go on to do big things, including winning dozens of awards for LittleBigPlanet, LittleBigPlanet 2, Tearaway and Tearaway Unfolded. Currently in the works is the hotly-anticipated Dreams for PlayStation®4.

Siobhan is gratified to have been recognized for her work with a number of accolades, which include being named one of the top 100 most powerful women in the UK by BBC Radio 4 Woman’s Hour and the Qantas Australian Woman of the year in the UK, both in 2013. In 2016 she was awarded the MCV Women in Games Creative Impact award.