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How can games guide us, change us, and help us?

This was the question that left me speechless, simply because I wasn’t sure where to begin or even how to fully answer it. The question was the first of many posed by an eager group of Mexican exchange students visiting the GI.

Lindsay Meaning gave a Brown Bag talk on the process of adapting a literary text into a video game on Tuesday, October 16. Meaning is a second-year English PhD candidate whose research interests include video game adaptations and representations of settler-colonialism and imperial ideologies in roleplaying games.

According to Meaning, game adaptations are often looked down on - misconceived as "cashing in on a popular franchise". And when game adaptations of literary texts are studied, they are frequently analyzed for how faithful they are to the source material.

Rina Wehbe, Games Institute resident and Computer Science PhD student, attended and mentored at the 2018 Grace Hopper Celebration (GHC) in Houston, Texas. Her travels were sponsored by the Women in Computer Science (WiCS) group at UWaterloo, organized by Joanne Atlee.

Tina Chan, GI resident and Masters of Science candidate in the School of Public Health and Health Systems, was a speaker at this year's TEDxUW conference. She took the stage to share the story of how she came to develop the Panic Anxiety Stress Support (PASS) kit.

Postdoctoral Fellow Dr. Brianna Wiens took an unconventional path to the GI starting as a PhD student at York University who visited the GI as part of a crew filming a documentary about qCollaborative (qLab)—a feminist design research lab with members from multiple Canadian universities, including UW.

Postdoctoral Fellow Dr. Katja Rogers (HCI Games Lab) first met her supervisor and GI faculty member, Dr. Lennart Nacke (Stratford School of Interaction Design and Business), at CHI Play in 2016.