A conference designed to better understand children’s and youngsters’ needs in relationship to technology, exploring how to create interactive products for and with them, and investigating how technology-mediated experiences affect their life.


The organization’s ambition is to harness the power of video games in the service of humanistic principles. Aware of the tremendous and wide-ranging impact games have in our world, the Values at Play research project seeks to assist and encourage designers in creating games that further the understanding and appreciation of such values as equality, diversity, creativity, and many more.  Dartmouth College and New York University ae involved.


The MIT Comparative Media Studies (CMS) program is “committed to the art of thinking across media forms, theoretical domains, cultural contexts, and historical periods. Both our graduate and undergraduate programs encourage the bridging of theory and practice, as much through course work as through participation in faculty and independent research projects.  The goal of our program is not to replicate existing paradigms, but as an early CMS backer said, to prepare students for jobs that don’t yet exist. We consult regularly with leaders in industry, the arts, public policy, journalism, education, and the nonprofit sector, trying to understand contemporary developments, identify job and internship opportunities, and pinpoint skills and knowledge which will help prepare our students for new opportunities.

Courses are designed to “teach students to both make and reflect upon media and in the process, to acquire important skills in team work, leadership, problem solving, collaboration, brainstorming, communications, and project completion, which will prepare them for a broad range of academic and professional careers.”


Carnegie Mellon entertainment Technology Center project to create an environment where “digital natives” have the ability to experience education instead of watching it.  Goals include developing hardware and software that allow others to create immersive digital content that captures student attention.