Sandbox Summit 2011 Focuses on Game Changers That Will Empower
21st Century Kids
Registration is still open for the April 28-29 event in
April 18, 2011 | Toy designers and developers,
scholars and educators, authors and entrepreneurs, technology gurus and
innovators of all kinds will come together at the Massachusetts
Institute of Technology (MIT) on April 28th and 29th for the 2011 Sandbox
Summit … Game Changers: People, Products and Policies That
Empower 21st Century Kids.
The program/agenda features speaker presentations,
research findings, panel discussions and hands-on workshops that will
explore how innovations are inspiring new ways for children to play and
how that evolution is challenging, engaging and empowering today’s
youth to become leading “players” in the 21st
A sampling of the presentations that event organizers expect will be
of key interest to toy industry attendees include:
Permission to play: game changing research
Jane Gould, Senior Vice President, Consumer Insights,
It's no news that today's parents want their kids
to play. But since concerns about too much technology as well as safety
issues have invaded the play space, parents have developed a love/hate
relationship with the whole idea of free time. Jane Gould will unveil
new results from Nickelodeon's ground-breaking study about the ways kids
want to play---and the conflicting ways parents want them to. This
age-old battle now has a 21st century spin.
Design for fun: what makes a good game, and a game good?
Drew Davidson, Ph.D., Director, Entertainment Technology
Center – Pittsburgh, Carnegie Mellon University
well-designed videogame is a complex medium that merits careful
interpretation and insightful analysis. Drew Davidson uses Mindcraft, an
amazing digital sandbox, to demystify the elements that make a game so
successful. He'll illustrate how the design of various components enable
players to learn how to play the game, as well as how the elements
combine to create a fulfilling play experience. By looking at the game
design, highlighting overarching themes and game play mechanics, and
focusing on how “snackable” the gameplay is, he'll help us
define a literacy of games as well as understand their value.
FROM RIDICULOUS TO BRILLIANT: why we play at work
Brendan Boyle, Partner and Co-Chief Creative Officer, IDEO,
Duane Bray, Partner and Head of
Global Digital Business, IDEO, Inc.
We often mistake play as
the opposite of work. But at IDEO, one of the most innovative global
design firms, the truth is quite the opposite. IDEO's designers use
exploratory play, construction play and role play to develop strategies
and products that make the world a more interesting--and playful place.
Boyle and Bray will take us down their rabbit hole and show us how they
look at the world through a lens that isn't about shoulds and can'ts.
They'll give us real tactics that every classroom, company, and designer
can use to push ideas from the ordinary to the extraordinary. And
they'll show us, from their own experiences, how failure is as much a
part of the process as success.
- Workshop: Brain Pilates: Strengthen Your Core Thinking
Workshop Leader: Bill Ritchie, CEO, Think Fun
This hands-on play session is an exercise class for your mind,
featuring logic puzzles and games from ThinkFun CEO Bill Ritchie. Learn
how game play can fire up mental muscles as you isolate and activate
specific thinking strategies to solve challenges. Work in teams to solve
puzzles, then deconstruct how you did it. A little friendly competition
is guaranteed to get your juices flowing. All levels, from Beginner to
Expert, are welcome.
Bring your iPad if you have one, so you can download and play Apps along
with the physical games.
Be prepared to work your core!
- Workshop: Mad Science Lab: Watch a Transmedia Creation Come
Workshop leader: Jesse Soleil, CEO/Founder of Massiverse
Jesse Soleil, founder of Massiverse (Dragons Vs Robots), and
former head of Scholastic’s Lab for Informal Learning (The 39
Clues) will lead players through the multiple levels of engagement that
can be created using content across different platforms. Prepare to mix
the combustible worlds of digital media, traditional media and
technology to yield horrifying and amazing results.
* Menacing reciprocal engagement strategies
* Grotesque business models
* Twisted user acquisition strategies… and MORE!
WARNING: This session may release bizarre ideas from the depths of your
For the complete agenda visit the Sandbox
Summit website. Space for additional attendees remains
available; registration is $695 per attendee.
The Toy Industry Association (TIA) is proud to co-sponsor the 2011