Meet our Awesome Players!

Director

SAMPLE_image-people-03Mia Consalvo

MIA CONSALVO is Professor and Canada Research Chair in Game Studies and Design at Concordia University in Montreal. She is the author of Cheating: Gaining Advantage of Videogames, co-author of The Life of  Game (forthcoming) with Jason Begy, and is co-editor of Sports Videogames with Konstantin Mitgutsch and Abe Stein. She is currently writing a book about Japan’s influence on the videogame industry and game culture. Mia is President of the Digital Games Research Association and she has presented her research at professional as well as academic conferences including regular presentations at the Game Developers Conference. In the past she served as product owner to develop the social network game Eksa: Isle of the Wisekind with the Singapore-MIT GAMBIT Game Lab, in order to study social interaction in social network games. She has published her written work in Critical Studies in Media Communication, Games & Culture, Game Studies, Convergence, and many other journals. Prior to arriving at Concordia, Mia has held positions at MIT, Ohio University, Chubu University in Japan and the University of Wisconsin-Milwaukee. 

PROJECTS

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Students

Joachim Despland

Student

Joachim Despland is a game developer and graduate student in the interdisciplinary INDI program at Concordia University with a background in Computer Science and Game Design. His studies have focused on the procedural expression of ideology in games, particularly historical strategy simulations; as well as on critical analysis of the political economy of the games industry and of its student, fan, and modding scenes. He has been involved in various DIY game culture, popular education, and literacy projects within the community and helps organize the Mount Royal Game Society.

Nic Watson

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Student

Nic Watson is a PhD student in the Communication Studies program at Concordia University. His background is in anthropology and computer science, and he has an M.S. in Digital Media from Georgia Tech, where he applied ethnographic methods to study the relationship between developer and player cultures in co-constructed online game worlds, using Myst Online: Uru Live as a case study. His current research examines the cultural practices of Minecraft modders, and how their activities have played a central role in the definition of the game as a cultural artifact. When not playing Minecraft for serious research purposes, he enjoys board games, roller coasters, and trading terrible puns.

Rebecca Waldie

Student

Rebecca is a second year Master's student in the Media Studies program. Her research focuses on intersectional analyses of virtual identities and gender roles in video games. Most recently she has been exploring the construction of masculinity in Until Dawn. Rebecca is also a part of the team researching Twitch streamers as part of the mLab's Streaming @ the Margins of Play project. In her limited spare time, Rebecca is an avid Overwatch gamer, Second Life builder, and dedicated Disney/MCU fan.

PROJECTS

Streaming @ the margins of play

Robyn Hope

Student

Robyn completed her undergraduate degree at the University of Toronto in 2015, specializing in English and Cinema Studies. While at U of T, she shoehorned the study of digital media into her education any way she could, culminating in an undergraduate thesis on moral choice mechanics in video games. She is currently writing her Master's thesis on Critical Role, a livestreamed tabletop roleplaying game. Her broader academic interests include the relationship between play and narrative, the performance of identity through play, and studies of fanwork and fanfiction. She has also directed amateur theatre, chaired model UN committees, and practiced digital and traditional art.

Ryan Scheiding

Student

Ryan Scheiding is a PhD student in the Communication Studies Program at Concordia. He is also affiliated with the Technoculture, Art and Games (TAG) lab and Mlab at Concordia. Prior to joining the program he received MAs at the University of Waterloo in History and at York University in Communication & Culture and a graduate diploma in Asian Studies from the York Centre for Asian Research (YCAR). His research is primarily concerned with the collective memory of the atomic bombings of Hiroshima and Nagasaki as expressed through popular culture and video games. In his past studies he has focused on collective memory practices, legacies of propaganda in media, and World War II Japanese history.

PROJECTS

Japan& Games 2.0
Nagasaki Kitty

Sâmia Pedraça

Student

Sâmia Pedraça is a Brazilian journalist, former entrepreneur, reporter, press relation consultant and, currently, a PhD student in the Communication Studies Program at Concordia University. Besides Mlab, she is also affiliated with the Tecnoculture, Art and Games (TAG) Research Center. Sâmia holds a MA in Humanities Computing at University of Alberta and a BA in Journalism at Universidade Federal do Espírito Santo, Vitória-Brasil. Her previous research affiliations include GRAV (UFES/Brasil), Edmonton Pipelines Research Group and VITAlab (UofA), and Digital Humanities Initiative (Hamilton College/NY-US). Sâmia’s current research interests involve the procedural manifestation of culture and ideology in digital games and their interrelations with political economy practices of videogame industry. Along with the academic’s duties, she divides her time with movies/tv shows, music, workout, digital sculpture and 3d modeling, and videogames.

PROJECTS

Morality and Games
Nagasaki Kitty

Sarah Ganzon

Student

Sarah Ganzon is a Phd candidate in Communication Studies at Concordia University. Her research revolves mostly around the areas of game studies and digital fandom. Currently, she is writing her thesis on otome games in English, and otome game players. She holds an MA in English Literature from Cardiff University and a BA in English Studies from the University of the Philippines, Diliman. Prior to starting her doctorate, she taught courses in literature and the humanities at the University of the Philippines, University of Santo Tomas and Far Eastern University. Apart from spending countless hours playing visual novels and RPGs, she enjoys dressing up as a Jedi, watching an unhealthy amount of Let’s Play videos, reading out-of-print nineteenth century novels, looking for well-written fan fiction, and keeping an eye out for disappearing blue police boxes.

Alumni

Marylin Sugiarto

Alumni

Marilyn Sugiarto completed her BA in Pacific and Asian Studies and History at the University of Victoria in 2015, and also completed an interim year at East China Normal University in Shanghai in 2013. As a Half-Asian artist with passion for video games, East Asian aesthetics, and 20th century history, she developed an interest in academically engaging with these ideas in grad school. One Master of Arts in Media Studies later, and a thesis on rhizomatically perceiving Nintendo's history, she has definitely followed her passions. Marilyn is also the Community Marketing Manager for the Geek Girls (2017) film and Art Director for the indie game Nagasaki Kitty.

PROJECTS

Streaming @ the margins of play
Nagasaki Kitty

Rainforest Scully-Blaker

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Alumni

Our Team

Updated on 2017-07-01T19:59:07+00:00, by mLab.