|Name:||Dr. Karen Schrier|
|Title:||Associate Professor, Games/Interactive Media; Director, Games and Emerging Media|
|Office Location:||Lowell Thomas 148|
|Extension:||(845) 575-3000 ext. 0000|
|Personal Web Page:||http://www.karenschrier.com|
Amherst College, B.A.
Prior to Marist College, she spent over a decade producing websites, apps, and games at Scholastic, Nickelodeon, BrainPOP, PBS/Channel 13 and SparkNotes/Barnes & Noble. She was the director of technology and media design at ESI Design right before starting at Marist.
Dr. Schrier is the editor of the book series, Learning, Education & Games, published by ETC Press (Carnegie Mellon), and co-editor of two books on games and ethics. Her latest book, Knowledge Games: How Playing Games Can Help Solve Problems, Create Insight, and Make Change, was published in 2016 by Johns Hopkins University Press, and has been covered by Forbes, New Scientist, and Times Higher Education, Radio NZ and SiriusXM.
Dr. Schrier has also co-created many digital properties, such as Awesome Upstander, an anti-bullying mobile game, Daytime Emmy-nominated Mission US: For Crown or Colony? and the Scholastic Summer Reading Challenge. Her games have also been featured in festivals such as Come Out and Play.
She holds a doctorate from Columbia University, master’s degree from MIT, and a bachelor’s degree from Amherst College.
Video games; stickers; writing; craft fairs
|Awards & Honors:||
Faculty Research & Scholarship Award (2016-2017)
IGDA Scholarship Winner, Game Developers Conference (2009)
Selected recent publications:
Schrier, K. (2016). Knowledge games: How playing games can solve problems, create insight, and make change. Baltimore, MD: Johns Hopkins University Press.
Schrier, K. (Ed.) (2016). Learning and education games vol. 2: Frameworks and contexts. Pittsburgh, PA: ETC Press (Carnegie Mellon).
Schrier, K. (Ed.) (2014). Learning and education games vol. 1: Curricular and design considerations. Pittsburgh, PA: ETC Press (Carnegie Mellon).
Schrier, K. and Gibson, D. (Eds.) (2011). Designing games for ethics: Models, techniques and frameworks, Hershey, PA: IGI Global.
Schrier, K. and Gibson, D. (Eds.) (2010). Ethics and game design: Teaching values through play, Hershey, PA: IGI Global.
Peer-Reviewed Journal Articles
Schrier, K. (2017). Designing games for real-world moral problem solving. Games & Culture. Online on May 31, 2017. Doi:10.1177/1555412017711514
Schrier, K. (2017). Designing role-playing video games for ethical thinking. Educational Technology Research and Development. 65(4): 831-868
Schrier, K. (2017). Designing learning with citizen science and games. Journal of Emerging Learning Design. 4(1): 19-26.
Schrier, K. (2015). EPIC: A framework for using video games for ethics education. Journal of Moral Education. 44(4): 393-424
Schrier, K. (2015). Ethical thinking and sustainability in Fable III. Simulation & Gaming. Sage Publications.
Schrier, K. (2014). The weird humanity of I Have No Mouth and I Must Scream. Well Played. (Vol. 3, N. 2). Pittsburgh, PA: ETC Press.
Schrier, K. (2012). Avatar gender and ethical thinking in Fable III. Bulletin of Science, Technology, and Society. Sage Publications. October 2012, (32) 5, 375-383.
Schrier, K. (2017). Foldit. 100 Greatest Video Games. Rowman & Littlefield.
Schrier, K. (2017). Fable series. 100 Greatest Video Games. Rowman & Littlefield.
Schrier, K. (2017). I Have No Mouth and I Must Scream. 100 Greatest Video Game Characters. Rowman & Littlefield.
Schrier, K. (publisher review, 2016), BioShock as the infinite parent: Parenting and play in the BioShock series. Jessica Aldred and Felan Parker (Eds.) New Perspectives on BioShock. McGill-Queen’s University Press.
Schrier, K. (2016), “Introduction.” In K. Schrier, (Ed.) Learning, education, and games vol. 2: Bringing games into educational contexts. Pittsburgh, PA: ETC Press.
Schrier, K. (2015). Emotion, empathy and ethical thinking in Fable III. In S. Tettegah & W. Huang (Eds.) Emotion, Technology, and Games. New York, NY: Elvesier.
Schrier, K. & Shaenfield, D. (2015), Collaboration and emotion in Way. In S. Tettegah & W. Huang (Eds.) Emotion, Technology, and Games. New York, NY: Elvesier.
Schrier, K., (2014) “Trade-off: A Game Inspired by Values at Play.” In Mary Flanagan & Helen Nissenbaum (Eds.), Values at play in digital games. Cambridge, MA: MIT Press.
Schrier, K., (2014), “Designing and Using Games to Teach Ethics and Ethical Thinking.” In K. Schrier, (Ed.) Learning and education games vol. 1: Curricular and design considerations. Pittsburgh, PA: ETC Press.
Schrier, K., (2014), “Designing Digital Games to Teach History.” In K. Schrier, (Ed.) Learning and education games vol. 1: Curricular and design considerations. Pittsburgh, PA: ETC Press.
Knowledge, crowdsourcing and games; Games and learning; designing virtual worlds and online environments; usability of technology; games for social change; teaching ethics, empathy and compassion through games; social issues, justice, & civic engagement games; transmedia storytelling; experience design; social media; cognitive theory; game design
See more at www.KarenSchrier.com