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Events

Teaching with AI in the Humanities: Talking About Practice

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

Join the Higgins School for a gathering of humanists eager to share insights, challenges, and triumphs in harnessing AI tools for teaching. This event is open only to faculty at Clark University in Worcester, MA.

Sponsored by: Higgins School of Humanities

_hello world! Workshops on Digital Research in the Arts & Humanities

Clark University, ASEC 202

In this first session of the Digital Research in the Arts and Humanities workshop series, open to faculty, staff, and graduate students at Clark and beyond, facilitators will introduce digital humanities through a working definition, project examples, and a hands-on primer to some basic computing skills.

Sponsored by: Higgins School of Humanities

Alternative Futures Faculty Research Collaborative – Planning Meeting

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

The Higgins School is excited to invite Clark faculty to a planning session for a new faculty research collaborative around the topic “Alternative Futures.” Curious what this will be? We are too! The idea emerged from faculty discussions last semester, and a core group of faculty will be meeting to help define the group and […]

Sponsored by: Higgins School of Humanities

The State of the Gaming Industry: A Conversation with Stanley Pierre-Louis ’92

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

Stanley Pierre-Louis '92   The video game industry is one of America’s fastest growing and complex, a maze of legal, policy, and regulatory concerns and opportunities. The Entertainment Software Association (ESA) is the industry’s voice and advocate on issues as wide-ranging as diversity, safeguarding personal data, digital wellness, esports, First Amendment rights, immigration, in-game purchases, […]

On Trans Game History: Networked Games, Glitches, Trans Studies, and the Digital

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

This talk by Whitney (Whit) Pow (they/them) of New York University situates today’s queer and trans games movement within the histories, contributions, and politics of queer and trans people and […]

Sponsored by: Clark University Women’s and Gender Studies Program

The Future of Video Games: Race, Play, and the Speculative Imagination

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

  In this talk, which is written as a love letter, Professor TreaAndrea M. Russworm (she/her) from the University of Massachusetts, Amherst examines different modalities of Black cultural life—hip hop, […]

Game Design for the End of the World

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

Screenshot of "Cloud Theory," a game (in development) by Colleen Macklin   Climate change, pandemics, political polarization, systemic racism, and capitalism run amok! If there’s anything that marks the 2020s, […]

Augmented Abilities in the Virtual World

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

Technology can give you superpowers. Where literature and film often transport you into the imagination and world-building of a pre-defined plot, there exist spaces where you are in control of […]

Gaming the Humanities, and Humanizing Games

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

Ashlyn Sparrow   Games are the largest cultural and entertainment forms of our time. Pre-Covid, thousands of players would gather in parks to play Pokemon Go or in large stadiums […]

Video Games: The Path to Positive Collective Engagement

Clark University, Higgins Lounge, Dana Commons - 2nd Floor 36 Maywood Street, Worcester, MA, United States

Games, dev-jams, streams, and the culture surrounding them allow people to connect through formative and compelling shared experiences. In fact, over the past two years of unprecedented isolation, video games […]