Macklin, Colleen

CMacklin_IMG

Colleen  Macklin

BFA, Photography and Media Arts, Pratt Institute

MA, International Affairs, The New School

Director PETLab; Associate Professor of Media Design; School of Art, Media, and Technology; Parsons The New School for Design

Media Contact Information:
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Areas of Expertise:
Interaction design, games and play, mobile media, design and ethnography, social networking technologies
Profile:
Colleen Macklin is a game designer, an Associate Professor in the school of Art, Media and Technology at Parsons The New School for Design and founder and co-director of PETLab (Prototyping Education and Technology Lab), a lab that develops games for experimental learning and social engagement. PETLab projects include disaster preparedness games and sports with the Red Cross, the urban activist game Re:Activism and the physical/fiscal sport Budgetball. PETLab has also published game design curricula for the Boys and Girls Club and via the website activategames.org. She is a member of the game design collective Local No. 12, best known for their collectible card game, the Metagame and The Leisure Collective, a group exploring games and experimental narrative. Her work has been shown at Come Out and Play, UCLA Art|Sci Center, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.
Courses Taught:
  • Design and Ethnography
  • Collaboration Studio: PETLab Projects
  • Thesis Studio, MFA Design and Technology
Recent Publications:

Macklin, C. (contributing author), Suarez, P. Medler, J, Bachofen, C. “Games
for a New Climate” BU Pardee Center for the Study of the Longer-Range
Future, Red Cross / Red Crescent Climate Centre, 2012

Macklin, C., Guster, T., “Re:Activism: Serendipity in the Streets” in Mobile
Media Learning, Dikkers, Martin, Coulter eds. ETC Press, 2012

Macklin, C., Sharp, J., “Freakin’ hard”: Game Design and Issue Literacy” in
Games, Learning, and Society: Learning and Meaning in the Digital Age.
Barab, Squire, Steinkuehler, eds. Cambridge University Press, 2012

Macklin, C., “DataPlay: Experiments in the Ludic Age”, International
Journal of Game-Based Learning, Edited by Patrick Felicia. IGI Global, 2011

 


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