Video Recording by AlterConf - Video Production by Confreaks
We’re all marketers – of our companies, our brands and ourselves. On the surface, we know what to do: website, business cards, hand shaking and always talking about what we want to be known (and hired) for. But there is a different approach that can raise your exposure ten-fold, and most people don’t tap into it. I’m Sharon, and I stutter. Because of my impediment, I had to get creative with how I communicated with people and presented myself. But after years of hiding it, I realized that the thing that made me different in a "bad" way taught me how to use my greatest vulnerability to my advantage. This talk will focus on embracing areas outside of core abilities - more specifically, those things that are perceived as weaknesses and outside of things considered natural strengths - to help the attendees be better developers and better marketers.
A short talk on how the hashtag hit a nerve with the gaming community at just the right time, and continued on to become something tangible, something that people were interested in. Diversity in gaming is not a new topic, but the tag seemed to renew that interest. This talk will cover the last few months of gaming news, diversity, where things seem to be headed, and conclude with what we can do to be better digital denizens of the gaming sphere.
TRIGGER/CONTENT WARNINGS: Possible discussion of GamerGate
Have you ever stopped playing a game because it just didn't connect with you in the first few hours? Even games with great overall diversity can suffer if the beginning is dominated by cis white men. Well written diverse characters should be on display throughout an entire game, not just shoved in during the middle or end. Using clips from small indie games as well as big budget AAA releases , the timing of diverse character placement is discussed. Can this ruin or enhance a gaming experience?
TRIGGER/CONTENT WARNINGS: Some violent gaming scenes may be shown.
What happens when a successful and visible software developer announces to the world that they plan to transition from male to female? In August of 2013 I stood with friends on the stage at a Ruby conference and told the world that I am transgender. I began the long process of my personal, social, professional, and physical transition from male to female. I would like to share the lessons I'm learning, the perspective I'm gaining, and the inspiration I'm finding through the experience of living and working in two genders. How is this change impacting my career as a developer? Interactions with my peers? My relationship with the development community? Is it influencing how I create and appreciate code? My hope is to spark conversations and create opportunities for shared learning and growth by exploring the intersection of gender and technology.
TRIGGER/CONTENT WARNINGS: Some accounts of transphobia, discussions of suicide
Across all forms of media, there exist plenty of tropes about people with illness. Illness, in this case, encompasses people suffering from short-term or chronic mental or physical conditions, and there exists a plethora of well-known tropes that characters and scenarios in gaming often fit into. What are some of these tropes, and how can we spot them in the media we consume? How do they affect our perception of people with disabilities and mental illnesses? Does media portrayal of ill people as stereotypes in genre works still count as representation? And with all of this in mind, how can we be more conscientious of the way that we represent people affected by illness within our own work? From Mass Effect to Guild Wars 2 and Grand Theft Auto V, video games have often explored the realm of characters with illness and disability. What defines "good" representation for a character, and which characters hit the mark? On the other hand, when is representation of a character's disability less than ideal or outwardly offensive? Do video games fall into the same pitfalls as other genres when it comes to representing disabled people? And if so, what can we as critically engaged fans of media do about it?
TRIGGER/CONTENT WARNINGS: ableism, possible mentions of graphic violence and sexual assault (within the examples given), depictions of sexual relationships, depictions of medical care/mental health facilities (along with possible depictions of medical malpractice), depictions of injury resulting in long-term health consequences
I don't know of any parenting books that tell you how to choose baby's first handle.
I don't know of any self-help books that tell you how to help your parents create a digital estate plan.
Both of these scenarios and many more are falling to the people who have always been responsible for maintaining the home and image. Will people judge you if your child is rude online (yes). Are you likely to be the person who has at least some work in sorting out your parents' intangible assets. Have you even thought about how this will work? The technical/emotional labor of navigating these questions is likely to fall on either the most technical child in a generation, or the parent who is also tasked with behavioral training of other skills.
I'm going to talk about some techniques for how to accomplish these goals and communicate with peers to share ideas.
TRIGGER/CONTENT WARNINGS: Parental death, potential exploitation of children
Traditionally we think of bullying as something that happens to kids and teens in school. Cyberbullying is a relatively new concept, yet it has been happening since the creation of the modern internet. Adults are using the internet to plan and carry out mass campaigns of harassment. Whether the discussion of 4Chan, Reddit, or GamerGate the same screen names tend to be at the forefront even if their followers change. Why is the Harassment Game so prevalent, what's making it fun for them to continue playing at the expense of relationships, careers, and sometimes freedom?
TRIGGER/CONTENT WARNINGS: threats of violence, sexual assault
While women-focused/feminist online publishing endeavors such as Jezebel and The Hairpin continue to grow in number and popularity, online publishing draws lower comparative salaries and start-up funding for women and people of color. I will look at the dovetailing and clashing forces that informed the development of the current online publishing environment: the utopian ethos of hacker and open source culture and the expression and subversive nature of 90′s print zine culture and early blogging. I will also look at how institutional gender and racial inequality has remained a constant element of both print and online publishing.