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About

I help organizations build, launch and scale learning products and programs that help…

Articles by Nina

  • Generating mini audio lessons in NotebookLM

    Over the weekend I experimented with #NotebookLM to create short, AI-generated podcast-style Audio Overview summaries…

    4 Comments
  • Making the Leap from Academia to Industry

    I am often asked why and how I left a tenured position in academia to join the Corporate World. Hold on, stay with me.

    9 Comments

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Experience & Education

  • EDT&Partners

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Licenses & Certifications

Volunteer Experience

  • Solve - MIT Graphic

    Member of the Challenge Leadership Group for Teachers & Educators

    Solve - MIT

    - 1 year 3 months

    Education

    Solve is an initiative of the Massachusetts Institute of Technology (MIT) that advances lasting solutions from tech entrepreneurs to address the world's most pressing problems. Each year, Solve issues specific actionable challenges across its pillars—Economic Prosperity, Health, Learning, and Sustainability—to identify the most promising Solvers whose solutions are driving transformational change. Solve then acts as a marketplace – brokering partnerships between the Solver class and its global…

    Solve is an initiative of the Massachusetts Institute of Technology (MIT) that advances lasting solutions from tech entrepreneurs to address the world's most pressing problems. Each year, Solve issues specific actionable challenges across its pillars—Economic Prosperity, Health, Learning, and Sustainability—to identify the most promising Solvers whose solutions are driving transformational change. Solve then acts as a marketplace – brokering partnerships between the Solver class and its global community of private, public, and nonprofit leaders – to accelerate positive impact.

    Each year, a Leadership Group is formed for each of the four selected SOLVE challenges. The Group is comprised of an interdisciplinary group of cross-sector leaders and influencers, dedicated to supporting solutions to the challenge at hand. The Group achieves its mission by:

    • Defining a successful outreach and recruitment strategy around their challenge
    • Selecting the most promising solutions to the challenge, and
    • Supporting the selected Solver Class to amplify the impact of their work on the challenge, through the partnership development and implementation stages.

Publications

  • How to Play Video Games

    NYU Press

    Forty original contributions on games and gaming culture 


    What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality.  Unlike other media technologies, video games demand engagement like no…

    Forty original contributions on games and gaming culture 


    What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality.  Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.

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  • Gaming Globally: Production, Play, and Place

    Palgrave

    A collection of previously unpublished essays by both established and emerging scholars on video games in the global context. It represents the transnational nature of video games in terms of industrial, textual, and player practices, and advances cross-disciplinary approaches to game studies. It includes essays from scholars from seven countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play. They touch upon nations not…

    A collection of previously unpublished essays by both established and emerging scholars on video games in the global context. It represents the transnational nature of video games in terms of industrial, textual, and player practices, and advances cross-disciplinary approaches to game studies. It includes essays from scholars from seven countries analyzing game cultures on macro- and micro-levels and investigates the growing transnational nature of digital play. They touch upon nations not usually examined by game studies – including the former Czechoslovakia, Turkey, India and Brazil – and also adds new perspectives to the global gaming hubs of China, Singapore, Australia, Japan, and the United States. By examining both the major markets as well as regions and localities that have traditionally been under-served by dominant industrial players and under-examined by both journalists and scholars, this collection offers a more nuanced, fluid, and hybrid picture of gaming. These essays also provide new directions for game studies as the field matures beyond the binaries of hardware/software, ludology/narratology, and major/indie development. In addition to full-length essays, brief snapshots of case studies are included. The diversity of regions and perspectives explored in the snapshots and full-length essays help cultivate new ground for research and point to opportunities for scholars interested in the cross-pollination of gaming and globalization studies.

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  • Joystick Soldiers: The Politics of Play in Military Video Games

    Routledge

    Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with…

    Joystick Soldiers is the first anthology to examine the reciprocal relationship between militarism and video games. War has been an integral theme of the games industry since the invention of the first video game, Spacewar! in 1962.While war video games began as entertainment, military organizations soon saw their potential as combat simulation and recruitment tools. A profitable and popular relationship was established between the video game industry and the military, and continues today with video game franchises like America’s Army, which was developed by the U.S.Army as a public relations and recruitment tool.

    This collection features all new essays that explore how modern warfare has been represented in and influenced by video games. The contributors explore the history and political economy of video games and the "military-entertainment complex;" present textual analyses of military-themed video games such as Metal Gear Solid; and offer reception studies of gamers, fandom, and political activism within online gaming.

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