Neils Clark






University of Hawaii at Manoa, Honolulu, HI

M.A. in Communication

Thesis: Addiction and the Structural Characteristics of Massively Multiplayer Online Games.



University of Washington, Seattle, WA

B.A. Communication, Minor in Architecture




Clark, N. (2014). In Play: Tales of the Gaming Netherworld.

Clark, N. & Scott, S. (2009). Game Addiction: The Experience and the Effects. McFarland & Co. Jefferson, NC.





DigiPen Institute of Technology, Department of Humanities and Social Sciences

Adjunct Professor. Responsible for planning and teaching (SOS115) Media Ethics, (ENG450) Elements of Media, and (PSY101) Introduction to Psychology. Guest lecturer for masters and undergraduate courses in design, including 2-D design, 3-D design, and engine design.


Journal Articles

Clarke, R., Lee, J., Clark, N. (2017). Why Video Game Genres Fail. Games and Culture.


Invited Speaking


Safe Spaces for All: Sexism in Gaming. (2014). PAX Prime. Seattle, WA.

Industry 8-Ball Panel. (2014). Pax Prime. Seattle, WA.

How Games are Art, and Why You Should Give a Damn (2013). PAX Prime. Seattle, WA.

Tools to Keep Play Balanced! (2013). PAX Prime. Seattle, WA.

Chasing Art: The History and Promise of a Word. (2010). Meaningful Play. Michigan State University. East Lansing, MI.

Social Responsibility: Musings on Harnessing the Power of Social Games for Good (Panel) (2010). Meaningful Play. Michigan State University. East Lansing, MI.

Interactive Ethics: Mobilizing Media Studies for Games Education. (2010). Games Education Summit. University of Southern California. Los Angeles, CA.

Games and Addiction: Panel. (2010). LOGIN Conference. Seattle, WA.

Games and Addiction: For Fun and Profit. (2010). LOGIN Conference. Seattle, WA.


Addiction: The Gamer's Perspective. (2009). Pathological Computer Use and Internet Addiction: Description and Treatment. Portland State University. Portland, OR.


Beyond Game Addiction. (2008). Games for Health. Baltimore, MD.



Selected Public Scholarship


Gamasutra Blogs. Games With Friends on a Saturday Night. July 24, 2015.

Gamasutra Blogs. At the GDC. Apr 8, 2013.

Gamasutra Blogs. Language of Experience. May 2, 2013.

Gamasutra. Fun is Boring. July 5, 2012.

Gamasutra. Psychology is Fun. Sept 23, 2010.

Gamasutra. The Sensible Side of Immersion. Feb 4, 2010.

The Escapist. Developmental Stage Select. Dec 1, 2009.

Gamasutra. Gaming Addiction: Clearing The Air, Moving Forward. April 3, 2008.

Gamasutra. The Academics Speak: Is There Life After World of Warcraft? Sept 12, 2007.

Gamasutra. Are Games Addictive? The State of the Science. Feb 28, 2006.




Wanderer’s Poem. RPG Maker VX Ace. The standard RPG Maker format was hacked and re-scripted to provide a combat-free world where players explored rich poetry paired with pixelated landscapes. The game was expressly designed to be used as an accessible teaching tool for major concepts in game design.


Tanuki Rengu. Twine and Javascript. A procedural narrative engine was coded within the Twine framework to produce seven unique procedurally-generated haiku style poems.


Eudamonia. Card game. Teaching tool developed to express philosophical concepts through game mechanics. Tested in small group (5 player) settings, as well as large group (50 player) settings. Functional prototype was briefly made available under a creative commons license.


Language is Beautiful. ActionScript. A collection of several animated game poems.


Industry Experience




Research Advisor. Consulted with EEDAR on a research initiative looking at the health benefits of gaming. Helped to expand their research database. Provided feedback on analysis.


Studio Quixotic.

Founder and Director. Founded an indie games studio, running a small team and submitting an interactive poetry game to the Independent Games Festival.



Manager, virtual worlds avatar. Consulted with marketing executives from Fleishman, as well as their Fortune 50 client, helping to build and sustain novel marketing initiatives within virtual worlds.