Christopher Egert Headshot

Christopher Egert

Professor

School of Interactive Games and Media
Golisano College of Computing and Information Sciences

585-475-4873
Office Location

Christopher Egert

Professor

School of Interactive Games and Media
Golisano College of Computing and Information Sciences

Education

BS, MS, Rochester Institute of Technology; Ph.D., University at Buffalo

585-475-4873

Select Scholarship

Published Conference Proceedings
Decker, Adrienne, Christopher Egert, and Andrew Phelps. "Learning to Create or Creating to Learn." Proceedings of the Meaningful Play Proceedings 2018. Ed. R. Ratan, B. Winn, and E. LaPensée. Pittsburg, PA: Carnegie Mellon University: ETC Press, Print.
Egert, Christopher and Andrew Phelps. "Tenure and Promotion in the Next Era of Game Design and Development Programs: Some Thoughts and Observations." Proceedings of the 14th International Conference on the Foundations of Digital Games. San Luis Obispo, CA: ACM Press, Web.
Vullo, Ronald, Christopher Egert, and Andrew Phelps. "MARLi—Molly Alternate Realities Language interactive: A New XML Markup Language for Defining Virtual and Augmented Reality." Proceedings of the 2019 International Conference on Internet Computing & Internet of Things. Las Vegas, NV: n.p., Web.
Phelps, Andrew, Mia Consalvo, and Christopher Egert. "Development Streaming as a Pedagogical and Community Strategy for Games Education." Proceedings of the CHIPLAY 2018 Workshop Proceedings: Workshop on New Research Perspectives on Game Design and Development Education. Ed. Peter Wyeth, et al. Melbourne, Australia: ACM, 2018. Web.
Decker, Adrienne, Christopher Egert, and Andrew Phelps. "Splat! Er, Shmup? A Postmortem on a Capstone Production Experience." Proceedings of the Proceedings of the 46th Annual Frontiers in Education Conference. Ed. -. Erie, PA: IEEE Press, 2016. Print.
Goins, E. and C. Egert. "Moving Beyond Mobile Tours: Creating Hybrid Spaces through Narrative and Gameplay in the Museum Collection." Proceedings of the 2013 Digital Heritage International Congress. Marseille, FR: IEEE Press, 2013. Print.
Decker, Adrienne, et al. "Technical Properties of Play: A Technical Analysis of Significant Properties for Video Game Preservation." Proceedings of the 2012 IEEE International Games Innovation Conference. Ed. Biles, John Al (Program Chair). Rochester, NY: IEEE, 2012. Web.
Egert, Christopher, Elizabeth Goins, and Andrew Phelps. "Studying the Past by Playing the Future." Proceedings of the 2012 IEEE International Games Innovation Conference. Ed. John Al Biles. Rochester, NY: IEEE, 2012. Web.
Simkins, David, Christopher Egert, and Adrienne Decker. "Evaluating Martha Madison: Developing Analytical Tools for Gauging the Breadth of Learning Facilitated by STEM Games." Proceedings of the 2012 IEEE International Games Innovation Conference. Ed. Biles John Al. Rochester, NY: IEEE, 2012. Web.
Peer Reviewed/Juried Poster Presentation or Conference Paper
Egert, Christopher. "Game Engines Construction to Motivate Computing Concepts: Build from Scratch or Leverage Existing Systems." Proceedings of the Proceedings of the 50th ACM Technical Symposium on Computer Science Education. Ed. -. Minneapolis, MN: ACM Press.
Invited Keynote/Presentation
Egert, Christopher. "Physical Spaces to Support Virtual Places: Considerations for Constructing Facilities and Infrastructure for Virtual Reality Development." Building and Supporting Augmented and Virtual Reality Makerspaces. University at Buffalo Libraries. Buffalo, NY. 29 Apr. 2019. Conference Presentation.
Egert, C. and A. Phelps. "RIT's MAGIC Center." WNY Computes! The Fall Conference of the Western New York Computer Science Teachers Association. Buffalo, NY. 18 Oct. 2013. Conference Presentation.
Egert, Christopher. "Just Press Play." NYSCIO Conference on Disruptive Technologies: Innovation and the New Reality. NYSCIO. Rochester, NY. 19 Jul. 2012. Conference Presentation.
Book Chapter
Decker, Adrienne, Andrew Phelps, and Christopher Egert. "Trial by a Many-Colored Flame: A Multi-Disciplinary, Community-Centric Approach to Digital Media and Computing Education." New Directions for Computing Education: Embedding Computing across Disciplines. Ed. S. Fee, A. Holland-Minkley, and T. Lombardi. Cham, Switzerland: Springer, 2017. 237-257. Print.
Barnes, Susan and Christopher Egert. "Space vs. Place." Socializing the Classroom: Social Networks and Online Learning. Ed. Barnes, Susan. Lanham, MD: Lexington Books, 2012. 35-53. Print.
Barnes, Susan and Christopher Egert. "Awareness and Notification." Socializing the Classroom: Social Networks and Online Learning. Lanham, MD: Lexington Books, 2012. 71-80. Print.
Egert, Christopher and Andrew Phelps. "Motivating Science Education through Games." Learning to Play: Exploring the Future of Education through Video Games. Ed. Myint Swe Khine. New York: Peter Lang, 2011. 129-151. Print.
Journal Paper
Decker, Adrienne, Andrew Phelps, and Christopher Egert. "Disappearing Happy Little Sheep." EdTech: Focus on K-12 57. 2 (2017): 50-54. Print.
Goins, E., et al. "Modding the Humanities: Experiments in Historic Narratives." Journal for Interactive Humanities 1. 1 (2013): 13-21. Web.

Currently Teaching

IGME-105
4 Credits
This course introduces students within the domain of game design and development to the fundamentals of computing through problem solving, abstraction, and algorithmic design. Students will learn the basic elements of game software development, including problem decomposition, the design and implementation of game applications, and the testing/debugging of their designs.
IGME-106
4 Credits
This course furthers the exploration of problem solving, abstraction, and algorithmic design. Students apply the object-oriented paradigm of software development, with emphasis upon fundamental concepts of encapsulation, inheritance, and polymorphism. In addition, object structures and class relationships comprise a key portion of the analytical process including the exploration of problem structure and refactoring. Intermediate concepts in software design including GUIs, threads, events, networking, and advanced APIs are also explored. Students are also introduced to data structures, algorithms, exception handling and design patterns that are relevant to the construction of game systems.
IGME-451
3 Credits
This course focuses on systems-based theoretical models of computation in the context of a media-delivery modality. Students will explore concepts such as memory management, parallel processing, platform limitations, storage, scheduling, system I/O, and optimization from a media-centric perspective. Particular emphasis will be placed on the integration of these concepts in relation to industry standard hardware including game consoles, mobile devices, custom input hardware, etc.
IGME-602
3 Credits
This course presents students with core theories of game design, informed by research results from media theory, narrative methods and models, theories of ideation, and the nature of games, play and fun. Specific emphasis is placed on the examination of historical successes and failures, along with presentation of ethical and cultural issues related to the design of interactive software. Students will engage in formal critique and analysis of media designs and their formal elements.