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Creating a Community of Belonging in Virtual Spaces

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Creating a Community of Belonging in Virtual Spaces

Join these two gaming industry veterans as they explore how they have architected experiences when users enter a social space to ensure their psychological health and safety, all while keeping the experience fun and engaging.

Creating a Community of Belonging in Virtual Spaces

This on-demand content is from PubNub Connect 2021: our virtual conference for developers, and engineering and product leaders.

A conversation between Carlos Figueiredo, Director of Trust and Safety at Two Hat, and Nathan Sawatzky, Trust & Safety Lead at Supercell, makers of Clash Of Clans.

Join these two gaming industry veterans as they explore how they have architected experiences when users enter a social space to ensure their psychological health and safety, all while keeping the experience fun and engaging. Their experiences from Disney’s Club Penguin, with over 200m users, to Clash of Clans, with over 500m downloads, to Two Hat customer, Roblox, with over 400m downloads, have shown them the value of tactics like using the agency and ownership of users in a community to reinforce behavioral norms.

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Speakers

Carlos Figueiredo

Carlos Figueiredo

Director of Trust and Safety at Two Hat

Nathan Sawatzky

Nathan Sawatzky

Trust & Safety Lead at Supercell

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