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Richard Buday, FAIA
Richard Buday, FAIA
Serious Games
27 years
50 Awards
27 years
50 Awards
Websites
Architecture
Interiors
Graphics
Animation
Television commercials
Videogames
RICE UNIVERSITY
Center for Technology in Teaching and Learning
NIDDK
NATIONAL INSTITUTE OF
DIABETES AND DIGESTIVE
AND KIDNEY DISEASES
27 years
1973
1973
Atari
2011
$12 billion / year
Videogame industry
Videogames
RPG
FPS
MMOG
ARG
ETC
SeriousVideogames
Entertain +
Teach
Train
Change
SeriousVideogamesPacky and Marlon - Type 1 Diabetes Maintenance
1995 SNE Nintendo
SeriousVideogamesWii
Nintendo
SeriousVideogamesWii Fit - Disease Prevention
Nintendo
SeriousVideogamesBrain Age - Disease Prevention
Sony
SeriousVideogamesDance Dance Revolution - Health promotion
Konami
SeriousVideogamesDance Dance Revolution - Exergame
Konami
SeriousVideogames
Rock Star Games
Bully - Social behavior change game
SeriousVideogamesTactical Iraqi - Troop training software stresses interaction, not fighting
Epic Games
SeriousVideogamesAmerica’s Army - Recruitment
United States Army
SeriousVideogamesAmerica’s Army - Training?
United States Army
SeriousVideogamesPulse!! - A training tool for health care workers
BreakAway Games,Texas A&M-Corpus Cristi
SeriousVideogamesRe-Mission - A videogame for young people with cancer
Hope Labs
SeriousVideogamesRe-Mission - A videogame for young people with cancer
Hope Labs
SeriousVideogames
Amazing Food Detective - Nutrition Education
Kaiser Permanente
SeriousVideogamesFatworld - Nutrition Education / Social Change
Persuasive Games
Obesity is the leading cause of preventable death,
exceeding tobacco.
66% of Americans are overweight or obese.
Including children.
Combating childhood
obesity...
...is now a national
priority.
Combating childhood
obesity...
“Obesity is estimated to cause 112,000
deaths per year in the United States…”
“… one-third of all children born in the
year 2000 are expected to develop diabetes
during their lifetime.”
The current generation may even be on
track to have a shorter lifespan than their
parents.
Childhood obesity is estimated at $3 billion
per year in direct medical costs.
Healthcare
OBESITY | VOLUME 16 NUMBER 8 | AUGUST 2008 1809
nature publishing group ARTICLES
BEHAVIOR AND PSYCHOLOGY
Overweight Is Associated With Decreased
Cognitive Functioning Among School-age
Children and Adolescents
Yanfeng Li1
, Qi Dai2
, James C. Jackson3–5
and Jian Zhang1,6
Objective: Childhood overweight and obesity have increased substantially in the past two decades, raising concerns
about their psychosocial and cognitive consequences. We examined the associations between academic performance
(AP), cognitive functioning (CF), and increased BMI in a nationally representative sample of children.
Methods and Procedures: Participants were 2,519 children aged 8–16 years, who completed a brief
neuropsychological battery and measures of height and weight as a part of the Third National Health and Nutrition
Examination Survey, a cross-sectional survey conducted between 1988 and 1994. Z-scores were calculated for each
neuropsychological test, and poor performance was defined as z-score <2.
Results: The association between BMI and AP was not significant after adjusting for parental/familial characteristics.
However, the associations between CF remained significant after adjusting for parental/familial characteristic, sports
participation, physical activity, hours spent watching TV, psychosocial development, blood pressure, and serum lipid
profile. Z-scores on block design (a measure of visuospatial organization and general mental ability) among overweight
children and children at risk of overweight were below those of normal-weight children by 0.22 (s.e. = 0.16) and 0.10
(s.e. = 0.10) unit, respectively (P for trend <0.05). The odds of poor performance on block design were 1.97 (95%
confidence interval: 1.01–3.83) and 2.80 (1.16–6.75), respectively, among children at risk or overweight compared to
normal-weight peers.
Discussion: Increased body weight is independently associated with decreased visuospatial organization and
general mental ability among children. Future research is needed to determine the nature, persistence, and functional
significance of this association.
Obesity (2008) 16, 1809–1815. doi:10.1038/oby.2008.296
INTRODUCTION
e prevalence and severity of overweight is increasing dra-
matically in children and adolescents (1). e short- and long-
term associations between overweight and a range of adverse
health-related outcomes are well established and raise the level
of importancefor understanding overweight as a major public
health concernfor children and adolescents. Few studies have
been speci cally designed and conducted to examine the asso-
ciation between overweight and cognitive functioning (CF),
possibly because of the general assumption that overweight or
obesity per se is not a primary risk factor for poor cognitive
performance, but merely predisposes or exacerbates other risk
factors for cardiovascular diseases (2). Limited number of stud-
ies have provided some evidence that increased body weight
status per se is associated with lowered CF in men (2,3). It is
less clear whether these ndingshold true for children because
of inconsistent conclusion from previous studies. Li observed
that among Chinese elementary school children, severely obese
children had signi cantly lower intelligence quotient than the
controls (4). Mo-suwan et al. found that an association between
overweight status and poor school performance existed among
ai children from grades 7 to 9 but not 3 to 6 (ref. 5). However,
Datar et al. concluded that among American kindergartners,
signi cant di erences in test scores by overweightstatus were
explained by parental education and home environment rather
than overweight status per se (6). ese inconsistent ndings
may be related to the biosocial complexities of childhood over-
weight, academic performance (AP), and CF. Parental factors,
such as the provision of a stimulating home environment, play
critical roles in the development of overweight, less satisfactory
1
Department of Epidemiology and Biostatistics, the Arnold School of Public Health, University of South Carolina, South Carolina, USA;2
Department of Medicine,
Vanderbilt Epidemiology Center, Institute for Medicine and Public Health, Vanderbilt-Ingram Cancer Center, Vanderbilt School of Medicine, Vanderbilt University, Nashville,
Tennessee, USA; 3
Clinical Research Center for Excellence, VA Tennessee Valley Health Care System, Nashville, Tennessee, USA; 4
Division of Allergy, Pulmonary, and
Critical Care Medicine, Vanderbilt University, Nashville, Tennessee, USA; 5
Department of Psychiatry, Vanderbilt University, Nashville, Tennessee, USA; 6
Division of Health
and Family Studies, Institute for Families in Society, University of South Carolina, South Carolina, USA. Correspondence: Jian Zhang (JZHANG4@cdc.gov)
Received 27 February 2007; accepted 22 September 2007; published online 12 June 2008. doi:10.1038/oby.2008.296
“Overweight is associated
with decreased
cognitive functioning
among school-age children
and adolescents”
HealthcareSchools
Academic achievement is the basis of
school funding.
Billions have been spent trying improve
children's diet and exercise behavior.
HealthcareSchools
Nothing has worked.
Healthcare & education as
entertainment.
Intellectual property
portfolio
$22 million
Proving clinically effective.
RoleplayingVideo Games
Animated Feature Films
Casual Web Games
Children’s Websites
Family Websites
iPhone / iPad Apps
eBooks
UIWindow
768 x 1024
UIWindow
768 x 1024
Books & Graphic Novels
Review and Special Articles
Playing for Real
Video Games and Stories for Health-Related Behavior Change
Tom Baranowski, PhD, Richard Buday, FAIA, Debbe I. Thompson, PhD, Janice Baranowski, MPH
Background: Video games provide extensive player involvement for large numbers of children and
adults, and thereby provide a channel for delivering health behavior change experiences
and messages in an engaging and entertaining format.
Method: Twenty-seven articles were identified on 25 video games that promoted health-related
behavior change through December 2006.
Results: Most of the articles demonstrated positive health-related changes from playing the
video games. Variability in what was reported about the games and measures employed
precluded systematically relating characteristics of the games to outcomes. Many
of these games merged the immersive, attention-maintaining properties of stories
and fantasy, the engaging properties of interactivity, and behavior-change technology
(e.g., tailored messages, goal setting). Stories in video games allow for modeling,
vicarious identifying experiences, and learning a story’s “moral,” among other change
possibilities.
Conclusions: Research is needed on the optimal use of game-based stories, fantasy, interactivity, and
behavior change technology in promoting health-related behavior change.
(Am J Prev Med 2008;34(1):74–82) © 2008 American Journal of Preventive Medicine
Background
U
sual school health curricular and other behavior-
change interventions targeted at children have
had limited effectiveness.1,2
New channels are
needed to reach children that offer promise of promot-
ing substantial health-related behavior changes. One
such new channel is the video game, since many
children spend numerous hours playing them.3
Using
video games to promote behavior change could capi-
talize on the children’s pre-existing attention to and
enjoyment of them. No review has appeared of health-
related behavior-change video games. A common com-
ponent of games is “story.”4
For those not familiar with
games and stories, a simple glossary of terms appears in
Table 1. This paper emphasizes the use of theory to
enhance the possibilities for behavior change in the
design and creation of stories and video games. The
focus is on behavior change, because creating knowl-
edge structures, while laudable in educational venues,
is not sufficient to induce behavior change.5
What is a game? Children and adults have played
games since prior to written history,6
suggesting that
playing games meets enduring psychological needs.7
A
game is a physical or mental contest with a goal or
objective, played according to a framework, or rules,
that determines what a player can and cannot do inside
a game world.8
A video game is any game played on a
digital device and encompasses a wide range of games
played at arcades, over the Internet on personal com-
puters, or on dedicated game consoles (e.g., Nintendo
GameCube, Sony PlayStation, or Microsoft Xbox) or
handheld units (e.g., Nintendo Game Boy, Sony PSP).
Games are played primarily for entertainment or
“fun,”9
but what constitutes “fun” is not well under-
stood. Typical measures of enjoyment (or fun) have
used synonyms of fun (e.g., enjoy, like, interested,
pleasurable, energizing),10
which do not elucidate the
concept. In one study, statements of what constituted
fun while being physically active (e.g., playing with
friends, talking with friends, doing something daring,
being really good at something) did not lead to sepa-
rate factors in a principal components analysis (R. Jago,
personal communication). In another study, six factors
of fun in action video games included: novelty and
powerfulness, appealing presentation, interactivity,
challenging, sense of control, and rewarding.11
Other
aspects of a game that children likely find enjoyable are
fantasy (e.g., imaginary characters, virtual worlds)12
and interactivity.13
Games satisfy the player’s needs for
From the U.S. Department of Agriculture/ARS Children’s Nutrition
Research Center, Baylor College of Medicine (T. Baranowski,
Thompson, J. Baranowski); and Archimage, Inc. (Buday), Houston,
Texas
Address correspondence and reprint requests to: Tom Baranowski,
PhD, Professor of Pediatrics (Behavioral Nutrition & Physical Activ-
ity), Children’s Nutrition Research Center, Department of Pediatrics,
Baylor College of Medicine, 1100 Bates Street, Room 2038, Houston
TX 77030-2600. E-mail: tbaranow@bcm.tmc.edu.
74 Am J Prev Med 2008;34(1) 0749-3797/08/$–see front matter
© 2008 American Journal of Preventive Medicine • Published by Elsevier Inc. doi:10.1016/j.amepre.2007.09.027
14 peer-reviewed
journal articles
25 invited lectures at medical/scientific symposia
6 television reports
NIDDK
NATIONAL INSTITUTE OF
DIABETES AND DIGESTIVE
AND KIDNEY DISEASES
NIDDK
NATIONAL INSTITUTE OF
DIABETES AND DIGESTIVE
AND KIDNEY DISEASES
Increased fruit & vegetable consumption
by a full serving a day
Intellectual property
portfolio
$22 million
Social
Cognitive
Theory
Self-determination Theory
Inoculation Theory
Tailoring Theory
Implementation
Intention Theory
Social Problem
Solving Theory
Social
Cognitive
Theory
Self-determination Theory
Inoculation Theory
Tailoring Theory
Implementation
Intention Theory
Social Problem
Solving Theory
0
175
350
525
700
May-08 May-08 Jun-08 Jul-08 Aug-08 Sep-08 Oct-08 Nov-08 Dec-08 Jan-09 Dec-09 Jan-10 Feb-10 Mar-10 Apr-10
1/2 million unique visitors per year
148 countries
Google ranked #1
Referring Websites
2%
15%
8%
11%
65%
Schools Other Health Media Government
Family
Entertainment
Education Healthcare
Family School Health
Subscription platforms
2011
$12 billion / year
Videogame industry
2011
$7 billion / year
Edutainment market
2011
Health care industry
17% GNP
Career?
• No proven marketplace yet
Skills
• Videogame enthusiast
• Programmer (C,ActionScript, Coldfusion, PHP,
Javascript)
• 2d fine and computer arts
• 3d modeling and animation
• Film and audio production
Education
• 2-year+ CG degree programs
• Cross-overs & self-taught
• 4-year+ art or IT degree programs
• Game development graduate programs
Richard Buday, FAIA President
RBuday@Playnormous.com
713.523.3425

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Archimage aitp presentation

  • 6.
  • 7. RICE UNIVERSITY Center for Technology in Teaching and Learning NIDDK NATIONAL INSTITUTE OF DIABETES AND DIGESTIVE AND KIDNEY DISEASES
  • 11.
  • 12. 2011 $12 billion / year Videogame industry
  • 15. SeriousVideogamesPacky and Marlon - Type 1 Diabetes Maintenance 1995 SNE Nintendo
  • 17. SeriousVideogamesWii Fit - Disease Prevention Nintendo
  • 18. SeriousVideogamesBrain Age - Disease Prevention Sony
  • 19. SeriousVideogamesDance Dance Revolution - Health promotion Konami
  • 21. SeriousVideogames Rock Star Games Bully - Social behavior change game
  • 22. SeriousVideogamesTactical Iraqi - Troop training software stresses interaction, not fighting Epic Games
  • 23. SeriousVideogamesAmerica’s Army - Recruitment United States Army
  • 24. SeriousVideogamesAmerica’s Army - Training? United States Army
  • 25. SeriousVideogamesPulse!! - A training tool for health care workers BreakAway Games,Texas A&M-Corpus Cristi
  • 26. SeriousVideogamesRe-Mission - A videogame for young people with cancer Hope Labs
  • 27. SeriousVideogamesRe-Mission - A videogame for young people with cancer Hope Labs
  • 28. SeriousVideogames Amazing Food Detective - Nutrition Education Kaiser Permanente
  • 29. SeriousVideogamesFatworld - Nutrition Education / Social Change Persuasive Games
  • 30. Obesity is the leading cause of preventable death, exceeding tobacco.
  • 31. 66% of Americans are overweight or obese.
  • 34. ...is now a national priority. Combating childhood obesity...
  • 35. “Obesity is estimated to cause 112,000 deaths per year in the United States…” “… one-third of all children born in the year 2000 are expected to develop diabetes during their lifetime.” The current generation may even be on track to have a shorter lifespan than their parents.
  • 36.
  • 37. Childhood obesity is estimated at $3 billion per year in direct medical costs. Healthcare
  • 38. OBESITY | VOLUME 16 NUMBER 8 | AUGUST 2008 1809 nature publishing group ARTICLES BEHAVIOR AND PSYCHOLOGY Overweight Is Associated With Decreased Cognitive Functioning Among School-age Children and Adolescents Yanfeng Li1 , Qi Dai2 , James C. Jackson3–5 and Jian Zhang1,6 Objective: Childhood overweight and obesity have increased substantially in the past two decades, raising concerns about their psychosocial and cognitive consequences. We examined the associations between academic performance (AP), cognitive functioning (CF), and increased BMI in a nationally representative sample of children. Methods and Procedures: Participants were 2,519 children aged 8–16 years, who completed a brief neuropsychological battery and measures of height and weight as a part of the Third National Health and Nutrition Examination Survey, a cross-sectional survey conducted between 1988 and 1994. Z-scores were calculated for each neuropsychological test, and poor performance was defined as z-score <2. Results: The association between BMI and AP was not significant after adjusting for parental/familial characteristics. However, the associations between CF remained significant after adjusting for parental/familial characteristic, sports participation, physical activity, hours spent watching TV, psychosocial development, blood pressure, and serum lipid profile. Z-scores on block design (a measure of visuospatial organization and general mental ability) among overweight children and children at risk of overweight were below those of normal-weight children by 0.22 (s.e. = 0.16) and 0.10 (s.e. = 0.10) unit, respectively (P for trend <0.05). The odds of poor performance on block design were 1.97 (95% confidence interval: 1.01–3.83) and 2.80 (1.16–6.75), respectively, among children at risk or overweight compared to normal-weight peers. Discussion: Increased body weight is independently associated with decreased visuospatial organization and general mental ability among children. Future research is needed to determine the nature, persistence, and functional significance of this association. Obesity (2008) 16, 1809–1815. doi:10.1038/oby.2008.296 INTRODUCTION e prevalence and severity of overweight is increasing dra- matically in children and adolescents (1). e short- and long- term associations between overweight and a range of adverse health-related outcomes are well established and raise the level of importancefor understanding overweight as a major public health concernfor children and adolescents. Few studies have been speci cally designed and conducted to examine the asso- ciation between overweight and cognitive functioning (CF), possibly because of the general assumption that overweight or obesity per se is not a primary risk factor for poor cognitive performance, but merely predisposes or exacerbates other risk factors for cardiovascular diseases (2). Limited number of stud- ies have provided some evidence that increased body weight status per se is associated with lowered CF in men (2,3). It is less clear whether these ndingshold true for children because of inconsistent conclusion from previous studies. Li observed that among Chinese elementary school children, severely obese children had signi cantly lower intelligence quotient than the controls (4). Mo-suwan et al. found that an association between overweight status and poor school performance existed among ai children from grades 7 to 9 but not 3 to 6 (ref. 5). However, Datar et al. concluded that among American kindergartners, signi cant di erences in test scores by overweightstatus were explained by parental education and home environment rather than overweight status per se (6). ese inconsistent ndings may be related to the biosocial complexities of childhood over- weight, academic performance (AP), and CF. Parental factors, such as the provision of a stimulating home environment, play critical roles in the development of overweight, less satisfactory 1 Department of Epidemiology and Biostatistics, the Arnold School of Public Health, University of South Carolina, South Carolina, USA;2 Department of Medicine, Vanderbilt Epidemiology Center, Institute for Medicine and Public Health, Vanderbilt-Ingram Cancer Center, Vanderbilt School of Medicine, Vanderbilt University, Nashville, Tennessee, USA; 3 Clinical Research Center for Excellence, VA Tennessee Valley Health Care System, Nashville, Tennessee, USA; 4 Division of Allergy, Pulmonary, and Critical Care Medicine, Vanderbilt University, Nashville, Tennessee, USA; 5 Department of Psychiatry, Vanderbilt University, Nashville, Tennessee, USA; 6 Division of Health and Family Studies, Institute for Families in Society, University of South Carolina, South Carolina, USA. Correspondence: Jian Zhang (JZHANG4@cdc.gov) Received 27 February 2007; accepted 22 September 2007; published online 12 June 2008. doi:10.1038/oby.2008.296 “Overweight is associated with decreased cognitive functioning among school-age children and adolescents” HealthcareSchools Academic achievement is the basis of school funding.
  • 39. Billions have been spent trying improve children's diet and exercise behavior. HealthcareSchools Nothing has worked.
  • 40.
  • 41.
  • 42. Healthcare & education as entertainment.
  • 52. Books & Graphic Novels
  • 53. Review and Special Articles Playing for Real Video Games and Stories for Health-Related Behavior Change Tom Baranowski, PhD, Richard Buday, FAIA, Debbe I. Thompson, PhD, Janice Baranowski, MPH Background: Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Method: Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Results: Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story’s “moral,” among other change possibilities. Conclusions: Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change. (Am J Prev Med 2008;34(1):74–82) © 2008 American Journal of Preventive Medicine Background U sual school health curricular and other behavior- change interventions targeted at children have had limited effectiveness.1,2 New channels are needed to reach children that offer promise of promot- ing substantial health-related behavior changes. One such new channel is the video game, since many children spend numerous hours playing them.3 Using video games to promote behavior change could capi- talize on the children’s pre-existing attention to and enjoyment of them. No review has appeared of health- related behavior-change video games. A common com- ponent of games is “story.”4 For those not familiar with games and stories, a simple glossary of terms appears in Table 1. This paper emphasizes the use of theory to enhance the possibilities for behavior change in the design and creation of stories and video games. The focus is on behavior change, because creating knowl- edge structures, while laudable in educational venues, is not sufficient to induce behavior change.5 What is a game? Children and adults have played games since prior to written history,6 suggesting that playing games meets enduring psychological needs.7 A game is a physical or mental contest with a goal or objective, played according to a framework, or rules, that determines what a player can and cannot do inside a game world.8 A video game is any game played on a digital device and encompasses a wide range of games played at arcades, over the Internet on personal com- puters, or on dedicated game consoles (e.g., Nintendo GameCube, Sony PlayStation, or Microsoft Xbox) or handheld units (e.g., Nintendo Game Boy, Sony PSP). Games are played primarily for entertainment or “fun,”9 but what constitutes “fun” is not well under- stood. Typical measures of enjoyment (or fun) have used synonyms of fun (e.g., enjoy, like, interested, pleasurable, energizing),10 which do not elucidate the concept. In one study, statements of what constituted fun while being physically active (e.g., playing with friends, talking with friends, doing something daring, being really good at something) did not lead to sepa- rate factors in a principal components analysis (R. Jago, personal communication). In another study, six factors of fun in action video games included: novelty and powerfulness, appealing presentation, interactivity, challenging, sense of control, and rewarding.11 Other aspects of a game that children likely find enjoyable are fantasy (e.g., imaginary characters, virtual worlds)12 and interactivity.13 Games satisfy the player’s needs for From the U.S. Department of Agriculture/ARS Children’s Nutrition Research Center, Baylor College of Medicine (T. Baranowski, Thompson, J. Baranowski); and Archimage, Inc. (Buday), Houston, Texas Address correspondence and reprint requests to: Tom Baranowski, PhD, Professor of Pediatrics (Behavioral Nutrition & Physical Activ- ity), Children’s Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine, 1100 Bates Street, Room 2038, Houston TX 77030-2600. E-mail: tbaranow@bcm.tmc.edu. 74 Am J Prev Med 2008;34(1) 0749-3797/08/$–see front matter © 2008 American Journal of Preventive Medicine • Published by Elsevier Inc. doi:10.1016/j.amepre.2007.09.027 14 peer-reviewed journal articles 25 invited lectures at medical/scientific symposia 6 television reports
  • 54. NIDDK NATIONAL INSTITUTE OF DIABETES AND DIGESTIVE AND KIDNEY DISEASES
  • 55. NIDDK NATIONAL INSTITUTE OF DIABETES AND DIGESTIVE AND KIDNEY DISEASES Increased fruit & vegetable consumption by a full serving a day
  • 57. Social Cognitive Theory Self-determination Theory Inoculation Theory Tailoring Theory Implementation Intention Theory Social Problem Solving Theory
  • 58. Social Cognitive Theory Self-determination Theory Inoculation Theory Tailoring Theory Implementation Intention Theory Social Problem Solving Theory
  • 59.
  • 60. 0 175 350 525 700 May-08 May-08 Jun-08 Jul-08 Aug-08 Sep-08 Oct-08 Nov-08 Dec-08 Jan-09 Dec-09 Jan-10 Feb-10 Mar-10 Apr-10 1/2 million unique visitors per year 148 countries
  • 63.
  • 66.
  • 67.
  • 68.
  • 69.
  • 70. 2011 $12 billion / year Videogame industry
  • 71. 2011 $7 billion / year Edutainment market
  • 73. Career? • No proven marketplace yet
  • 74. Skills • Videogame enthusiast • Programmer (C,ActionScript, Coldfusion, PHP, Javascript) • 2d fine and computer arts • 3d modeling and animation • Film and audio production
  • 75. Education • 2-year+ CG degree programs • Cross-overs & self-taught • 4-year+ art or IT degree programs • Game development graduate programs
  • 76. Richard Buday, FAIA President RBuday@Playnormous.com 713.523.3425