Ludolio empowers libraries to lend and manage digital games as effortlessly as books. Our mission is to foster access to play in education through modern, easy-to-use library technology.
Originally developed by a team of academics at The University of Sydney, Ludolio also unlocks the educational potential of games by giving educators unique insight into how their students are playing.
We are committed to driving innovation, supporting communities, and bringing the joy of games to more people every day.
Our team
Chief Executive Officer Marcus Carter is a Professor in Human-Computer interaction, focusing on virtual reality, games and emerging technologies. He is currently leading an ARC Future Fellowship project on The Monetisation of Children in the Digital Games Industry, and is the author of various books including Fantasies of Virtual Reality (MIT Press, 2024) and Game Studies: A Critical Introduction (Polity, 2026)
Chief Technical Officer Eduardo Velloso is a Professor of Computer Science. His current research interests include distributed collaboration in mixed reality, human-AI interaction, and HCI theory and methodology. His work has received awards at some of the top venues in human-computer interaction, including CHI, UIST, TOCHI, DIS, and TEI and has been covered by media outlets including New Scientist, Wired, and the BBC.
Chief Learning Officer Jen Scott Curwood is an Associate Professor of teacher education and Director of the Sydney Games and Play Lab. Her research explores the intersections of literacy, creativity, and technology in order to cultivate environments that foster deep learning and advance social change. A former high school teacher in the United States, Jen received the Teacher Educator of the Year Award from the Australian Teacher Education Association.
Chief Officer of Games Ben Egliston is a Senior Lecturer in digital cultures and an Australian Research Council DECRA Fellow. He researches shifting business models and practices in the videogame industry, with particular attention to how institutional and economic arrangements shape the kinds of games that are made and the labour conditions under which they are produced.