2025 Braw CrossMedia Jury

Jury of experts in interactive and graphic design, new media, video game, film and television works, identifies narratives that from traditional publishing have been able to convincingly migrate, intersect or expand to other platforms, such as television and cinema screens, video game consoles, mobile devices, and smart speakers. 

Buckleitner

Warren Buckleitner

Warren Buckleitner is a Professor and reviewer of children’s interactive media who has worked in close partnership with the Bologna Children’s Book Fair for many years, to create and coordinate independent digital media award programs. He is the founding Editor of Children's Technology Review and has covered children’s technology for the New York Times for over a decade.  In 2001 he created the Dust or Magic Institute, an annual meeting of leading designers, researchers and reviewers, with the intention to share examples of best practice in children’s digital media.  He's an Assistant Professor at The College of New Jersey and he holds degrees in Elementary Education, Human Development and a doctorate in educational psychology from Michigan State University. He lives in New Jersey, is married with two daughters, and enjoys playing the trumpet.

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Fox

Julie Fox

With over 25 years experience in the Animation business starting with roles in International Distribution, Co-productions and Licensing & Merchandising at French indie studios and Majors, later creating her own award winning distribution entity, Julie’s current role is at Gaumont Animation Paris where, as Head of Development France & Europe, she scouts for and produces book based properties as well as original creations. Dream job!

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Hoskins

Neal Hoskins

Neal Hoskins is an independent publishing consultant who focuses on innovation and content creation in the children’s book industry. He has worked with BCBF over the past 10 years on various digital initiatives. He runs Winged Chariot. He recently completed an MA in creative writing and will publish his first picture book with Thames and Hudson next year.

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Lin

Yong-in Beatrice Lin

Beatrice Yong-in calls herself a professional Digital Content Specialist (DCS) with technology in heart and the demonstrated career for decades from the licensing, publishing, ed-tech and digital content publishing & distribution and security fields of digital watermark and DRM. As a co-founder and managing director at CO.MINT Inc. she is leading rights agency, consulting and digital content distribution of Korean language ebooks and audiobooks. From 2017 to 2022, Beatrice had led Storytel’s audio publishing business in South Korea.

As her continued interest and focus on development of digital content in the time of the 4th industrial technology such as metaverse, blockchain, A.I. and IoT, she has been following the market and IT trend of South Korea and overseas in content and publishing industry, and becomes a judge, frequent speaker, lecturer and writer for Korea’s Digital Book Association, KPIPA and KOCCA of Ministry of Culture, Sports and Tourism of Korea on the topic of publishing, ebook, audiobook, digital content trends, and copyrights in digital environment, she has been invited to speak at global arena such as APA (Audio Publishers Association) and Sharjah International Book fair in 2022, AbuDhabi Book Fair 2023, and Readmagine2023 in Madrid, Spain.

She is studying at Ewha Womans University the Graduate School of Law for ‘the future of copyright in the era of the 4th industrial revolution’ as an extension of her bachelor’s degree of law, to solicit the conversation and movement towards the harmonious application of innovation technology and law for our future content industry. In June 2023, she took a key role to hold PublisHer's Seoul Conference during Seoul International Book Fair to introduce PublisHer into Korea's publishing industry to facilitate and nurture the culture of participation in diversity and gender equality at global level. 

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Tamai

Stefano Tamai

Stefano Tamai is a science communicator and multimedia educator with a strong interest in the educational potential of games. He works on writing scientific texts for educational publishing, creating digital educational content, and promoting game-based learning. He brings interactive workshops to schools, focusing on the use of video games and board games as educational tools in STEM and civic education.
He serves as an event manager for the Genoa Science Festival, where he designs and manages science outreach activities. He also leads training sessions for mental health professionals interested in using video games as part of therapeutic interventions. 

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