Games for Change Methodology
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G4C: Strategies & Methodology
Aug 31, 2012
Developed with E-Line Media
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- $60B Global business
- 97% of teenagers in America*
- Average Facebook player is a 39 year old female*
WHY GAMES?
Pew Report, Nielsen, PopCap
Games are expanding:
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Arguably the most dominant media form of
the 21st Century
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GAMES AND LEARNING
Federation of American Scientists & National Science Foundation:
* National Summit on Educational Games
“Games offer critical attributes for 21st century learning.”*
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21st CENTURY SKILL BUILDING
Playing and making games foster critical skills necessary for success in a rapidly changing 21st Century world.
+ Systems thinking+ Digital media literacy+ Iterative process+ Creativity+ Problem solving + Team building + Planning & execution+ Collaboration
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Computer and video games are being embraced by leadingfoundations, non-profits, universities, and government agencies
to further their public interest and educational goals
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www.gamesforchange.org
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Latest Trends
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MAINSTREAM ADOPTION
Vice President Al Gore
Supreme Court JusticeSandra Day O’Connor
Former US Chief Technology OfficerAneesh Chopra
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DIRECT ACTION GAMES
wetopia by Sojo Studios
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DEVELOPING WORLD AUDIENCES
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College/Professional
High School
Middle School
Elementary School
Game Design
Commercial Modding
Tools
C++
Programming
Scaffolded / Constrained Un-scaffolded / Unconstrained
YOUTH CREATING GAMES
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TRANSMEDIA ‘FOR GOOD’
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Strengths
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10 reasons why games are a powerful platform for highly
engaged learning and social impact
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1. PARTICIPATORYGames are interactive, ‘lean-forward’: players make
decisions with consequences resulting in player agency
2. ROLE PLAYINGGames enable players to step into different roles
in different worlds, building awareness & empathy
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4. FUN TO FAILGames enable players to try & fail in a safe environment;
experimenting at their own pace until they succeed
3. CHALLENGES & REWARDSGames engage players deeply through a delicate
balance of challenges & rewards leading tohighly focused, sustained engagement
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6. GAMES AS SERVICEGames are increasingly becoming on-going services that
can be continually optimized for engagement and impact
5. SOCIALGames are increasingly networked, fostering
peer-to-peer, collaborative learning
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8. BITS AND ATOMSGames are increasingly crossing over into the real-world
through new input devices, mobile & location-aware platforms
7. COMPLEXITYGames require players to navigate and understand
complex systems, interfaces & rules
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9. MOTIVATION
Good games create a deep desire to learn.
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10. UBIQUITY
XBOX 36027M
Wii45M
Mobile devicesBillions
PCsBillions
Sony PSP42M
Nintendo DS96M
Play power $10TV computer
Wii Ware Sony PSNNetwork
XBLA Sony PS319M
Sony PS250M
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Challenges
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+ =
Organic alignment between what makes game fun & financial / impact objectives
Many fail: “chocolate-covered broccoli”
MAKING IMPACT GAMES FUN
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Many fail: misalignment of platform/genre and audience
COMPLEX ECO-SYSTEM
XBOX 36027M
Wii45M
Mobile devicesBillions
PCsBillions
Sony PSP42M
Nintendo DS96M
Play power $10TV computer
Wii Ware Sony PSNNetwork
XBLA Sony PS319M
Sony PS250M
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Project Team
Technology
Business &Fundraising
Production GameDesign
Art &Design
ContentWriting
Many fail: team does not have necessary skills to execute
ENGAGING QUALIFIED TEAMS
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Many fail: under-resourced, especially games as service that require on-going resources.
Game as Product Game as ServiceGame released,
customer support fortime-bounded period
Social Networking
Virtual Worlds
Game continuallyupdated, enhanced,
supported 24/7
Downloaded Software
Boxed Software
SUSTAINABLE BUSINESS MODELS
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Many fail: Marketing / distribution / contextnot baked into design.
Audience(1)
Sustaining(5)
Context(2)
Platf orm(4)
Assessment (8)
Gameplay(6)
Executi on(7)
Impact(3)
PUBLISHING STRATEGY
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Our methodology to create games that
have meaningful social impact
G4C THE 8 STEPS
Developed in partnership with
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Audience(1)
Context(2)
Who is it designed for?R e g i o n , a g e , d e m o g r a p h i c , p s y c h o g r a p h i c , m e d i a a n d
g a m i n g a c c e s s i b i l i t y a n d a b i l i t y
When & how is it played?M o d e r a t e d v s . u n - m o d e r a t e d , h o m e , s c h o o l , a ft e r - s c h o o l ,
l i b r a r y , c o m m u n i t y c e n t e r
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Impact(3)
Platform(4)
What is the goal?J o b s k i l l s , 2 1 s t c e n t u r y s k i l l s , m o ti v a ti o n , a w a r e n e s s ,
f u n d r a i s i n g , b e h a v i o r c h a n g e , r e a l - w o r l d a c ti o n
What is the right technology?C o n s o l e , c o n s o l e d o w n l o a d , h a n d h e l d , P C , F a c e b o o k , m o b i l e
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(5)
Gameplay(6)
Understanding the fi nancialsC o s t t o l a u n c h , c o s t t o s u s t a i n , c o s t t o u s e r ,
i m p a c t - f r i e n d l y r e v e n u e m o d e l s
What is the design?O r g a n i c a l i g n m e n t o f w h a t m a k e s g a m e f u n a n d
w h a t m a k e s g a m e i m p a c tf u l
Sustainability
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(7)
Assessment(8)
From concept to launch & beyondTe a m - b u i l d i n g , r a p i d p r o t o t y p i n g , t r o u b l e s h o o ti n g ,
m a r k e ti n g , d i s t r i b u ti o n & s u p p o r t
How to measure success?R e a l - ti m e & e m b e d d e d a s s e s s m e n t m o d e l s ,
p o r tf o l i o m a n a g e m e n t
Execution
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Thinking Strategically
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A tech platform to create multiple titles with clear separation between back-end and content / GUI.
A GAME ‘ENGINE’
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Multiple titles, multiple platforms, lowering the risk.
A PORTFOLIO APPROACH
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ProjectLeadership
Assessment Partners
ImpactPartners
DomainExperts
Researchers
Game Development
PlatformExperts
STRATEGIC PARTNERSHIPS
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Case #1:Games in the
classroom
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iCIVICS
REACH (since August 2009):- 1.2 million players- 12,000 classrooms- 50 states and Washington DC
EVALUATION:- 78% of students gained a better understanding of how their government worked.- 47% continued playing at home for fun!
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Case #2:Games in the
developing world
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FREEDOM HIV / AIDS
REACH:- 67 million devices- 10.3 million play sessions- India and 6 East African countries
EVALUATION:- Significant increase in learning- Changes in attitude and safer sex practices
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Case #3:Direct action
games
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FREE RICE
HOW DOES IT WORK?A multiple choice quiz, for every question you get correct, 10 grains of rice are donated to the World Food Programme.
ON A DAILY BASIS:- 8 million page views- 45 million grains of rice: enough to feed 2,500 people
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Case #4:The power of
the many
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FOLD IT
TIME MAGAZINE:
U.S. gamers … have helped unlock the structure of an AIDS-related enzyme that the scientific community had been unable to unlock for a decade. The solution represents a significant step forward in the quest to cure retroviral diseases like AIDS.September 9 2011
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Case #5:Youth
making games
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College/Professional
High School
Middle School
Elementary School
Game Design
Commercial Modding
Tools
C++
Programming
Scaffolded / Constrained Un-scaffolded / Unconstrained
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NATIONAL STEM CHALLENGE
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SCHOLASTIC ART & WRITING AWARDS
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Case #6:Evaluation &
brain research
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RE-MISSION
CONCLUSIONS:
The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. August 2008 edition of the medical journal Pediatric.
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RE-MISSION
BRAIN RESEARCH:
Several key brain regions were activated when playing Re-Mission, including neural structures involved in emotion and motivation, and learning and memory..
10th International Congress of Behavioral Medicine (ICBM)
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Your game here_