SlideShare una empresa de Scribd logo
1 de 58
G4C: Strategies & Methodology
    Developed with E-Line Media
  Aug 31, 2012
WHY GAMES?

             Games are expanding:

             - $60B Global business

             - 97% of teenagers in America*

             - Average Facebook player is a 39 year
             old female*




                                         Pew Report, Nielsen, PopCap
Arguably the most
dominant media form of
   the 21st Century
GAMES AND LEARNING

Federation of American Scientists &
National Science Foundation:

“Games offer critical
attributes for 21st century
learning.”*




* National Summit on Educational Games
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
Computer and video games are being embraced by leading
foundations, non-profits, universities, and government agencies
     to further their public interest and educational goals
www.gamesforchange.org
Latest Trends
MAINSTREAM ADOPTION




Supreme Court Justice   Former US Chief Technology Officer   Vice President
Sandra Day O’Connor              Aneesh Chopra                  Al Gore
DIRECT ACTION GAMES




            wetopia by Sojo Studios
DEVELOPING WORLD AUDIENCES
YOUTH CREATING GAMES


                                                                 C++
    College/
Professional
                     Commercial
      High            Modding
    School              Tools



    Middle
    School


Elementary
    School
                    Game Design                   Programming

               Scaffolded / Constrained   Un-scaffolded / Unconstrained
TRANSMEDIA ‘FOR GOOD’
Strengths
10 reasons why games are a
   powerful platform for highly
engaged learning and social impact
1. PARTICIPATORY
 Games are interactive, ‘lean-forward’: players make
decisions with consequences resulting in player agency




              2. ROLE PLAYING
   Games enable players to step into different roles
  in different worlds, building awareness & empathy
3. CHALLENGES & REWARDS
    Games engage players deeply through a delicate
      balance of challenges & rewards leading to
        highly focused, sustained engagement




                 4. FUN TO FAIL
Games enable players to try & fail in a safe environment;
  experimenting at their own pace until they succeed
5. SOCIAL
      Games are increasingly networked, fostering
         peer-to-peer, collaborative learning




           6. GAMES AS SERVICE
 Games are increasingly becoming on-going services that
can be continually optimized for engagement and impact
7. COMPLEXITY
     Games require players to navigate and understand
           complex systems, interfaces & rules




               8. BITS AND ATOMS
   Games are increasingly crossing over into the real-world
through new input devices, mobile & location-aware platforms
9. MOTIVATION




Good games create a deep desire to learn.
10. UBIQUITY




 XBOX 360           Wii        PCs      Mobile devices   Nintendo DS   Sony PSP
   27M             45M       Billions     Billions           96M         42M




Play power $10   Wii Ware    XBLA         Sony PSN        Sony PS2     Sony PS3
 TV computer                              Network           50M          19M
Challenges
MAKING IMPACT GAMES FUN

 Organic alignment between what makes game fun &
              financial / impact objectives




             +                  =
      Many fail: “chocolate-covered broccoli”
COMPLEX ECO-SYSTEM




 XBOX 360           Wii       PCs      Mobile devices   Nintendo DS   Sony PSP
   27M             45M      Billions     Billions           96M         42M




Play power $10   Wii Ware   XBLA         Sony PSN        Sony PS2     Sony PS3
 TV computer                             Network           50M          19M


 Many fail: misalignment of platform/genre and audience
ENGAGING QUALIFIED TEAMS

                                      Game
                     Production
                                      Design


       Business &                                Art &
                            Project Team
       Fundraising                               Design


                                       Content
                     Technology
                                       Writing



Many fail: team does not have necessary skills to execute
SUSTAINABLE BUSINESS MODELS
   Game as Product                        Game as Service
      Game released,                        Game continually
   customer support for                    updated, enhanced,
   time-bounded period                       supported 24/7




      Boxed Software                         Virtual Worlds




    Downloaded Software                     Social Networking

                 Many fail: under-resourced,
  especially games as service that require on-going resources.
PUBLISHING STRATEGY
                                (1)
                              Audience
                    (8)                     (2)
                Assessment                Context




             (7)                                   (3)
          Execution                              Impact




                  (6)                        (4)
                Gameplay                  Platform
                                (5)
                             Sustaining




    Many fail: Marketing / distribution / context
               not baked into design.
G4C THE 8 STEPS


Our methodology to
  create games that
   have meaningful
       social impact


      Developed in partnership with
(1)
                         Audience


                    Who is it designed for?
    Region, age, demographic, psychographic, media and
              gaming accessibility and ability




                            (2)
                          Context


                   When & how is it played?
Moderated vs. un-moderated, home, school, after-school,
               l i b r a r y, c o m m u n i t y c e n t e r
(3)
                          Impact


                       What is the goal?
                    J o b s k i l l s , 2 1 st c e n t u r y
    skills, motivation, awareness, fundraising, behavior
                  change, real-world action



                             (4)
                          Platform


                 What is the right technology?
Console, console download, handheld, PC, Facebook, mobile
(5)
                        Sustainability



              Understanding the financials
   Cost to launch, cost to sustain, cost to
    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




                             (6)
                          Gameplay


                    What is the design?
Organic alignment of what makes game fun and
          what makes game impactful
(7)
                                 Execution


                  From concept to launch & beyond
Te 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 t i n g ,
               marketing, distribution & support




                                     (8)
                                 Assessment


                        How to measure success?
      Real-time & embedded assessment models,
                portfolio management
Thinking Strategically
A GAME ‘ENGINE’




    A tech platform to create multiple titles with clear
    separation between back-end and content / GUI.
A PORTFOLIO APPROACH




   Multiple titles, multiple platforms, lowering the risk.
STRATEGIC PARTNERSHIPS


                  Impact         Domain
                 Partners        Experts



     Platform             Project
                                           Researchers
     Experts            Leadership



                Assessment       Game
                 Partners     Development
Case #1:
Games in the
  classroom
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!
Case #2:
   Games in the
developing world
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
Case #3:
Direct action
       games
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
Case #4:
The power of
   the many
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
Case #5:
        Youth
making games
C++
    College/
Professional
                     Commercial
      High            Modding
    School              Tools



    Middle
    School


Elementary
    School
                    Game Design                   Programming

               Scaffolded / Constrained   Un-scaffolded / Unconstrained
NATIONAL STEM CHALLENGE
SCHOLASTIC ART & WRITING AWARDS
Case #6:
 Evaluation &
brain research
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.
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)
Your game here_
www.gamesforchange.org
michelle@gamesforchange.org // @mbyrd
  asi@gamesforchange.org // @aburak

Más contenido relacionado

La actualidad más candente

Tenshi gamification for gamers march 2012
Tenshi gamification for gamers march 2012Tenshi gamification for gamers march 2012
Tenshi gamification for gamers march 2012jonathannewth
 
State of the art on persuasive games for water consumption
State of the art on persuasive games for water consumptionState of the art on persuasive games for water consumption
State of the art on persuasive games for water consumptionAlysson Diniz dos Santos
 
Learning to Make Your Own Reality - IGDA Education Keynote 2009
Learning to Make Your Own Reality  - IGDA Education Keynote 2009Learning to Make Your Own Reality  - IGDA Education Keynote 2009
Learning to Make Your Own Reality - IGDA Education Keynote 2009Jane McGonigal
 
Transforming Fields of Game Development in Japan -a Comparative Study between...
Transforming Fields of Game Development in Japan -a Comparative Study between...Transforming Fields of Game Development in Japan -a Comparative Study between...
Transforming Fields of Game Development in Japan -a Comparative Study between...Nobushige Kobayashi (Hichibe)
 
Serious Games: their potential as tools for international NGOs
Serious Games: their potential as tools for international NGOsSerious Games: their potential as tools for international NGOs
Serious Games: their potential as tools for international NGOsNetHopeOrg
 
Early History of Hobbyist Production Field of Video Games and its Effect on G...
Early History of Hobbyist Production Field of Video Games and its Effect on G...Early History of Hobbyist Production Field of Video Games and its Effect on G...
Early History of Hobbyist Production Field of Video Games and its Effect on G...Nobushige Kobayashi (Hichibe)
 
GameSalad article - Defy Mag summer 2011
GameSalad article - Defy Mag summer 2011GameSalad article - Defy Mag summer 2011
GameSalad article - Defy Mag summer 2011David Meacham
 
Social Games (a little introduction)
Social Games (a little introduction)Social Games (a little introduction)
Social Games (a little introduction)Jaume Teixi
 
Branding with Social Media, Social Games & Gamification
Branding with Social Media, Social Games & GamificationBranding with Social Media, Social Games & Gamification
Branding with Social Media, Social Games & GamificationJaume Teixi
 
Gamification on Branding
Gamification on BrandingGamification on Branding
Gamification on BrandingJaume Teixi
 
Social Media Impact On Gaming
Social Media Impact On GamingSocial Media Impact On Gaming
Social Media Impact On GamingCapstrat
 
Got Game? The Use of Gaming in Learning and Development
Got Game? The Use of Gaming in Learning and DevelopmentGot Game? The Use of Gaming in Learning and Development
Got Game? The Use of Gaming in Learning and DevelopmentKip Michael Kelly
 
What do children learn when playing video games? How are games for children d...
What do children learn when playing video games? How are games for children d...What do children learn when playing video games? How are games for children d...
What do children learn when playing video games? How are games for children d...jamonjanight
 
America’s National Parks and 21st Century Trends, Priorities, and Values: Gai...
America’s National Parks and 21st Century Trends, Priorities, and Values: Gai...America’s National Parks and 21st Century Trends, Priorities, and Values: Gai...
America’s National Parks and 21st Century Trends, Priorities, and Values: Gai...2016parksummit
 

La actualidad más candente (20)

What is the Meaning of this? Understanding the contentious(?) relationship be...
What is the Meaning of this? Understanding the contentious(?) relationship be...What is the Meaning of this? Understanding the contentious(?) relationship be...
What is the Meaning of this? Understanding the contentious(?) relationship be...
 
Tenshi gamification for gamers march 2012
Tenshi gamification for gamers march 2012Tenshi gamification for gamers march 2012
Tenshi gamification for gamers march 2012
 
State of the art on persuasive games for water consumption
State of the art on persuasive games for water consumptionState of the art on persuasive games for water consumption
State of the art on persuasive games for water consumption
 
Learning to Make Your Own Reality - IGDA Education Keynote 2009
Learning to Make Your Own Reality  - IGDA Education Keynote 2009Learning to Make Your Own Reality  - IGDA Education Keynote 2009
Learning to Make Your Own Reality - IGDA Education Keynote 2009
 
Transforming Fields of Game Development in Japan -a Comparative Study between...
Transforming Fields of Game Development in Japan -a Comparative Study between...Transforming Fields of Game Development in Japan -a Comparative Study between...
Transforming Fields of Game Development in Japan -a Comparative Study between...
 
Performance Studies student work
Performance Studies student workPerformance Studies student work
Performance Studies student work
 
Serious Games: their potential as tools for international NGOs
Serious Games: their potential as tools for international NGOsSerious Games: their potential as tools for international NGOs
Serious Games: their potential as tools for international NGOs
 
Early History of Hobbyist Production Field of Video Games and its Effect on G...
Early History of Hobbyist Production Field of Video Games and its Effect on G...Early History of Hobbyist Production Field of Video Games and its Effect on G...
Early History of Hobbyist Production Field of Video Games and its Effect on G...
 
GameSalad article - Defy Mag summer 2011
GameSalad article - Defy Mag summer 2011GameSalad article - Defy Mag summer 2011
GameSalad article - Defy Mag summer 2011
 
Social Games (a little introduction)
Social Games (a little introduction)Social Games (a little introduction)
Social Games (a little introduction)
 
Branding with Social Media, Social Games & Gamification
Branding with Social Media, Social Games & GamificationBranding with Social Media, Social Games & Gamification
Branding with Social Media, Social Games & Gamification
 
L23 Playing Games
L23 Playing GamesL23 Playing Games
L23 Playing Games
 
Gamification on Branding
Gamification on BrandingGamification on Branding
Gamification on Branding
 
Less is more community relay presentation
Less is more   community relay presentationLess is more   community relay presentation
Less is more community relay presentation
 
Social Media Impact On Gaming
Social Media Impact On GamingSocial Media Impact On Gaming
Social Media Impact On Gaming
 
L21 Games and Gamification
L21 Games and GamificationL21 Games and Gamification
L21 Games and Gamification
 
L22 Games and Gamification
L22 Games and GamificationL22 Games and Gamification
L22 Games and Gamification
 
Got Game? The Use of Gaming in Learning and Development
Got Game? The Use of Gaming in Learning and DevelopmentGot Game? The Use of Gaming in Learning and Development
Got Game? The Use of Gaming in Learning and Development
 
What do children learn when playing video games? How are games for children d...
What do children learn when playing video games? How are games for children d...What do children learn when playing video games? How are games for children d...
What do children learn when playing video games? How are games for children d...
 
America’s National Parks and 21st Century Trends, Priorities, and Values: Gai...
America’s National Parks and 21st Century Trends, Priorities, and Values: Gai...America’s National Parks and 21st Century Trends, Priorities, and Values: Gai...
America’s National Parks and 21st Century Trends, Priorities, and Values: Gai...
 

Similar a Games for Change Methodology

The future of work is play igic 2011
The future of work is play   igic 2011The future of work is play   igic 2011
The future of work is play igic 2011unlimited insights
 
Crafting Interesting Worlds Inspirations from Gaming User Experiences
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesCrafting Interesting Worlds Inspirations from Gaming User Experiences
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesAmit Pande
 
Game development program
Game development programGame development program
Game development programkrishn verma
 
Case Study: Large Video Game Product Development
Case Study: Large Video Game Product DevelopmentCase Study: Large Video Game Product Development
Case Study: Large Video Game Product DevelopmentSociotechnical Roundtable
 
Games and Crowds: Now, Near, Next
Games and Crowds: Now, Near, NextGames and Crowds: Now, Near, Next
Games and Crowds: Now, Near, NextBen Sawyer
 
COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES ramal699
 
I game conference investing in educational technology
I game conference   investing in educational technologyI game conference   investing in educational technology
I game conference investing in educational technologyStephanie Stroh
 
Social Game Studio
Social Game StudioSocial Game Studio
Social Game StudioAmit Pandey
 
Human Computer Interaction
Human Computer InteractionHuman Computer Interaction
Human Computer Interactionkhairul imam
 
Nonprofits Live! GAMES
Nonprofits Live! GAMESNonprofits Live! GAMES
Nonprofits Live! GAMESTechSoup
 
5 Questions To Ask About Your Games Business
5 Questions To Ask About Your Games Business5 Questions To Ask About Your Games Business
5 Questions To Ask About Your Games Businessollisotamaa
 
Game engineering(jiit 2013 14-cs&it)
Game engineering(jiit 2013 14-cs&it)Game engineering(jiit 2013 14-cs&it)
Game engineering(jiit 2013 14-cs&it)Rajat Bhatia
 
Game Design Thinking for the Enterprise
Game Design Thinking for the EnterpriseGame Design Thinking for the Enterprise
Game Design Thinking for the EnterpriseAnn DeMarle
 
Joe biglin loyola 2013
Joe biglin loyola  2013Joe biglin loyola  2013
Joe biglin loyola 2013Joe Biglin
 

Similar a Games for Change Methodology (20)

The future of work is play igic 2011
The future of work is play   igic 2011The future of work is play   igic 2011
The future of work is play igic 2011
 
Crafting Interesting Worlds Inspirations from Gaming User Experiences
Crafting Interesting Worlds Inspirations from Gaming User ExperiencesCrafting Interesting Worlds Inspirations from Gaming User Experiences
Crafting Interesting Worlds Inspirations from Gaming User Experiences
 
Game development program
Game development programGame development program
Game development program
 
Case Study: Large Video Game Product Development
Case Study: Large Video Game Product DevelopmentCase Study: Large Video Game Product Development
Case Study: Large Video Game Product Development
 
Games and Crowds: Now, Near, Next
Games and Crowds: Now, Near, NextGames and Crowds: Now, Near, Next
Games and Crowds: Now, Near, Next
 
COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES COMPUTER GAMES VS SMARTPHONE GAMES
COMPUTER GAMES VS SMARTPHONE GAMES
 
New5th worldotro ncdc
New5th worldotro ncdcNew5th worldotro ncdc
New5th worldotro ncdc
 
I game conference investing in educational technology
I game conference   investing in educational technologyI game conference   investing in educational technology
I game conference investing in educational technology
 
Social Game Studio
Social Game StudioSocial Game Studio
Social Game Studio
 
Presentation games complete
Presentation games completePresentation games complete
Presentation games complete
 
Hvbf 2013 #3
Hvbf 2013 #3Hvbf 2013 #3
Hvbf 2013 #3
 
Anshar Studios Analysis
Anshar Studios AnalysisAnshar Studios Analysis
Anshar Studios Analysis
 
Human Computer Interaction
Human Computer InteractionHuman Computer Interaction
Human Computer Interaction
 
Nonprofits Live! GAMES
Nonprofits Live! GAMESNonprofits Live! GAMES
Nonprofits Live! GAMES
 
Video Game Report
Video Game ReportVideo Game Report
Video Game Report
 
5 Questions To Ask About Your Games Business
5 Questions To Ask About Your Games Business5 Questions To Ask About Your Games Business
5 Questions To Ask About Your Games Business
 
Game engineering
Game engineeringGame engineering
Game engineering
 
Game engineering(jiit 2013 14-cs&it)
Game engineering(jiit 2013 14-cs&it)Game engineering(jiit 2013 14-cs&it)
Game engineering(jiit 2013 14-cs&it)
 
Game Design Thinking for the Enterprise
Game Design Thinking for the EnterpriseGame Design Thinking for the Enterprise
Game Design Thinking for the Enterprise
 
Joe biglin loyola 2013
Joe biglin loyola  2013Joe biglin loyola  2013
Joe biglin loyola 2013
 

Último

8447779800, Low rate Call girls in New Ashok Nagar Delhi NCR
8447779800, Low rate Call girls in New Ashok Nagar Delhi NCR8447779800, Low rate Call girls in New Ashok Nagar Delhi NCR
8447779800, Low rate Call girls in New Ashok Nagar Delhi NCRashishs7044
 
Memorándum de Entendimiento (MoU) entre Codelco y SQM
Memorándum de Entendimiento (MoU) entre Codelco y SQMMemorándum de Entendimiento (MoU) entre Codelco y SQM
Memorándum de Entendimiento (MoU) entre Codelco y SQMVoces Mineras
 
International Business Environments and Operations 16th Global Edition test b...
International Business Environments and Operations 16th Global Edition test b...International Business Environments and Operations 16th Global Edition test b...
International Business Environments and Operations 16th Global Edition test b...ssuserf63bd7
 
Islamabad Escorts | Call 03070433345 | Escort Service in Islamabad
Islamabad Escorts | Call 03070433345 | Escort Service in IslamabadIslamabad Escorts | Call 03070433345 | Escort Service in Islamabad
Islamabad Escorts | Call 03070433345 | Escort Service in IslamabadAyesha Khan
 
APRIL2024_UKRAINE_xml_0000000000000 .pdf
APRIL2024_UKRAINE_xml_0000000000000 .pdfAPRIL2024_UKRAINE_xml_0000000000000 .pdf
APRIL2024_UKRAINE_xml_0000000000000 .pdfRbc Rbcua
 
Ten Organizational Design Models to align structure and operations to busines...
Ten Organizational Design Models to align structure and operations to busines...Ten Organizational Design Models to align structure and operations to busines...
Ten Organizational Design Models to align structure and operations to busines...Seta Wicaksana
 
Kenya’s Coconut Value Chain by Gatsby Africa
Kenya’s Coconut Value Chain by Gatsby AfricaKenya’s Coconut Value Chain by Gatsby Africa
Kenya’s Coconut Value Chain by Gatsby Africaictsugar
 
India Consumer 2024 Redacted Sample Report
India Consumer 2024 Redacted Sample ReportIndia Consumer 2024 Redacted Sample Report
India Consumer 2024 Redacted Sample ReportMintel Group
 
FULL ENJOY Call girls in Paharganj Delhi | 8377087607
FULL ENJOY Call girls in Paharganj Delhi | 8377087607FULL ENJOY Call girls in Paharganj Delhi | 8377087607
FULL ENJOY Call girls in Paharganj Delhi | 8377087607dollysharma2066
 
Intro to BCG's Carbon Emissions Benchmark_vF.pdf
Intro to BCG's Carbon Emissions Benchmark_vF.pdfIntro to BCG's Carbon Emissions Benchmark_vF.pdf
Intro to BCG's Carbon Emissions Benchmark_vF.pdfpollardmorgan
 
Pitch Deck Teardown: Geodesic.Life's $500k Pre-seed deck
Pitch Deck Teardown: Geodesic.Life's $500k Pre-seed deckPitch Deck Teardown: Geodesic.Life's $500k Pre-seed deck
Pitch Deck Teardown: Geodesic.Life's $500k Pre-seed deckHajeJanKamps
 
Independent Call Girls Andheri Nightlaila 9967584737
Independent Call Girls Andheri Nightlaila 9967584737Independent Call Girls Andheri Nightlaila 9967584737
Independent Call Girls Andheri Nightlaila 9967584737Riya Pathan
 
8447779800, Low rate Call girls in Tughlakabad Delhi NCR
8447779800, Low rate Call girls in Tughlakabad Delhi NCR8447779800, Low rate Call girls in Tughlakabad Delhi NCR
8447779800, Low rate Call girls in Tughlakabad Delhi NCRashishs7044
 
8447779800, Low rate Call girls in Uttam Nagar Delhi NCR
8447779800, Low rate Call girls in Uttam Nagar Delhi NCR8447779800, Low rate Call girls in Uttam Nagar Delhi NCR
8447779800, Low rate Call girls in Uttam Nagar Delhi NCRashishs7044
 
Future Of Sample Report 2024 | Redacted Version
Future Of Sample Report 2024 | Redacted VersionFuture Of Sample Report 2024 | Redacted Version
Future Of Sample Report 2024 | Redacted VersionMintel Group
 
MAHA Global and IPR: Do Actions Speak Louder Than Words?
MAHA Global and IPR: Do Actions Speak Louder Than Words?MAHA Global and IPR: Do Actions Speak Louder Than Words?
MAHA Global and IPR: Do Actions Speak Louder Than Words?Olivia Kresic
 
NewBase 19 April 2024 Energy News issue - 1717 by Khaled Al Awadi.pdf
NewBase  19 April  2024  Energy News issue - 1717 by Khaled Al Awadi.pdfNewBase  19 April  2024  Energy News issue - 1717 by Khaled Al Awadi.pdf
NewBase 19 April 2024 Energy News issue - 1717 by Khaled Al Awadi.pdfKhaled Al Awadi
 
Traction part 2 - EOS Model JAX Bridges.
Traction part 2 - EOS Model JAX Bridges.Traction part 2 - EOS Model JAX Bridges.
Traction part 2 - EOS Model JAX Bridges.Anamaria Contreras
 

Último (20)

Enjoy ➥8448380779▻ Call Girls In Sector 18 Noida Escorts Delhi NCR
Enjoy ➥8448380779▻ Call Girls In Sector 18 Noida Escorts Delhi NCREnjoy ➥8448380779▻ Call Girls In Sector 18 Noida Escorts Delhi NCR
Enjoy ➥8448380779▻ Call Girls In Sector 18 Noida Escorts Delhi NCR
 
8447779800, Low rate Call girls in New Ashok Nagar Delhi NCR
8447779800, Low rate Call girls in New Ashok Nagar Delhi NCR8447779800, Low rate Call girls in New Ashok Nagar Delhi NCR
8447779800, Low rate Call girls in New Ashok Nagar Delhi NCR
 
Memorándum de Entendimiento (MoU) entre Codelco y SQM
Memorándum de Entendimiento (MoU) entre Codelco y SQMMemorándum de Entendimiento (MoU) entre Codelco y SQM
Memorándum de Entendimiento (MoU) entre Codelco y SQM
 
International Business Environments and Operations 16th Global Edition test b...
International Business Environments and Operations 16th Global Edition test b...International Business Environments and Operations 16th Global Edition test b...
International Business Environments and Operations 16th Global Edition test b...
 
Islamabad Escorts | Call 03070433345 | Escort Service in Islamabad
Islamabad Escorts | Call 03070433345 | Escort Service in IslamabadIslamabad Escorts | Call 03070433345 | Escort Service in Islamabad
Islamabad Escorts | Call 03070433345 | Escort Service in Islamabad
 
APRIL2024_UKRAINE_xml_0000000000000 .pdf
APRIL2024_UKRAINE_xml_0000000000000 .pdfAPRIL2024_UKRAINE_xml_0000000000000 .pdf
APRIL2024_UKRAINE_xml_0000000000000 .pdf
 
Ten Organizational Design Models to align structure and operations to busines...
Ten Organizational Design Models to align structure and operations to busines...Ten Organizational Design Models to align structure and operations to busines...
Ten Organizational Design Models to align structure and operations to busines...
 
Kenya’s Coconut Value Chain by Gatsby Africa
Kenya’s Coconut Value Chain by Gatsby AfricaKenya’s Coconut Value Chain by Gatsby Africa
Kenya’s Coconut Value Chain by Gatsby Africa
 
India Consumer 2024 Redacted Sample Report
India Consumer 2024 Redacted Sample ReportIndia Consumer 2024 Redacted Sample Report
India Consumer 2024 Redacted Sample Report
 
FULL ENJOY Call girls in Paharganj Delhi | 8377087607
FULL ENJOY Call girls in Paharganj Delhi | 8377087607FULL ENJOY Call girls in Paharganj Delhi | 8377087607
FULL ENJOY Call girls in Paharganj Delhi | 8377087607
 
Intro to BCG's Carbon Emissions Benchmark_vF.pdf
Intro to BCG's Carbon Emissions Benchmark_vF.pdfIntro to BCG's Carbon Emissions Benchmark_vF.pdf
Intro to BCG's Carbon Emissions Benchmark_vF.pdf
 
No-1 Call Girls In Goa 93193 VIP 73153 Escort service In North Goa Panaji, Ca...
No-1 Call Girls In Goa 93193 VIP 73153 Escort service In North Goa Panaji, Ca...No-1 Call Girls In Goa 93193 VIP 73153 Escort service In North Goa Panaji, Ca...
No-1 Call Girls In Goa 93193 VIP 73153 Escort service In North Goa Panaji, Ca...
 
Pitch Deck Teardown: Geodesic.Life's $500k Pre-seed deck
Pitch Deck Teardown: Geodesic.Life's $500k Pre-seed deckPitch Deck Teardown: Geodesic.Life's $500k Pre-seed deck
Pitch Deck Teardown: Geodesic.Life's $500k Pre-seed deck
 
Independent Call Girls Andheri Nightlaila 9967584737
Independent Call Girls Andheri Nightlaila 9967584737Independent Call Girls Andheri Nightlaila 9967584737
Independent Call Girls Andheri Nightlaila 9967584737
 
8447779800, Low rate Call girls in Tughlakabad Delhi NCR
8447779800, Low rate Call girls in Tughlakabad Delhi NCR8447779800, Low rate Call girls in Tughlakabad Delhi NCR
8447779800, Low rate Call girls in Tughlakabad Delhi NCR
 
8447779800, Low rate Call girls in Uttam Nagar Delhi NCR
8447779800, Low rate Call girls in Uttam Nagar Delhi NCR8447779800, Low rate Call girls in Uttam Nagar Delhi NCR
8447779800, Low rate Call girls in Uttam Nagar Delhi NCR
 
Future Of Sample Report 2024 | Redacted Version
Future Of Sample Report 2024 | Redacted VersionFuture Of Sample Report 2024 | Redacted Version
Future Of Sample Report 2024 | Redacted Version
 
MAHA Global and IPR: Do Actions Speak Louder Than Words?
MAHA Global and IPR: Do Actions Speak Louder Than Words?MAHA Global and IPR: Do Actions Speak Louder Than Words?
MAHA Global and IPR: Do Actions Speak Louder Than Words?
 
NewBase 19 April 2024 Energy News issue - 1717 by Khaled Al Awadi.pdf
NewBase  19 April  2024  Energy News issue - 1717 by Khaled Al Awadi.pdfNewBase  19 April  2024  Energy News issue - 1717 by Khaled Al Awadi.pdf
NewBase 19 April 2024 Energy News issue - 1717 by Khaled Al Awadi.pdf
 
Traction part 2 - EOS Model JAX Bridges.
Traction part 2 - EOS Model JAX Bridges.Traction part 2 - EOS Model JAX Bridges.
Traction part 2 - EOS Model JAX Bridges.
 

Games for Change Methodology

  • 1. G4C: Strategies & Methodology Developed with E-Line Media Aug 31, 2012
  • 2. WHY GAMES? Games are expanding: - $60B Global business - 97% of teenagers in America* - Average Facebook player is a 39 year old female* Pew Report, Nielsen, PopCap
  • 3. Arguably the most dominant media form of the 21st Century
  • 4. GAMES AND LEARNING Federation of American Scientists & National Science Foundation: “Games offer critical attributes for 21st century learning.”* * National Summit on Educational Games
  • 5. 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
  • 6. Computer and video games are being embraced by leading foundations, non-profits, universities, and government agencies to further their public interest and educational goals
  • 9. MAINSTREAM ADOPTION Supreme Court Justice Former US Chief Technology Officer Vice President Sandra Day O’Connor Aneesh Chopra Al Gore
  • 10. DIRECT ACTION GAMES wetopia by Sojo Studios
  • 12. YOUTH CREATING GAMES C++ College/ Professional Commercial High Modding School Tools Middle School Elementary School Game Design Programming Scaffolded / Constrained Un-scaffolded / Unconstrained
  • 15. 10 reasons why games are a powerful platform for highly engaged learning and social impact
  • 16. 1. PARTICIPATORY Games are interactive, ‘lean-forward’: players make decisions with consequences resulting in player agency 2. ROLE PLAYING Games enable players to step into different roles in different worlds, building awareness & empathy
  • 17. 3. CHALLENGES & REWARDS Games engage players deeply through a delicate balance of challenges & rewards leading to highly focused, sustained engagement 4. FUN TO FAIL Games enable players to try & fail in a safe environment; experimenting at their own pace until they succeed
  • 18. 5. SOCIAL Games are increasingly networked, fostering peer-to-peer, collaborative learning 6. GAMES AS SERVICE Games are increasingly becoming on-going services that can be continually optimized for engagement and impact
  • 19. 7. COMPLEXITY Games require players to navigate and understand complex systems, interfaces & rules 8. BITS AND ATOMS Games are increasingly crossing over into the real-world through new input devices, mobile & location-aware platforms
  • 20. 9. MOTIVATION Good games create a deep desire to learn.
  • 21. 10. UBIQUITY XBOX 360 Wii PCs Mobile devices Nintendo DS Sony PSP 27M 45M Billions Billions 96M 42M Play power $10 Wii Ware XBLA Sony PSN Sony PS2 Sony PS3 TV computer Network 50M 19M
  • 23. MAKING IMPACT GAMES FUN Organic alignment between what makes game fun & financial / impact objectives + = Many fail: “chocolate-covered broccoli”
  • 24. COMPLEX ECO-SYSTEM XBOX 360 Wii PCs Mobile devices Nintendo DS Sony PSP 27M 45M Billions Billions 96M 42M Play power $10 Wii Ware XBLA Sony PSN Sony PS2 Sony PS3 TV computer Network 50M 19M Many fail: misalignment of platform/genre and audience
  • 25. ENGAGING QUALIFIED TEAMS Game Production Design Business & Art & Project Team Fundraising Design Content Technology Writing Many fail: team does not have necessary skills to execute
  • 26. SUSTAINABLE BUSINESS MODELS Game as Product Game as Service Game released, Game continually customer support for updated, enhanced, time-bounded period supported 24/7 Boxed Software Virtual Worlds Downloaded Software Social Networking Many fail: under-resourced, especially games as service that require on-going resources.
  • 27. PUBLISHING STRATEGY (1) Audience (8) (2) Assessment Context (7) (3) Execution Impact (6) (4) Gameplay Platform (5) Sustaining Many fail: Marketing / distribution / context not baked into design.
  • 28. G4C THE 8 STEPS Our methodology to create games that have meaningful social impact Developed in partnership with
  • 29. (1) Audience Who is it designed for? Region, age, demographic, psychographic, media and gaming accessibility and ability (2) Context When & how is it played? Moderated vs. un-moderated, home, school, after-school, l i b r a r y, c o m m u n i t y c e n t e r
  • 30. (3) Impact What is the goal? J o b s k i l l s , 2 1 st c e n t u r y skills, motivation, awareness, fundraising, behavior change, real-world action (4) Platform What is the right technology? Console, console download, handheld, PC, Facebook, mobile
  • 31. (5) Sustainability Understanding the financials Cost to launch, cost to sustain, cost to 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 (6) Gameplay What is the design? Organic alignment of what makes game fun and what makes game impactful
  • 32. (7) Execution From concept to launch & beyond Te 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 t i n g , marketing, distribution & support (8) Assessment How to measure success? Real-time & embedded assessment models, portfolio management
  • 34. A GAME ‘ENGINE’ A tech platform to create multiple titles with clear separation between back-end and content / GUI.
  • 35. A PORTFOLIO APPROACH Multiple titles, multiple platforms, lowering the risk.
  • 36. STRATEGIC PARTNERSHIPS Impact Domain Partners Experts Platform Project Researchers Experts Leadership Assessment Game Partners Development
  • 37. Case #1: Games in the classroom
  • 38.
  • 39. 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!
  • 40. Case #2: Games in the developing world
  • 41.
  • 42. 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
  • 44.
  • 45. 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
  • 46. Case #4: The power of the many
  • 47.
  • 48. 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
  • 49. Case #5: Youth making games
  • 50. C++ College/ Professional Commercial High Modding School Tools Middle School Elementary School Game Design Programming Scaffolded / Constrained Un-scaffolded / Unconstrained
  • 52. SCHOLASTIC ART & WRITING AWARDS
  • 53. Case #6: Evaluation & brain research
  • 54.
  • 55. 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.
  • 56. 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)