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G4C: Strategies & Methodology Aug 31, 2012 Developed with E-Line Media

Games for Change Methodology

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Page 1: Games for Change Methodology

G4C: Strategies & Methodology

Aug 31, 2012

Developed with E-Line Media

Page 2: Games for Change Methodology

- $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_

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www.gamesforchange.org

[email protected] // @[email protected] // @aburak