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G4C: Strategies & Methodology
Aug 31, 2012
Developed with E-Line Media
- $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:
Arguably the most dominant media form of
the 21st Century
GAMES AND LEARNING
Federation of American Scientists & National Science Foundation:
* National Summit on Educational Games
“Games offer critical attributes for 21st century learning.”*
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 leadingfoundations, non-profits, universities, and government agencies
to further their public interest and educational goals
www.gamesforchange.org
Latest Trends
MAINSTREAM ADOPTION
Vice President Al Gore
Supreme Court JusticeSandra Day O’Connor
Former US Chief Technology OfficerAneesh Chopra
DIRECT ACTION GAMES
wetopia by Sojo Studios
DEVELOPING WORLD AUDIENCES
College/Professional
High School
Middle School
Elementary School
Game Design
Commercial Modding
Tools
C++
Programming
Scaffolded / Constrained Un-scaffolded / Unconstrained
YOUTH CREATING GAMES
TRANSMEDIA ‘FOR GOOD’
Strengths
10 reasons why games are a powerful platform for highly
engaged learning and social impact
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
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
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
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
9. MOTIVATION
Good games create a deep desire to learn.
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
Challenges
+ =
Organic alignment between what makes game fun & financial / impact objectives
Many fail: “chocolate-covered broccoli”
MAKING IMPACT GAMES FUN
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
Project Team
Technology
Business &Fundraising
Production GameDesign
Art &Design
ContentWriting
Many fail: team does not have necessary skills to execute
ENGAGING QUALIFIED TEAMS
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
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
Our methodology to create games that
have meaningful social impact
G4C THE 8 STEPS
Developed in partnership with
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
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
(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
(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
Thinking Strategically
A tech platform to create multiple titles with clear separation between back-end and content / GUI.
A GAME ‘ENGINE’
Multiple titles, multiple platforms, lowering the risk.
A PORTFOLIO APPROACH
ProjectLeadership
Assessment Partners
ImpactPartners
DomainExperts
Researchers
Game Development
PlatformExperts
STRATEGIC PARTNERSHIPS
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
College/Professional
High School
Middle School
Elementary School
Game Design
Commercial Modding
Tools
C++
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
[email protected] // @[email protected] // @aburak