1. THE GAMES FOR CHANGE LAB
Michelle Byrd & Asi Burak
Aug 31, 2012
2. G4C MAKERS AND FUNDERS
Individuals and organizations that are interested in or actively
pursuing computer & video games to further their mission
philanthropic public interest, academic, etc
• Non-profits • Government Agencies
• Foundations • Educational Institutions
• Philanthropists • Documentary Filmmakers
• Corporations (CSR) • Book Publishers
• Social Entrepreneurs • Game Companies
3. WHY GAMES?
Games are expanding to become the most
dominant media of the 21st century:
- $60B Global business
- 97% of teenagers in America*
- 60% of casual gamers are women*
- 27 is the average age of social gamers
Pew Report, Nielsen
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. UBQUITY AND COMPLEXITY
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
7. G4C THE 8 STEPS
Our methodology to
create games that
have meaningful
social impact
Developed in partnership with
9. (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
10. (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 s k i l l s , m o t i v a t i o n , a w a r e n e s s ,
fundraising, behavior change, real -world action
(4)
Platform
What is the right technology?
Console, console download, handheld, PC, Facebook, mobile
11. (5)
Sustainability
Understanding the financials
C 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,
impact-friendly revenue models
(6)
Gameplay
What is the design?
Organic alignment of what makes game fun and
what makes game impactful
12. (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
13. G4C OUR OFFERING
Four packages:
from concept
stage to launch
and beyond
14. G4C PACKAGE A.
ORIENTATION TO SOCIAL IMPACT GAMES (2-4 HOURS)
• Focus on games around issues and audiences of most
concern to your organization.
• A customized presentation with relevant game examples,
their impact, and a discussion of where the most
promising potential lies for new games.
• Possible formats: Session for your staff, a panel
embedded in a larger conference, or an extended panel
that includes a mini “games expo” and reception.
15. G4C PACKAGE B.
CONCEPT WORKSHOP (2-3 WEEKS)
• Review of current materials, including: written documents
and grants, web-site content, films and videos.
• Market snapshot.
• A half-day customized workshop to walk your organization
through the 8 Steps Methodology and form a solid concept
and high-level plan for a game project.
• Summary document: conclusions & recommendations to be
communicated to funders and internal decision makers.
16. G4C PACKAGE C.
FROM CONCEPT TO VENDOR SELECTION (1-2 MONTHS)
• Concept workshop (package B)
• Form project core team
• Stakeholder interviews
• Customer development
• Deep dive into the 8 Steps Methodology
• Prepare pitch for funders and internal decision-makers
• RFP’s, vendor interviews and selection
17. G4C PACKAGE D.
PREMIUM PACKAGE (FULL SUPPORT)
The full-range of executive producing services, serving as the
agent of the client in supervising and supporting the project
from concept phase to launch and beyond:
• Discovery phase: market snapshot, core team formation, customer
development, 8 steps methodology, concept document, RFP, vendor selection.
• Development phase: design specs approval, streamlining input from content
experts, supervising development process, scalability and sustainability plans,
partnerships formation.
• Deployment phase: technical testing, alpha and beta testing with end-users and
content experts, preparing assessment tools, preparing launch.
• Sustainability: hosting, product iterations based on feedback, releasing episodic
or new content, tweaking financial models as appropriate.
18. G4C ADVISORY TEAM
Co-founder Impact Games, creators of the
internationally acclaimed gaming platforms
PeaceMaker & Play the News.
Veteran game-maker, tech executive, and a
social entrepreneur.
Asi Burak
Co-President
Former Executive Director of IFP (Independent
Filmmaker Project)
Executive producer of high-quality celebrity
attended events, strategic partnerships with
corporations, NGOs and government.
Michelle Byrd
Co-President
19. G4C CURRENT PROJECTS
USAID HALF THE SKY / NICK KRISTOF
Portfolio of new games, A Facebook game and mobile
re-published games and games with Pulitzer Prize-
development kits aimed winning NYT journalists
to empower youth in the Nicholas Kristof and Sheryl
Middle East. WuDunn based on their
bestselling book.
WORLD BANK INSTITUTE AMERICAN MUSEUM OF NATURAL HISTORY
Refining the Museum’s
Game projects aimed at
strategy around the
policy makers in
integration of high-end
developing countries
interactive tools into its
(Asia, Africa and East
educational and youth
Europe).
programmatic initiatives.
20. Europe (France)
South Korea
United States (NY)
Latin America (Brazil)
Australia