Nonprofits Live is a monthly interactive talk show with guest experts from the field sharing insights, case studies and answering questions from organizations.
In this episode on GAMES we share insights from Michelle Byrd from Games for Change, Ben Stokes at USC, Josephine Dorado and Barry Joseph who develop games in the nonprofit space. This event is hosted by Evonne Heyning, Interactive Producer for TechSoup.
2. Participate & Ask Questions!
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do it now and tell us who you are!
To ask a question click to the Questions tab and we’ll
take on some of the best in our Q&A together
3. lle Byrd
M iche
@ MByrd
e @G4C
r Chang
Ga mes fo
5. WHY GAMES?
Games are expanding:
- $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
6. 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
7. (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, library, community center
8. (3)
Impact
What is the goal?
Job skills, 21st century skills, motivation, awareness, fundraising, behavior change,
real-world action
(4)
Platform
What is the right technology?
Console, console download, handheld, PC, Facebook, mobile
9. 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
10. STRATEGIC PARTNERSHIPS
Impact Domain
Partners Experts
Platform Project Researchers
Experts Leadership
Assessment Game
Partners Development
18. The Event: • Twice per year
CicLAvia • 10 miles ==> open space
• 100,000 participants
(pedestrians, strollers, bikers)
• ...but not in South LA (yet)
20. S o c ia l
A c t io n s
Games that create:
Voting & Civic Duty
Participation in Improving Systems
Help in Research & Education
Rapidly Growing Knowledge Bases
Movements & Mass Change
Understanding, Empathy, Compassion
Simulation for Disaster & Crisis Preparation
21. D o u b le -c lic k t o e n t e r
t it le
Double-click to enter text
22. Dorado
sephine
Jo p
@Fu nkSou
nt
st, Co nsulta
gi
Strate
Producer,
24. Working group forming for nonprofits interested in game
development, gamers & designers who like helping causes
and allies in collaborative fields who are growing
interactive challenges with the public sector.
N o n p r o f it G a m e s
org
63. Z yn g a .o r g
Farmville's 80 million players = for HAITI = Over $1million
Operating Strategy:
Every game should have a cause that it benefits through
virtual goods - an easy opt-in donation - created in a day
64. D o u b le -c lic k t o e n t e r
t it le
Double-click to enter text
real-world games will enable Macon residents to forge new, community-building relationships support from the John S. and James L. Knight Foundation, Area/Code Entertainment Area/Code Entertainment, which received $963,900 in Knight funding, developed the game, Macon Money, which will use real rewards to bring together diverse Macon residents. The game is part of Knight’s continuing efforts to support revitalizing Macon and creating a vibrant college town. Launched this past fall, offer real rewards in a local “currency” that can be spent at participating College Hill and downtown businesses, including cafes and retail stores. To earn the currency, players must cash in “bonds” that have been distributed to residents of Macon. The catch is that each player gets just half a bond and to turn it in must find the person holding the other half. To find their match, players can use whatever means their imagination and ingenuity can invent – social media, online message boards, the Macon Money website – even face-to-face contact. “Cash” in hand, the players then decide how and where to spend their Macon Money.
There's more to game culture than playing games. Innovations within the game industry and the gamer community have sparked emergent forms of expression as well as an impressive amount of creative interaction and engagement that have allowed for games to cross over into filmmaking, social networks, music and education. From the release of tools to make user-created content such as custom avatars and maps, to the addition of filmmaking tools, a large opening has formed in digital media through which the gaming community is showing that they are not just passive consumers, but engaged media makers.
This probably looks familiar – can someone tell me what it is? it ’s Farmville, a social game played mainly within Facebook - now played by over 80 million people Source: http://www.joystiq.com/2010/02/20/farmville-community-surpasses-80-million-players Image source: http://www.flickr.com/photos/grahamstanley/4262900832/
This probably looks familiar – can someone tell me what it is? it ’s Farmville, a social game played mainly within Facebook - now played by over 80 million people Source: http://www.joystiq.com/2010/02/20/farmville-community-surpasses-80-million-players Image source: http://www.flickr.com/photos/grahamstanley/4262900832/
Fold i Source: http://blogs.discovermagazine.com/notrocketscience/2010/08/04/foldit-%E2%80%93-tapping-the-wisdom-of-computer-gamers-to-solve-tough-scientific-puzzles/
Fold i Source: http://blogs.discovermagazine.com/notrocketscience/2010/08/04/foldit-%E2%80%93-tapping-the-wisdom-of-computer-gamers-to-solve-tough-scientific-puzzles/
Twelve hours after the earthquake struck Japan on Friday, March 11 th , 2011, Zynga launched in-game initiatives that made donations possible across a number of our most popular games, including Farmville. Zynga asked its FarmVille players to pitch in and help by making donations in the form of purchasing a special permit to grow an exclusive Daikon crop. 100% of all the went to Japan ’s Save the Children Earthquake Emergency Fund . Players raised over $1.5 million in just five days.
there are a couple of myths that exist about gamers… Like gamers are young & they wouldn ’t be interested – well… Average gamer is 37 yrs old And the population is not as skewed as u ’d think, 42% of all players are women 45% of parents play games with their kids weekly Source: “2010 Essential Facts About the Computer and Video Game Industry.” Entertainment Software Association (ESA). http://www.theesa.com/facts/index.asp Image source: http://www.flickr.com/photos/loudmusiccausescarpetburn/4328204147/
there are a couple of myths that exist about gamers… Like gamers are young & they wouldn ’t be interested – well… Average gamer is 37 yrs old And the population is not as skewed as u ’d think, 42% of all players are women 45% of parents play games with their kids weekly Source: “2010 Essential Facts About the Computer and Video Game Industry.” Entertainment Software Association (ESA). http://www.theesa.com/facts/index.asp Image source: http://www.flickr.com/photos/loudmusiccausescarpetburn/4328204147/
Take it to the streets – interact with urban environment with mobile, locative games Pac-Manhattan uses area in and around Washington Square Park to play a real live version of Pacman. Players communicate their position via mobile phones. Image source: http://www.pacmanhattan.com
Geocaching is an outdoor activity in which the participants use a Global Positioning System (GPS) receiver or other navigational techniques to hide and seek containers, called "geocaches" or "caches", anywhere in the world. “high-tech hide and seek” How many people checked-in to this venue in Foursquare today? Foursquare: location-based social networking in a game structure. Users "check-in" and are awarded points and sometimes "badges” and “ mayorships ” Image sources: Geocaching: http://www.flickr.com/photos/beejjorgensen/19286183/ Foursquare: screenshot by Josephine Dorado
America 2049: transmedia alternate reality game on Facebook that plunges you into a dark vision of our near-future nation: human rights are in peril, democracy in the dust. ARG – happens in a dystopic future where human rights are in peril
Gamers are not afraid to fail, repeatedly. In games, failure is what leads to innovation and learning. It also leads eventually to success and fiero. We are often afraid to let people fail. It lowers retention rates, which lowers our funding, but it also leads to grade inflation and degradation of our degrees. It ’s a slippery slope and we may be denying students the opportunity to feel real satisfaction. http://wowlearning.org/2011/09/16/persist-or-die/
1700’s: Curator of Experiments to the Royal Society had salons Part research, part ice breaker, part theater “ electrical machine,” essentially an evacuated glass globe which was turned on an axle and to which friction (a hand, a cloth, a piece of fur) was applied to produce a static electrical charge” – improved device, added mercury, produced a glow – age of candles – source of artificial light Sensational, entertainment – later, Franklin, Volta, Faraday – foundation for electricity – this took decades of toolbuilding, experimentation Playing is essential to understanding what the technology is and where it will go Building blocks: inspiration, incubation, play, refinement – games (thinking about our larger world as a game that we can build on, remix) is a part of that process
working group forming for nonprofits interested in game dev, gamers & designers interested in social causes
There's more to game culture than playing games. Innovations within the game industry and the gamer community have sparked emergent forms of expression as well as an impressive amount of creative interaction and engagement that have allowed for games to cross over into filmmaking, social networks, music and education. From the release of tools to make user-created content such as custom avatars and maps, to the addition of filmmaking tools, a large opening has formed in digital media through which the gaming community is showing that they are not just passive consumers, but engaged media makers.