Computer and Video Games For Learning, Health and Social Impact

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1 Computer and Video Games For Learning, Health and Social Impact Alan Gershenfeld President, E-Line Media Chairman, Games For Change Former SVP, Activision Studios

2 Popular media has long embraced social impact; books, tv, film, comics etc..

3 Computer and video games are being embraced by leading foundations, non-profits, universities and government agencies to further their impact goals

4 Top 10 reasons why games are a powerful platform for highly engaged learning, health and social impact.

5 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

6 3. Challenges & Rewards Games engage players deeply through a delicate balance of challenges & rewards leading to highly focused, sustained engagement 4. Failure as Fun Games enable players to try & fail in a safe environment; experimenting at their own pace until they succeed

7 5. Social Games are increasingly networked, fostering peer-to-peer, collaborative, just-in-time learning 6. Games as Service Games are increasingly becoming on-going services that can be continually optimized for engagement and impact

8 7. Complexity Games require players to navigate and understand complex systems, interfaces & rules 8. Bits, Atoms & Molecules Games are increasingly crossing over into the real world through new input devices, mobile & location aware platforms

9 9. Motivation Good games create a deep desire to learn.

10 X-Box 360: 25 million+ Wii: 50 million+ Playstation 3: 20 million+ Billions of PCs 10. Ubiquity Billions of Mobile devices 97% of all teens play computer and video games. 84% of 6 to 11 year-olds played a video game in the last 30 days. More than 250 million dedicated gaming devices Nintendo DS: 100 million+ Sony PSP: 40 million+ Talkers and Doers Play Power $10 TV Computer Playstation 2: 50 million+ PSN XBLA Wii Ware

11 8 steps to understanding how to make games that have meaningful learning, heath & social impact

12 1. Audience region, age, demographic, psychographic, game ability 2. Context moderated vs. un-moderated settings school, after-school, home, library, CBO 3. Impact awareness, fundraising, learning, accessibility, real-world action 4. Platform console, console download, handheld, PC, mobile

13 Talkers and Doers 5. Sustainability resources,, revenue models, game as product vs. game as service 6. Design organic alignment of fun and impact; gaming verbs, goals, challenges, rewards etc. 7. Execution team-building, trouble-shooting, marketing, distribution & support 8. Assessment & Optimization real-time & embedded assessment models portfolio management

14 Why making games fosters highly engaged learning and critical 21 st Century skills.

15 Mastery Making games requires a mastery of the subject material explored in the game world including characters, settings, values & rules Examples from Activision Studios Designing Civilization required a deep understanding of history; all of the game the algorithms & rewards have point-of-view Designing Spycraft required a deep understanding of post Cold War politics & morality of Spycraft Designing Tony Hawk Pro Skater required a deep understanding of physics & contemporary culture

16 Mastery Creating immersive, evocative themed worlds doesn t require AAA graphics and huge budgets Pitfall Harry from Atari 2600 through PS2 Atari 2600 PS1 PS2

17 21 st Century Skill Building Making games fosters critical skills necessary for success in a digitally networked, rapidly changing 21 st Century world systems thinking digital media literacy iterative design creativity problem solving team building planning & execution collaboration

18 21 st Century Skill Building Example from E-Line Media Play Design Share Fully integrated game, game-creation tools & community designed to foster 21 st century skills such as systems thinking, digital media literacy & build motivation for STEM. Funded by Macarthur Foundation based on research by James Paul Gee & Katie Salen

19 Pathway to Employment For many kids, making games for a living is a Dream Job College/ Professional C++ High School Commercial Modding Tools Middle School Elementary School Game Design Programming Scaffolded/Constrained Unscaffolded/Unconstrained

20 Motivation, Relevancy, Empowerment 30% of kids in America do not finish high school; in many cities, it s over 50% Top reason sited by kids who drop out: lack of relevancy When kids are motivated they can move mountains When kids aren t motivated it takes mountains to move them

21 Education is not the filling of a pail but the lighting of a fire - William Butler Yeats Contact Alan Gershenfeld E-Line Media 363 Seventh Avenue, 20th Floor New York, NY ag@elinemedia.com

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