Social Impact Games Cause Disasters, Disasters

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Social Impact Games: Do They Work? Full reports and other materials are available at knightfoundation.org/games/ Prepared by: and

Why Games? From urban revitalization to disaster preparedness, communities By the Numbers: 72% of American households play computer and video games 65% of gamers play games with other gamers in person Adult women represent a greater portion of the gameplaying population than boys age 17 or younger across the country are tackling complex issues that require new types of partnerships and an influx of ideas. It makes sense that foundations and their community-based partners would turn to innovation in other sectors to look for ways to solve old problems. And that s where games come in. Researchers say that playing games can bring together fundamental aspects of psychology, sociology and technology to engage people for social change. Games leverage elements of cooperation and competition for creative problem solving while sparking engagement. Games are also fun and grab hold of the public s imagination. The question is, how exactly can games lead to social impact? * Source: Entertainment Software Association

Key Findings from Macon Money Key Findings from Battlestorm Things to Consider When Funding Social Impact Games Funding and Incorporating Games In 2007, Knight Foundation discovered games through the Knight News Challenge when three of the winning ideas were for news games. This led to a partnership with Games for Change to launch the Knight News Games Award. Since then, Knight has funded several other game-related efforts including civics education; design and digital literacy; and civic media innovation. In 2010, the foundation decided to try a different approach to exploring games by finding social impact games in two cities Biloxi, MS, and Macon GA. Unlike past support for digital games, these took place in real-time with real people in the real world and they supported ongoing efforts to tackle local issues. While much has been written about how digital games have the potential to improve learning and influence behavior, less attention has been paid to the effects of real-world games i.e., games that are played out in the physical world. With two pilot projects, Knight Foundation wanted to explore which aspects of real-world games were most effective in addressing community issues. For past evaluations of games supported through the Knight News Challenge, please search for News Games Cluster Assessment on: knightfoundation.org

Macon Money A game that brings people from different backgrounds together to strengthen the social fabric of the community while catalyzing economic development. The Larger Initiative: Macon, GA From College Hill to downtown and beyond, Knight Foundation promotes a sense of place and belonging in Macon. Grants are designed to help bring the community together on important issues such as information and broadband access and economic development. In 2008, Knight gave Macon a $250,000 planning grant to engage community residents in creating the College Hill Corridor Master Plan that focused on a mile and a half corridor linking Mercer University to Macon s downtown. That effort led to a new master plan for revitalization and a $5 million grant to the Community Foundation of Central Georgia to support it, including a way to fund residents best ideas for community transformation. Multiple Community Partners College Hill Alliance an organization which works to foster neighborhood revitalization through business recruitment and retention College Hill Corridor Commission Mercer University Professional Game Designer Area/Code Goals Promote interaction between members of the community who wouldn t otherwise connect Attract and expose area residents to local businesses in a target revitalization area Encourage Macon residents to visit the College Hill Corridor and historic downtown Macon and give students reasons to venture off campus Build on existing revitalization efforts by local partners How to Play To play the game, residents of Macon got or requested half of a Macon Money bond, either at an event or online. Players then had to search through friends, online or at events for someone who had the other half. Once two players had connected to make a match, they could redeem their complete bond for Macon Money, which they could spend at participating local businesses.

Macon Money At a Glance 3,500 residents participated over 40 businesses 53% of bonds that were distributed were redeemed for Macon Money bills 99% of the bills handed out were spent Key Findings Players Made New Connections Two of three matches by players were with people previously unknown to them and, of these, more than three quarters were with people whom they were unlikely to meet 46% of players matched with people from a different age group, and 59% with people with a different education level The Game Catalyzed Economic Development Players visited new local businesses and continued to visit those businesses after the game A majority of players surveyed said the game improved their perception of Macon s target revitalization area The Game Helped Build Social Capital The game contributed to place attachment and strengthened the social fabric of Macon 71% of players surveyed would recognize their matches and say hi in the future The more someone played the game, the more likely they were to have a positive view of Macon s future Things That Didn t Work As Well As We Hoped There were fewer than expected matches across racial lines (26%), and, African Americans were underrepresented as players compared to the population of Macon Relatively few strong ties were created between players only 20% of matches between players surveyed led to further personal contact (although 15% of those did become friends on Facebook, and, the game was only designed to generate limited interactions)

Battlestorm A game that promotes the importance of hurricane preparedness through activities focused on youth as leaders The Larger Initiative: Biloxi and the Gulf Coast In 2010, the Knight Foundation reconfirmed its commitment to Biloxi and the gulf coast by investing in the Gulf Coast Community Foundation to help communities that continue to grow and recover from the devastation of hurricane Katrina. Additionally, the foundation has provided funding to organizations like Habitat for Humanity and created the Knight Nonprofit Center to support nonprofits in the region. Multiple Community Partners American Red Cross Boys and Girls Clubs of the Gulf Coast Save the Children Harrison County Emergency Management Agency United Way of South Mississippi Professional Game Designer Area/Code Goals Instill good hurricane preparation habits in the next generation Empower youth to act safely and to take responsibility for themselves and others during dangerous storms and their aftermath Influence the behavior of parents and the larger community How to Play Battlestorm is a combination of dodgeball, capture-the-flag, and freeze tag. The Town team tries to transport balls from one side of the court to the other while the Hurricane team plays defense. Town teams can earn tokens as people in their community upload photos of hurricane prep kits to the game website. Teams cash these tokens in to buy extra powers like Shelter (which gives teams a safe zone on the court) or Flashlight (which removes a Hurricane player). At a Glance 493 players total in 5 communities 10-14 year-old boys and girls at after-school programs run by the Boys and Girls Clubs of the Gulf Coast March May, 2011 Big event tournament attracted 100 observers, community partner booths and distributed over 300 prep kits Over 800 hurricane prep kits were distributed to local families

Battlestorm Four Potential Pathways for Change Pathway 1 Effective for families and friends Youth were successful messengers and sparked conversations with friends and families about preparedness Players would learn about hurricane prep from game which would also prime them for future learning Parents of players talked with their children about how to be prepared and about having a family evacuation plan Limited Knowledge Gain - Surveys confirmed that players learned little about hurricane characteristics or behavior 33% of parents reported that they learned something new from their child who played the game Game did not prime kids to learn about hurricane prep more easily in the future Not as effective for communities There was not as much community participation as partners had hoped for due to lack of outreach and game promotion Exceptions Linking game strategy to specific concepts connected to learning retention Better questions asked about hurricane prep post-play Pathway 2 Parents of players would become more knowledgeable and prepared 25% of parents learned something new from watching the game Families of players had more hurricane kit items after the game Pathway 3 Game would leverage youth as superconductors of information for their families, friends and communities The online element of uploading pictures of hurricane prep kits was not very successful Pathway 4 Game would trigger conversation, catharsis, healing Talking about the game allowed the families to process their experiences and talk about hurricanes in an empowered way 75% of the parents of Battlestorm players believe that games like Battlestorm can help children who experience emotional or psychological problems related to hurricanes

Things to Consider When Funding Social Impact Games 1 Games work better when part of a larger effort with multiple partners Games play a unique catalyzing role in 5 2 3 4 accelerating existing efforts. Games in Places Need to Have a Sense of Place Games should incorporate a community s identity in their design, mechanics and visuals. They should tap into existing events that bring communities together and then leverage their novelty to engage local interest. Professional Game Designers are key! Incorporate stakeholders input, and have professional designers use game mechanics to modify the game to achieve specific purposes. Tie Games to Their Purpose Games need to balance fun with a higher purpose, but players need to understand the greater purpose of the game for it to catch on. 6 7 Meet People Where They Are Games that include a number of possible reasons for joining or liking the game work better. Game designers should combine diverse value propositions for players with different or evolving interests. Consider including both online and offline elements in order to reach players where they are most comfortable interacting and participating. Align Strategy and Knowledge Goals Tying critical information to strategies that individuals adopt in playing a game can produce measurable learning outcomes. Don t Let Implementation Be An Afterthought! Full-time staff on the ground is critical. Evaluation staff and full-time staff can help monitor implementation to make adjustments as the game unfolds. Include robust game promotion through local partners and the media, and initially target sub-groups of players who are highly networked. Full reports and other materials are available at knightfoundation.org/games/ supports transformational ideas that promote quality journalism, advance media innovation, engage communities and foster the arts. We believe that democracy thrives when people and communities are informed and engaged. Learn more at www.knightfoundation.org This work is licensed under the Creative Commons Attribution 3.0 United States License. To view a copy of this license, visit http://creativecommons.org/licenses/by/3.0/us/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA. Comprehensive evaluations of both games were conducted by: