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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
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Games for Change 2007 (day 1) June 11, 2007 - by Ian Bogost I'm in New York at Games for Change Festival 2007. I'm going to attempt to liveblog some of it here. Keynote Conversation with Chris Melissinos and Alan Gershenfeld Virtual Activism: Exploring Nonprofits in Second Life Market Sector Impact Serious Games & Games for Change: Then and Now (out of power for a while, recharging) Where are all the good Games for Change? Technorati Tags: g4c, games for change
Alan started: the idea of games for change has both potential and challenges. Potential: you know the size of the game business, but the opportunities are larger than you might think. The average age of gamers is 33. According to the ESA, 94% follow news and current events and 74% vote. You can reach multiple generations at home with games. Games are no longer isolated experiences, games are connected now. You can therefore connect games to social activism, seamlessly connected to the games. There are amazing tools to make it easier and reduce the risk of making games. And through organizations making it clear that this is taking place makes this a growing concern. Challenges: entertaining games are very hard to make. Activism in general is very very hard. So a social game is very very very very hard to do well. In the early 90s, every Hollywood studio invested hundreds of millions of dollars in games divisions and they all failed. The most successful games of all times were made natively for the medium. It's not just a matter of repurposing your content. You have to play games, you need to understand the genres, you have to learn what games are to understand the tools at your disposal. Find developers who have made games in the genre you want on the platform you want. Do the research. It will exponentially reduce your risk. You don't necessarily need to know how to make the game, but you need people who do. Alan then started a "keynote conversation" with Chris Melissinos, Chief Gaming Officer at Sun Microsystems. Q: How did you become and what is CGO? Q: What's available in terms of making games and what does Sun have to offer in that regard? Q: Between Java and Flash, what are the pros and cons of each? [Alan adds: play the games you like, and talk to developers about them.] We discovered that the first consumer branded Java product was an Activision game. People don't buy technology; they don't buy TiVo becuase it runs Linux, they buy TiVo because it pauses television. [Alan: almost every phone has a camera on it, for example.] Figuring out how we can use these technologies to better ourselves is the hard part. Sifting through everything out there is hard though. Audience questions: Q: What are your companies doing for Games for Change? Q: Those of us in NGOs and NPOs think about the last mile. What are you doing to make gaming something where we interact between the real and the virtual world?
Susan Tenby, Tech Soup Evonne Heyning Jeska Dzwigalski Q: The power dynamic between the commercial and non-profit sector is changing. Now there are real business problems. Can you talk about that? I'm working on a project with NBC News, and Ian Bogost has forged a relationship with the NY Times. The news division at NBC has asked us to look at that problem. Q: Eric, tell us why you took PeaceMaker commercial. If you are going to look for publishing and distribution, there are people who won't touch you because of what you've done. As for the for-profit model, we didn't think we would get rich, but we did think that contract work wasn't viable... we wanted to be financially stable and not have to rely on foundations and non-profit funding cycles. I can't really do the less expensive version to prove that I can do the more expensive version. Q: Stephen, you're on the other side of the fence at Viacom. Tell us about what you're seeing from that perspective. [response to audience question] Audience question: any crossover with religious groups? Eric: We don't have a marketing budget. Darfur is Dying gets the benefit of MTV's attention and support to push awareness. So finding ways to do that is really helpful. Starbucks did a green game on their homepage, so finding the right partner can really help. Audience question: "cause marketing" is a popular idea these days. How do you feel about that label and the way corporations are using that thinking? Q: Youv'e all talked about the idea that the game can't be the only thing you're doing. Say more about that. Q: How do you get a non-profit to talk to you? Audience question: Lifecycle issues. Is there a fatigue for an issue like Darfur? Heather: Are movie stores or other stores willing to put games in their displays? Audience question: As an independent game, how do you raise money?
The Serious Games Initiative has been dormant, although working on a federal budget game. Games for Health will have a west coast day, in Seattle around the Penny Arcade Expo. In the games for health field, like in this one, many people have never spent any time with gamers outside their own living rooms. They've never seen how game companies market, what people do around games, etc. And colocating this event will help accomplish this. The regular games for health conference will take place in late May 2008. The initiative has also been working with the One Laptop Per Child program to support the development and distribution of games on that platform. Change in Serious Games: Stop thinking serious games are that which "I work on" -- that specific to them
Today I want to talk about design, and what are the fundamental issues around the design of these sorts of games. What I am going to say is pretty basic in terms of game design but could be useful. Gamelab does all kinds of games, mostly online games for broad audiences, not neessarily for change or education. I want to talk about game design. What are these games we're not fulfilling? What would these games be like? I took a random sampling of cultural products that set a really high bar in other media. Howard Zinn's book A People's History of the United States, a revisionist social history of the United States We should set a really high bar for games that would follow suit. Each one of these examples make pretty incredible use of their chosen medium. And this kind of expressive use of the medium leads to insight and cultural effect. We're no where near this level of cultural sophsitication when it comes to games, either in our thinking or in terms of the games we are making. I'm going to talk about systems thinking, procedural representation, expressing "the message," and executing a great game. Systems thinking: people are talking about gaming literacy, not just traditional literacy but gaming literacy, and systems thinking is a big part of that. Thinking about things in terms of how parts interrelate to a whole. [Eric ran a short exercise to demonstrate systems thinking] Say you are doing a historical game. It might be better off created as a system of, say, economies, or cause and effect. In this field, we deal wit a lot of very unusual subject matters for games. Translating them into a game context requires thinking about them in system terms. Every game has a conflict, and we need to find the conflict in the game we might design around a topic. Procedural representation: games have the ability to depict things. When we're talking about making a game with social content. Procedural representation is a game native mode. Games can signify through sound and visuals, but they also signify through their rules and interactivity, and that's where I think the power to use games for social issues lies. [Eric ran a short exercise to demonstrate procedurality] (I had to leave early to set up for the expo; I will try to get notes from others) Comment from rikomatic on June 12, 2007
Comment from Beth on June 14, 2007
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