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Grantmakers in the Arts Conf Michelle Byrd Oct 9, 2011
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- $60B Global business - 97% of teenagers in America* - 60% of casual gamers are women* - 27 is the average age of social gamers WHY GAMES? Pew Report, Nielsen Games are expanding:
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Arguably the most dominant media form of the 21 st Century
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GAMES AND LEARNING Federation of American Scientists & National Science Foundation: * National Summit on Educational Games “Games offer critical attributes for 21st century learning.”*
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21 st CENTURY SKILL BUILDING Playing and making games foster critical skills necessary for success in a rapidly changing 21 st Century world. + Systems thinking + Digital media literacy + Iterative process + Creativity + Problem solving + Team building + Planning & execution + Collaboration
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Computer and video games are being embraced by leading foundations, non-profits, universities, and government agencies to further their public interest and educational goals
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Catalyzing Social Impact Through Games
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Some Trends to Keep in Mind
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MAINSTREAM ADOPTION Vice President Al Gore Supreme Court Justice Sandra Day O’Connor US Chief Technology Officer Aneesh Chopra
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DIRECT ACTION GAMES
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DEVELOPING WORLD AUDIENCES
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College/ Professional High School Middle School Elementary School Game Design Commercial Modding Tools C++ Programming Scaffolded / ConstrainedUn-scaffolded / Unconstrained YOUTH CREATING GAMES
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TRANSMEDIA PROJECTS
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Strength of Games
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10 reasons why games are a powerful platform for highly engaged learning and social impact
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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 3. CHALLENGES & REWARDS Games engage players deeply through a delicate balance of challenges & rewards leading to highly focused, sustained engagement
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4. FUN TO FAIL Games enable players to try & fail in a safe environment; experimenting at their own pace until they succeed 5. SOCIAL Games are increasingly networked, fostering peer-to-peer, collaborative learning 6. GAMES AS SERVICE Games are increasingly becoming on-going services that can be continually optimized for engagement and impact
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8. BITS AND ATOMS Games are increasingly crossing over into the real-world through new input devices, mobile & location-aware platforms 7. COMPLEXITY Games require players to navigate and understand complex systems, interfaces & rules 9. MOTIVATION Good games create a deep desire to learn.
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10. UBIQUITY XBOX 360 27M Wii 45M Mobile devices Billions PCs Billions Sony PSP 42M Nintendo DS 96M Play power $10 TV computer Wii WareSony PSN Network XBLASony PS3 19M Sony PS2 50M
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2 Case Studies
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CENTENNIAL OF NY PUBLIC LIBRARY OBJECTIVES: – Draw in demo likely never inside research library (teen to 20s) – Google + Wikipedia ≠ direct real-world engagement with artifacts TACTICS: - Collaborate with game designer + author Jane McGonigal - Create unique, once-in-a-lifetime activation of the concept - Build one experience around live event. Build another for post event. - Make access competitive - Mission: In 2012, I’ll be the first person to… - Stay overnight at the Library - Participate in writing a book for the permanent collection - Complete 100 quests
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FIND THE FUTURE IN ACTION
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FIND THE FUTURE RESULTS RESULTS -5,000 applicants – 21,000 interacted with call out – project on FB, You Tube trailer – 500 selected participants (70 teams of approx 7 each) – 800 pg book created over night as part of permanent collection
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RIVER TO RIVER FESTIVAL COME OUT & PLAY – MUSIC, FILM, DANCE, THEATER, ART, PLAY – Free, month-long summer outdoor street game series – Lower Manhattan and Governor’s Island – NYC’s physical environment as backdrop for culture, design RESULTS: -800 + participants over 20 games – 500 on Governor’s Island for day of 15 games – The Commons (aka the “311” game) Real World Game Design winner – Cowgirl Cowhunt (1919 manhunt inspired by team tag) – Running of the Stocks (Running of Bulls thru Wall Street) – Dramatically increased diversity of participants – age, race – 1 st incorporation of PLAY by Lower Manhattan Cultural Arts Council
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FIELD DAY, GOVERNORS ISLAND
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COMMONS, A MOBILE GAME
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Funder Due Diligence
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Project Team Technology Business & Fundraising Production Game Design Art & Design Content Writing Many fail: team does not have necessary skills to execute ENGAGING QUALIFIED TEAMS
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Many fail: under-resourced, especially games as service that require on-going resources. Game as ProductGame as Service Game released, customer support for time-bounded period Social Networking Virtual Worlds Game continually updated, enhanced, supported 24/7 Downloaded Software Boxed Software SUSTAINABLE BUSINESS MODELS
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Many fail: Marketing / distribution / context not baked into design. Audience (1) Sustaining (5) Context (2) Platform (4) Assessment (8) Gameplay (6) Execution (7) Impact (3) PUBLISHING STRATEGY
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A tech platform to create multiple titles with clear separation between back-end and content / GUI. A GAME ‘ENGINE’
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Multiple titles, multiple platforms, lowering the risk. A PORTFOLIO APPROACH
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www.gamesforchange.org michelle@gamesforchange.org // @mbyrd
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