ofits LiveN onpr     Games!
Participate & Ask Questions!Use the chat window to talk with other guests andparticipants, share linksTry the Social Netwo...
lle Byrd           M iche                        @ MByrd                 e @G4C          r ChangGa mes fo
GamesforChange.org
WHY GAMES?             Games are expanding:             - $60B Global business             - 97% of teenagers in America* ...
21st CENTURY SKILL BUILDING  Playing and making games foster critical skills necessary    for success in a rapidly changin...
(1)                                  Audience                             Who is it designed for?  Region, age, demographi...
(3)                                   Impact                               What is the goal?Job skills, 21st century skill...
ENGAGING QUALIFIED TEAMS                                       Game                      Production                       ...
STRATEGIC PARTNERSHIPS                  Impact         Domain                 Partners        Experts     Platform        ...
http://www.gamesforchange.org/toolkitflash/Game Building Toolkit
n Stokes                              Be                                               e   s                              ...
Macon Money
Re:Activism
Commons
The Event:    • Twice per yearCicLAvia      • 10 miles ==> open space              • 100,000 participants                 ...
ResourcesGames for ChangeJune 18-20 in NYC  (Festival/conf.)http://GamesForChange.orgCivic Tripod for Real-World Games & M...
S o c ia l           A c t io n sGames that create:Voting & Civic DutyParticipation in Improving SystemsHelp in Research &...
D o u b le -c lic k t o e n t e r               t it leDouble-click to enter text
Dorado                sephine              Jo                                  p                                        @F...
T h is S p a r t a n L if e
Working group forming for nonprofits interested in game development, gamers & designers who like helping causes      and a...
PARTICIPATION COMPLEX CHOICESSOCIAL INTERACTIVITY  COLLABORATION
#NPLive 16 May 2012Josephine Dorado @funksoup
Ov e r 8 0 mil l io n
F o l d it : c r o wd s o u r c in g h e a l t h                 s o l u t io n s
C o l l a b o r a t io n
P la y e r s r a is e d           o ve r$ 1 .5 mil l io n in j u s t       f iv e d a y s
T r a n s me d ia s t o r y t e l l in gB r e a k t h r o u g h ’s A me r ic a 2 0 4 9
e n c o u r a g in g c r e a t iv e p r o b l e m-                    s o l v in g
No n p r o f it Ga me s .o r g
#NPLive 16 May 2012Josephine Dorado @funksoup
y Jos eph                     Barr                                         ph                               @BarryJose    ...
C o s t o f L if e .      org
t ools visit        ore greatFor   m              Soup Catalog      The Tech
AdobeCreativeSuiteIncluding:PhotoshopIllustratorFlash ProFlash CatalystPremiereAudition& more
T a c k le C F
P la y S p e n t . o r g
Do we play to do more than just have fun?
Entertainment Education
Urg e nt E vo keDouble-click to enter text
Z yn g a .o r gFarmvilles 80 million players = for HAITI = Over $1millionOperating Strategy:Every game should have a cause...
D o u b le -c lic k t o e n t e r               t it leDouble-click to enter text
mes.org      npro     fitgawww.no                       s              #N Pgame    #NPlive
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
Nonprofits Live! GAMES
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Nonprofits Live! GAMES

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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.

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  • 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.
  • Nonprofits Live! GAMES

    1. 1. ofits LiveN onpr Games!
    2. 2. Participate & Ask Questions!Use the chat window to talk with other guests andparticipants, share linksTry the Social Networks (Twitter/Facebook) tab toinvite friends on other sites with a link to this event –do it now and tell us who you are!To ask a question click to the Questions tab and we’lltake on some of the best in our Q&A together
    3. 3. lle Byrd M iche @ MByrd e @G4C r ChangGa mes fo
    4. 4. GamesforChange.org
    5. 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. 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. 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. 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. 9. ENGAGING QUALIFIED TEAMS Game Production Design Business & Art & Project Team Fundraising Design Content Technology WritingMany fail: team does not have necessary skills to execute
    10. 10. STRATEGIC PARTNERSHIPS Impact Domain Partners Experts Platform Project Researchers Experts Leadership Assessment Game Partners Development
    11. 11. http://www.gamesforchange.org/toolkitflash/Game Building Toolkit
    12. 12. n Stokes Be e s @ bgstok ultant is t, Cons ,S trategRese archer
    13. 13. Macon Money
    14. 14. Re:Activism
    15. 15. Commons
    16. 16. The Event:  • Twice per yearCicLAvia • 10 miles ==> open space • 100,000 participants   (pedestrians, strollers, bikers) • ...but not in South LA (yet)
    17. 17. ResourcesGames for ChangeJune 18-20 in NYC  (Festival/conf.)http://GamesForChange.orgCivic Tripod for Real-World Games & Mobile:http://CivicTripod.com (Wednesday!)Grow a Game cardshttp://valuesatplay.org/game-tools
    18. 18. S o c ia l A c t io n sGames that create:Voting & Civic DutyParticipation in Improving SystemsHelp in Research & EducationRapidly Growing Knowledge BasesMovements & Mass ChangeUnderstanding, Empathy, CompassionSimulation for Disaster & Crisis Preparation
    19. 19. D o u b le -c lic k t o e n t e r t it leDouble-click to enter text
    20. 20. Dorado sephine Jo p @Fu nkSou nt st, Co nsulta gi StrateProducer,
    21. 21. T h is S p a r t a n L if e
    22. 22. 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
    23. 23. PARTICIPATION COMPLEX CHOICESSOCIAL INTERACTIVITY COLLABORATION
    24. 24. #NPLive 16 May 2012Josephine Dorado @funksoup
    25. 25. Ov e r 8 0 mil l io n
    26. 26. F o l d it : c r o wd s o u r c in g h e a l t h s o l u t io n s
    27. 27. C o l l a b o r a t io n
    28. 28. P la y e r s r a is e d o ve r$ 1 .5 mil l io n in j u s t f iv e d a y s
    29. 29. T r a n s me d ia s t o r y t e l l in gB r e a k t h r o u g h ’s A me r ic a 2 0 4 9
    30. 30. e n c o u r a g in g c r e a t iv e p r o b l e m- s o l v in g
    31. 31. No n p r o f it Ga me s .o r g
    32. 32. #NPLive 16 May 2012Josephine Dorado @funksoup
    33. 33. y Jos eph Barr ph @BarryJose s o balKid id s @GlG lobal K
    34. 34. C o s t o f L if e . org
    35. 35. t ools visit ore greatFor m Soup Catalog The Tech
    36. 36. AdobeCreativeSuiteIncluding:PhotoshopIllustratorFlash ProFlash CatalystPremiereAudition& more
    37. 37. T a c k le C F
    38. 38. P la y S p e n t . o r g
    39. 39. Do we play to do more than just have fun?
    40. 40. Entertainment Education
    41. 41. Urg e nt E vo keDouble-click to enter text
    42. 42. Z yn g a .o r gFarmvilles 80 million players = for HAITI = Over $1millionOperating Strategy:Every game should have a cause that it benefits throughvirtual goods - an easy opt-in donation - created in a day
    43. 43. D o u b le -c lic k t o e n t e r t it leDouble-click to enter text
    44. 44. mes.org npro fitgawww.no s #N Pgame #NPlive
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