SlideShare a Scribd company logo
1 of 65
ofits Live
N onpr
     Games!
Participate & Ask Questions!
Use the chat window to talk with other guests and
participants, share links

Try the Social Networks (Twitter/Facebook) tab to
invite 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’ll
take on some of the best in our Q&A together
lle Byrd
           M iche
                        @ MByrd
                 e @G4C
          r Chang
Ga mes fo
GamesforChange.org
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
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
(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
(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
ENGAGING QUALIFIED TEAMS

                                       Game
                      Production
                                       Design


        Business &                                Art &
                             Project Team
        Fundraising                               Design


                                        Content
                      Technology
                                        Writing




Many fail: team does not have necessary skills to execute
STRATEGIC PARTNERSHIPS


                  Impact         Domain
                 Partners        Experts



     Platform             Project          Researchers
     Experts            Leadership


                Assessment       Game
                 Partners     Development
http://www.gamesforchange.org/toolkitflash/


Game Building Toolkit
n Stokes
                              Be
                                               e   s
                                       @ bgstok
                                ultant
                     is t, Cons
           ,S trateg
Rese archer
Macon Money
Re:Activism
Commons
The Event:    • Twice per year
CicLAvia      • 10 miles ==> open space
              • 100,000 participants
                  (pedestrians, strollers, bikers)
              • ...but not in South LA (yet)
Resources


Games for Change
June 18-20 in NYC  (Festival/conf.)
http://GamesForChange.org

Civic Tripod for Real-World Games & Mobile:
http://CivicTripod.com (Wednesday!)

Grow a Game cards
http://valuesatplay.org/game-tools
S o c ia l
           A c t io n s
Games that create:
Voting & Civic Duty
Participation in Improving Systems
Help in Research & Education
Rapidly Growing Knowledge Bases
Movements & Mass Change
Understanding, Empathy, Compassion
Simulation for Disaster & Crisis Preparation
D o u b le -c lic k t o e n t e r
               t it le
Double-click to enter text
Dorado
                sephine
              Jo                                  p
                                        @Fu nkSou
                                   nt
                     st, Co nsulta
                gi
          Strate
Producer,
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 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
PARTICIPATION
 COMPLEX CHOICES
SOCIAL INTERACTIVITY
  COLLABORATION
#NPLive 16 May 2012
Josephine 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 g
B 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 2012
Josephine Dorado @funksoup
y Jos eph
                     Barr
                                         ph
                               @BarryJose
                           s
                  o balKid
         id s @Gl
G lobal K
C o s t o f L if e .
      org
t ools visit
        ore great
For   m
              Soup Catalog
      The Tech
Adobe
Creative
Suite

Including:
Photoshop
Illustrator
Flash Pro
Flash Catalyst
Premiere
Audition
& 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 ke
Double-click to enter text
Z yn g a .o r g
Farmville's 80 million players = for HAITI = Over $1million




Operating Strategy:
Every game should have a cause that it benefits through
virtual goods - an easy opt-in donation - created in a day
D o u b le -c lic k t o e n t e r
               t it le
Double-click to enter text
mes.org
      npro     fitga
www.no
                       s
              #N Pgame
    #NPlive

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Nonprofits Live! GAMES

  • 2. Participate & Ask Questions! Use the chat window to talk with other guests and participants, share links Try the Social Networks (Twitter/Facebook) tab to invite 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’ll take on some of the best in our Q&A together
  • 3. lle Byrd M iche @ MByrd e @G4C r Chang Ga mes fo
  • 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. 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. (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. (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. ENGAGING QUALIFIED TEAMS Game Production Design Business & Art & Project Team Fundraising Design Content Technology Writing Many fail: team does not have necessary skills to execute
  • 10. STRATEGIC PARTNERSHIPS Impact Domain Partners Experts Platform Project Researchers Experts Leadership Assessment Game Partners Development
  • 12. n Stokes Be e s @ bgstok ultant is t, Cons ,S trateg Rese archer
  • 13.
  • 17.
  • 18. The Event:  • Twice per year CicLAvia • 10 miles ==> open space • 100,000 participants   (pedestrians, strollers, bikers) • ...but not in South LA (yet)
  • 20. S o c ia l A c t io n s Games that create: Voting & Civic Duty Participation in Improving Systems Help in Research & Education Rapidly Growing Knowledge Bases Movements & Mass Change Understanding, Empathy, Compassion Simulation for Disaster & Crisis Preparation
  • 21. D o u b le -c lic k t o e n t e r t it le Double-click to enter text
  • 22. Dorado sephine Jo p @Fu nkSou nt st, Co nsulta gi Strate Producer,
  • 23. T h is S p a r t a n L if e
  • 24. 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
  • 25. PARTICIPATION COMPLEX CHOICES SOCIAL INTERACTIVITY COLLABORATION
  • 26. #NPLive 16 May 2012 Josephine Dorado @funksoup
  • 27.
  • 28. Ov e r 8 0 mil l io n
  • 29. 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
  • 30. C o l l a b o r a t io n
  • 31. 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
  • 32.
  • 33.
  • 34.
  • 35.
  • 36. T r a n s me d ia s t o r y t e l l in g B r e a k t h r o u g h ’s A me r ic a 2 0 4 9
  • 37.
  • 38.
  • 39. 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
  • 40.
  • 41.
  • 42.
  • 43. No n p r o f it Ga me s .o r g
  • 44. #NPLive 16 May 2012 Josephine Dorado @funksoup
  • 45. y Jos eph Barr ph @BarryJose s o balKid id s @Gl G lobal K
  • 46.
  • 47.
  • 48.
  • 49.
  • 50.
  • 51. C o s t o f L if e . org
  • 52.
  • 53.
  • 54.
  • 55.
  • 56. t ools visit ore great For m Soup Catalog The Tech
  • 58. T a c k le C F
  • 59. P la y S p e n t . o r g
  • 60. Do we play to do more than just have fun?
  • 62. Urg e nt E vo ke Double-click to enter text
  • 63. Z yn g a .o r g Farmville's 80 million players = for HAITI = Over $1million Operating Strategy: Every game should have a cause that it benefits through virtual goods - an easy opt-in donation - created in a day
  • 64. D o u b le -c lic k t o e n t e r t it le Double-click to enter text
  • 65. mes.org npro fitga www.no s #N Pgame #NPlive

Editor's Notes

  1. 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.
  2. 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.
  3. 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/
  4. 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/
  5. 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/
  6. 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/
  7. 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.
  8. 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/
  9. 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/
  10. 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
  11. 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
  12. 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
  13. 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/
  14. 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
  15. working group forming for nonprofits interested in game dev, gamers & designers interested in social causes
  16. 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.