Announcing the 2017 Industry Circle


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Announcing the 2017 G4C Industry Circle members

Through our annual Industry Circle program, Games for Change recognizes organizations that have taken risks, developed sustainable business models, launched successful games, and are pushing the boundaries of the games industry in a positive direction.

 

Learn from Industry Circle members at the Festival

We are pleased to present the members of the third edition of the Industry Circle, who will share how they have developed their business strategies, what keeps them up at night, and the new projects that are driving their success at the Industry Circle Town Hall at the G4C Festival on July 31. If you will be there in person, we encourage you to ask questions during the Q&A session after the panel!

eline
E-Line Media’s consumer games are designed to fire the imagination, catalyze curiosity, and create gateways to new ideas, themes and interests. Their game-infused learning programs enable pathways of learning from middle school through college and beyond. The company’s game-based-learning offerings have been used in over 10,000 schools and after-school programs with hundreds of thousands of students.
 

classcraft

Classcraft reimagines any classroom as an adventure. Acting as a gamified layer around a teacher’s existing curriculum, Classcraft is positioned to meet students culturally while solving real challenges in education, like student motivation, classroom management, and bullying. Classcraft is used in 75 countries and 10 languages by over 2.5 million teachers, students, and parents.
 

filament

Filament Games is a production studio that exclusively creates learning games. The company’s games combine best practices in commercial game development with key concepts from the learning sciences. They have an award-winning suite of science games that have been implemented in districts across the country.
 

schell

Schell Games is a full-service game design and development company, which specializes in creating transformational games and innovative, interactive experiences. Schell Games has completed numerous projects for Fortune 100 companies, such as The Walt Disney Company and Microsoft Corporation, and have worked with some of the world’s most respected brands. 
 

triseum

Triseum’s mission is to inspire students to succeed through game-based learning. They pursue this mission by combining commercial game development experience with deep educational expertise to create revolutionary ways for students to learn. They grew out of the LIVE Lab at Texas A&M University which is why education will always remain at the heart of this gaming company. 
 

yogome

Yogome creates learning through fun and engaging game-based curriculum and captivating characters. More than 1,000 mini games and six different apps comprise this personalized learning platform certified by Yale’s Play2Prevent Lab. They are adding new content to the platform every month in eight different subject for grades kindergarten through fifth, available in English, Spanish, Portuguese, and Simplified Chinese. 

Festival passes still available online
 
The Games for Change Festival is just two weeks away! Buy your pass today to attend.

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Announcing the G4C17 Awards Nominees



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Announcing the 2017 nominees

 

Congratulations to the finalists in the 2017 Games for Change Awards! Join us at the Games for Change Festival to play these games and see who will win at the annual G4C Awards Ceremony.

All nominees are considered for the Awards’ top honor, Game of the Year, which is awarded to the nominee that best exemplifies all categories.

Thank you to everyone who submitted their games and to our jury of leaders from the gaming community, social impact sector, media, and tech, who dedicated their time to rigorously evaluating all entries.

 

And don’t forget to vote!

We are proud to partner again with Mashable on the Mashable + G4C People’s Choice Award, where everyone can vote for their favorite game! Cast your vote here.

Best Gameplay
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Minecraft: Education Edition
Developers: Mojang & Microsoft Studios
Platforms: Mac, PC
This version of the popular open-world game, Minecraft, is specifically designed for traditional classroom environments. It contains features that make Minecraft more accessible and effective in a classroom like an in-game camera and student privacy features. 
seahero
Sea Hero Quest
Developer: Glitchers
Platforms: Android, iOS
The world’s first game where anyone can help scientists fight dementia. As a sea explorer’s son, save your father’s memories by navigating his boat through five levels. Your navigating skills will be recorded and the data contributed by a global benchmark, helping dementia research. 
trackingida
Tracking Ida
Developer: Lishan AZ
Platforms: ARG, live-action
An educational alternate reality game (ARG) inspired by the pioneering journalism of Ida B. Wells that was piloted in Watts, Los Angeles. Players learned about Wells’ crusade against lynching by unlocking archives and solving puzzles. Connecting history to the present, players investigate police killings today and learn media making to spread awareness.
most innovative
epistory
Epistory – Typing Chronicles
Developer: Fishing Cactus
Platforms: Mac, PC
Epistory immerses you in an atmospheric action/adventure game where you play as a girl riding a giant fox  who fights an insectile corruption from an origami world. As you progress and explore, the story literally unfolds and the mysteries of the magic power of the words are revealed. 
frog
Everything
Developer: David O’Reilly
Platforms: PC, Mac, PlayStation 4
Everything is about the quiet explosion of life going on all around us. Everything is a simulation of reality where everything you see is a thing you can be, from animals to planets to galaxies and beyond – you can be the universe or create your own. 
PRY
PRY
Developer: Tender Claws
Platform: iPad
PRY is a hybrid app that collides cinema, game and book to re-imagine how we can touch, close and pry into a story, moving seamlessly among words and images to explore  layers of character’s consciousness. 
mostsignificant
lilya
Liyla and Shadows of the War
Developer: Rasheed Abueideh
Platforms: Android, iOS
Based on actual events, Liyla and the Shadows of the War tells the story of a little girl living in Gaza during the war in 2014. In this atmospheric platforming game, players help the girl navigate a series of puzzles, constantly evading the surrounding dangers of war.
walden
Walden, A Game
Developer: Game Innovation Lab
Platforms: PC, Mac
A first-person simulation of the life of American philosopher Henry David Thoreau during his experiment in self-reliant living at Walden Pond. Players follow in Thoreau’s virtual footsteps, balancing their basic survival needs with a search for the sublime in the small beauties of the woods. 
minecraftnotitle
Minecraft: Education Edition
Developer: Mojang & Microsoft Studios
Platforms: Mac, PC
This version of the popular open-world game, Minecraft, specifically designed for traditional classroom environments. It contains features that make Minecraft more accessible and effective in a classroom like an in-game camera and student privacy features. 
bestlearning
1979
1979 Revolution: Black Friday
Developer: iNK Stories
Platforms: PC, Mac, Android, iOS
A choice-driven narrative game that brings players into the brooding world of a nation on the verge of collapse. Play as Reza, an aspiring photojournalist, and make life and death decisions as you survive the gritty streets of Iran in the late 1970s. 
dragonBIG
DragonBox BIG Numbers
Developer: WeWantToKnow
Platforms: iOS, Android
Dive into the world of the Nooms and learn big numbers, and long addition and subtraction! Young players are challenged to think strategically over the course of the game to trade resources and unlock new worlds. 
cosmos
At Play in the Cosmos
Developers: W. W. Norton/GEAR Learning/Learning Games Network
Platforms: PC, Mac
In a journey through space and time, players are put in the pilot’s seat, on a quest to solve mission challenges. The game helps students build an intuitive understanding of the scale of the universe, the tools astronomers use, and the process of science. 
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Last chance to buy Festival passes at the regular rate

Games for Change Festival 2017

The Festival is less than 1 month away. Make sure to pick up your pass! 

… until pass prices increase for late registration

Pass prices for the Games for Change Festival and VR for Change Summit increase on July 14 for late registration. Get your pass today and save your spot.
 

Buy Festival Passes
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Announcing the 2017 G4C Student Challenge winners

2017 Student Challenge finalists

Announcing the winners of the
2017 G4C Student Challenge

We are pleased to announce the 18 winners of our second annual Games for Change Student Challenge in NYC, Pittsburgh and Dallas! Over 2,000 middle and high school students participated in the 2017-2018 Student Challenge, learning game design in public schools and at local game jams.

Students created nearly 400 digital games about three topics: Climate Change (with NOAA), Future Communities (with Current by GE), and Local Stories & Immigrant Voices (with National Endowment for the Humanities). The winning games share the hardships of immigration to the United States, teach strategies for building a greener city to combat climate change, explore the future of transportation infrastructure, and much more. 

2017 Games for Change NYC Student Challenge grand prize runner-up winner

Winners and finalists were presented with career-oriented prizes from Ubisoft and theme partners at awards ceremonies in each city in June. Winning students will have their games showcased at the Games for Change Festival Marketplace and join a special lunch with Ubisoft game developers.

The Student Challenge was led by G4C in partnership with the Sprout Fund in Pittsburgh and the Big Thought in Dallas, national curriculum partner Mouse, and Institute of Play. Program supporters include the National Endowment of the Humanities, Best Buy Foundation, Hive NYC, and Take-Two Interactive.

What’s next for the Student Challenge?

We are pleased to announce new partners for the 2017-2018 Student Challenge including Annenberg Foundation and Annenberg Learner, who are bringing the program to Los Angeles public schools, Unity Technologies, iThrive Games, and the Born This Way Foundation.

G4C is seeking additional partners to support the Student Challenge with program funding and theme sponsorship. Please email studentchallenge@gamesforchange.org if interested.


 

NYC Student Challenge

 

On June 10, G4C hosted the second annual Student Challenge awards ceremony and arcade at the Museum of the Moving Image. Nearly 200 attendees came to celebrate NYC’s best young game designers, including families, teachers and program partners.

All 18 finalists were showcased in an interactive arcade where students demoed their games. The awards ceremony was held in the Museum’s theater, featuring remarks by three teachers, Alex Fleming from our national curriculum partner Mouse and Matt Farber who recapped our Moveable Game Jam series.

Prizes were presented to 10 winning teams, including games from Ubisoft, a tour of NYU Game Center, Arduinos, tours of the American Museum of Natural History, Museum of the City of New York, New-York Historical Society and a walking tour of DUMBO by a Brooklyn Historical Society scholar.

The winners of the NYC Challenge are:

Future Communities category, Current by GE:

Climate Change category, NOAA:

Local Stories and Immigrant Voices category, National Endowment for the Humanities:

Pittsburgh Student Challenge

The Pittsburgh awards event was hosted at the Heinz History Center by the Sprout Fund on June 10, bringing together over 120 people to celebrate the winners and play students’ games. Finalists and winners received their prizes onstage with introductions from theme partners including the National Endowment for the Humanities and the Department of Innovation & Performance for the City of Pittsburgh.

Prizes included a tour of the Carnegie Mellon University (CMU) NavLab where they’re making autonomous vehicles, a behind-the-scenes tour of Carnegie Museum of Natural History and the National Weather Service station, work with Heinz Center museum educators to lead Hello Neighbor, a new exhibit and education program they’re launching around immigration, and a tour for all winners of CMU’s Entertainment Technology Center.

The winners of the Pittsburgh Challenge are:

Future Communities category (Current by GE):

  • City Sim – Fort Couch Middle School
  • Project FC – PA Distance Learning Charter School

Climate Change category (NOAA):

Local Stories and Immigrant Voices category (National Endowment for the Humanities):

Dallas Student Challenge

On Saturday, June 24, the Dallas awards ceremony and arcade was held at the Frontiers of Flight Museum as part of a citywide Tech Turn-Up event co-hosted by city nonprofit Big Thought. Partners from Codestream Studios, Dallas Innovation Alliance (a Future Communities local partner), Frontiers of Flight Museum, Director of Dallas ISD STEM and a rockstar teacher from Skyline High School gave remarks and presented awards to students.

In addition to games from Ubisoft, students were awarded tours of Dallas’ history museums, IBM Smart Cities facility, and local National Weather Service station.

The winners of the Dallas Challenge are:

Future Communities category (Current by GE):

Climate Change category (NOAA):

Local Stories and Immigrant Voices category (National Endowment for the Humanities):

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Games for Change Festival Schedule now available

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Track Recap Banner

Full Festival schedule now available

With the Games for Change Festival schedule now online, you can explore everything we offer across our three tracks and the VR for Change Summit. Buy your pass and start building your schedule today.

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The VR for Change Summit aims to expand our understanding of what is possible with virtual reality technology to create positive social change. Hear from VR visionary Nonny de la Peña, former U.S. CTO Megan Smith, and Planned Parenthood’s Dawn Laguens on how they are using VR. Try out some of the latest demos and experiences that are making real-world impact.
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The Civics & Social Issues track explores the tremendous political changes over the last year, while elevating a range of voices from indie and commercial game development who cover fake news, immigration, human rights, and more. Join game makers Paolo PederciniColleen Macklin, Mary Flanagan, and Tracy Fullerton as they examine play and politics. 
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The Neurogaming & Health track highlights the latest health and neuroscience games with purpose and dives into the myths and realities of brain-training games. Ubisoft and Amblyotech share their game to treat lazy eye, and professor Moran Cerf shows how neuroscience helps us measure engagement. Learn about scientific findings from games like Mozak and EVE Online.
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The Games for Learning Summit, co-hosted by the Entertainment Software Association (ESA) and Microsoft, features diverse perspectives on revolutionary models for distribution, sustainability, and discoverability. ESA President and CEO Michael D. Gallagher shares the game industry’s positive impacts, professor Constance Steinkuehler presents 10 findings on games for learning from 10 years of research, and GSV Acceleration founder Deborah Quazzo analyzes the future of game-based learning from a business standpoint.  

Buy Festival Passes

Only a few days left to join these Festival events:

Sign up to volunteer at the Festival 
In exchange for volunteering, we invite you to attend part of the Festival, where you will hear from experts, meet others in our community, and experience new games. Sign up to volunteer here.

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VR for Change Summit: Initial speaker and demo lineup

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Discover how virtual technologies are advancing critical real‑world causes in a day of talks, workshops, and demos
 

The VR for Change Summit, part of the Games for Change Festival, aims to expand our understanding of what is possible with virtual reality technology to create positive social change. Meet the myriad communities and organizations who are exploring the cutting edge of VR, with projects for nonprofits, journalism, art, education, health, empathy, and inclusivity.

This is only a small sample of our many speakers, presentations, and demos at the VR for Change Summit. Keep an eye on the Summit website here for upcoming announcements!

Keynotes include:

  • Nonny de la Peña (founder, Emblematic Group) is one of the most influential pioneers in developing virtual reality as a means of modern expression. She is a leader in creating immersive virtual, mixed, and augmented reality.
  • Megan Smith (former U.S. chief technology officer) was the third chief technology officer to the United States and assistant to the president, serving under President Barack Obama. She was previously a vice president at Google, where she led new business developments for nine years.
  • Dr. Adam Gazzaley (co-founder and chief science advisor of Akili Interactive Labs) shares his vision of how emerging VR technology can be used to achieve meaningful and sustainable cognitive enhancement, with the ultimate aim of improving our quality of life.
  • Dawn Laguens (executive vice president and chief brand and experience officer, Planned Parenthood Federation) illustrates Planned Parenthood’s use of virtual reality and innovative apps impacting the way people access reproductive health care and empathy.
  • Gabo Arora (founder and president, Lightshed) gives a historical overview of visual media and its uses for empathy and representing others’ pain.

Experience these VR projects and more

acrosstheline
Across the Line (Planned Parenthood, Emblematic Group) is an immersive virtual reality experience that combines 360° video and computer generated imaging to put viewers in the shoes of a patient entering a health center for a safe and legal abortion. 
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Testimony (Zohar Kfir) is an interactive documentary for virtual reality that shares the stories of five survivors of sexual assault and their journey to healing. It is also an advocacy platform to allow the public to bear witness to those who have been silenced.

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SuperChem VR (Schell Games) is a VR chemistry lab that allows students to interact safely in a lab without investing in tangible lab equipment. It was created with support by the Institute of Education Sciences and the Small Business Innovation Research (SBIR) program.
 

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Perfect Eggplants Don’t Exi- (Mikei Huang) is about failing to attain the ideal body image. In this superficial world of eggplants, players experience the doubling effect of sexual objectification in the gay culture by modifying their bodies to meet arbitrary expectations.
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Screenshot from That Dragon, Cancer.

VR for empathy

 

  • Ryan and Amy Green (Numinous Games) will share insights from their explorations in VR, including bringing their award-winning game That Dragon, Cancer into VR and their ideas about how the medium can move and change hearts and minds.
  • Aldis Sipolins (head of virtual reality and game design, IBM) will discuss his work on studying immersive cognition in VR, with some live demos.
  • Forging the CyberFeminist Multireality: Discussions on a future for VR that is both empowering and inclusive for women will be had by Alice Lloyd George (associate, RRE Ventures), Zohar Kfir (creator, Testimony), Sophia Dominguez (CEO and co-founder, SVRF), and Clorama Dorvilias (UX research and design fellow, Code for America). The panel will be moderated by Malia Probst (VR Scout).
  • Jaehee Cho (creative director, Stitchbridge) and Ralph Vituccio (associate teaching professor, Carnegie Mellon University) will share lessons learned developing and playtesting Injustice, an interactive VR experience around racially motivated police brutality.

Meet the curator

Erik Martin previously served as a policy advisor at the White House, Office of Science and Technology Policy in the Obama administration. He helped develop numerous national education innovation policies and initiatives, co-wrote the first memo to the president on VR technologies and hosted events like the White House Game Jam and an eSports competition to encourage sign-ups on HealthCare.gov. His career started by playing World of Warcraft with the Dragonmaw Vanguard.  

Festival deadlines coming up soon:

  • VR Brain Jam (June 22): Are you a VR game creator? Apply by June 22 to join our VR Brain Jam. Participants will receive free passes to the Festival and VR for Change Summit and may have a chance to present their prototypes at the Summit.
  • Pitch Event (June 30): Submissions to our on-stage Pitch Event close on June 30. Making a game for civic engagement or in response to current political events? We want to hear from you!
  • Book your booth in the G4C Marketplace (July 1): Our b2b expo at the Festival invites companies and game studios to demo their games, technologies, and platforms to potential partners and clients.

Volunteer at the Festival
In exchange for volunteering, we invite you to attend part of the Festival, where you will hear from experts, meet others in our community, and experience new games. Sign up to volunteer here.

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Games for Learning Summit at #G4C17: Study up on the latest trends and games 📝

2017 Games for Change Festival - passes now on sale
Games for Change Festival - Games for Learning Summit
ESA-Microsoft

Learn about games that teach
Sharing new projects and research that evidence the power of game-based learning to transform education in and out of school

The third annual Games for Learning Summit, co-hosted by the Entertainment Software Association and Microsoft, will feature diverse perspectives on revolutionary models for distribution, sustainability, and discoverability through both inspirational talks and practical discussions. Investors, researchers, and designers will reflect on their lessons learned and the future potential of learning games.

Keynotes include:

  • Michael D. Gallagher (president and CEO, Entertainment Software Association) shares the positive impacts to learning, innovation, and jobs being made by the digital games industry.
  • Deborah Quazzo (founder and managing partner, GSV Acceleration) gives a talk about the future of game-based learning from purely a business and market standpoint.
  • Constance Steinkuehler (professor, University of California, Irvine) shares 10 important findings from the research on games for impact over the last decade.
  • Jessica Lindl (global head of education, Unity Technologies) speaks about democratizing learning, creativity, opportunity and impact.

 
Alphabear

Art from Alphabear

Words to the wise, from the wise

  • Erin Hoffman-John (CEO, Sense of Wonder) distills lessons from three years at GlassLab Games with topics including game-learning design collaboration, reversing the player-as-consumer paradigm, formative assessment, and mapping the learning game frontier.
  • David Edery (CEO, Spry Fox) talks about the process of developing Alphabear into an edu version.
  • Jesse Schell (CEO, Schell Games) highlights best practices for creating educational and transformational games, including discoveries around understanding the mind of the player, satisfying gatekeepers, leveraging experiences outside the game, how get funding, and much more.
  • Rachel Alves (digital strategist, NORAD) shares what it was like to be at Ubisoft and help organizers with educational learning products improve literacy among displaced Syrian children.

 
Minecraft-VR

Get schooled by panels of educators and more…

  • VR in Learning: Teachers and developers from Filament Games and Schell Games discuss how virtual reality (VR) can help in the classroom. The panel will be moderated by Mark DeLoura (games and education consultant).
  • Marketing Across Consumer/K-12: Most developers feel like they have to either focus on marketing their game to consumers or to schools. Hear from companies trying to span the gap between those two in this panel with Neal Shenoy (CEO & co-founder, BEGiN), Meenoo Rami (manager, Minecraft: Education Edition), and Lauri Järvilehto (CEO, Lightneer). The panel will be moderated by Tony Wan (managing editor, EdSurge).
  • Inclusivity and Diversity in Content: How do we make sure content is inviting as many learners as possible? Sandhya Nankani (founder, Literary Safari), Ingrid Simone (executive editor, Toca Boca), and Barbara Chamberlin (game designer/professor, NMSU Learning Games Lab) discuss inclusivity and diversity in content.
Buy Festival Passes

 


 
Meet the curators
Please give a warm welcome to the great minds who are curating the Games for Learning Summit.

Michelle Miller is the co-founder and president of Games and Learning, an information platform dedicated to improving kids’ lives through news, analysis and industry leadership for developers and investors. She first developed the initiative during her tenure as managing director of the Joan Ganz Cooney Center. An early e-game producer, Michelle led PBS KIDS Interactive during its initial start-up phase. She has also consulted for kids’ media and e-learning companies.  

Mark DeLoura is a veteran technologist, recently completing a term as senior advisor for digital media at the White House Office of Science and Technology Policy (OSTP). Since returning to Seattle, Mark has worked on K-12 computing education and the use of games for learning. He maintains a weekly newsletter called the Level Up Report. Prior to joining the White House, Mark worked in leadership positions at Sony, Nintendo, Google, Ubisoft, and THQ, among others.   

 


 
Other opportunities for participating in the Festival:

  • Pitch your in-development game: Submissions to our on-stage Pitch Event close on June 30. Making a game for civic engagement or in response to current political events? We want to hear from you!
  • Make VR games for neuroscience: Are you a VR game creator or neuroscience researcher? Apply to join our VR Brain Jam (July 28-30). Participants will receive free passes to the Festival and VR for Change Summit (July 31 – August 2) and may have a chance to present their prototypes at the Summit.
  • Volunteer at the Festival: In exchange for volunteering, we invite you to attend part of the Festival, where you will hear from experts, meet others in our community, and experience new games.
  • Book your booth in the G4C Marketplace: Our b2b expo at the Festival invites companies and game studios to demo their games, technologies, and platforms to potential partners and clients.
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Neurogaming & Health at #G4C17: Your brain on games

2017 Games for Change Festival - passes now on sale

2017 G4C Festival Neurogaming & Health track banner

Explore the links between behavioral psychology, the neuroscience of decision-making and game mechanics

The Neurogaming & Health track at the Games for Change Festival will dive into the myths and realities of brain-training games and highlight the latest and greatest health and neuroscience games with purpose. This track will examine not only novel research projects and successful games, but also how game creators and researchers can embrace and learn from failure.

Keynotes include:

  • Luc St-Onge (associate producer, Ubisoft) and Joseph Koziak (CEO, Amblyotech Inc.) share the story behind their collaboration on Dig Rush, a game that doctors prescribe to children to treat lazy eye.
  • Moran Cerf (professor, Kellogg School of Management) highlights how neuroscience is shifting our understanding of and approach to measuring engagement.

 
A screenshot from Dig Rush

From Dig Rush.

 

Games for mind and body.

(Brain)power to the people

  • Jane Roskams (neuroscientist and executive strategist in academic and nonprofit leadership) presents Mozak, a new neuron-mapping game and follow-up to FoldIt.
  • Seth Cooper (assistant professor, Northeastern University) speaks about games for scientific discovery and how drawing on user interfaces from games can help improve citizen science software.
  • Attila Szantner (CEO and co-founder, Massively Multiplayer Online Science) and Bergur Finnbogason (senior development manager, CCP Games) tell the story of Project Discovery in EVE Online.

 
Yoga for Gamers logo and yoga mat
 

Get moving with these sessions 

  • Danielle Foley (Yoga for Gamers) leads an hour-long yoga practice, accompanied by a video game music playlist, where participants will learn, move, and discuss ways that yoga and gaming are an uncanny yet inspiring match.
  • Psychiatrist Paul Ballas (founder, Tiro Enterprises) shares how he lost 60 pounds in 10 months with Xbox Fitness and kept the weight off for 3 years and counting.

 
A screenshot from Rhythm School

Rhythm School, a tablet-based game created to test children’s rhythmic abilities.

Improving players’ quality of life 

  • Ola Ozernov-Palchik (Tufts University) explores the link between our ability to follow a rhythm and our reading development.
  • Leigh Christie (Isobar NowLab Americas) shares how augmented reality will help the blind navigate and argues that virtual realities will come to augment — rather than replace — the human experience.

 

Buy Festival passes

 


 

Meet the curator

Please give a warm welcome to the brains behind the Neurogaming & Health track.

Amy Robinson Sterling is the executive director of EyeWire, a game to map the brain. She has advised the White House OSTP and the U.S. Senate on crowdsourcing and open innovation. Under her leadership, EyeWire’s neuroscience visualizations have appeared at TED and in Times Square in NYC. She helped create the world’s first neuroscience virtual reality experience. She tweets from @amyleesterling

 


 
Other opportunities for participating in the Festival:

  • Pitch your in-development game: Submissions for our on-stage Pitch Event close on June 30. Making a game for civic engagement or in response to current political events? We want to hear from you.
  • Make VR games for neuroscience: Are you a VR game creator or neuroscience researcher? Apply to join our VR Brain Jam (July 28-30). Participants will receive free passes to the Festival and VR for Change Summit (July 31 – August 2), and may have a chance to present their prototypes at the Summit.
  • Volunteer at the Festival: In exchange for volunteering, we invite you to attend part of the Festival, where you will hear from experts, meet others in our community, and experience new games.
  • Book your booth in the G4C Marketplace: Our b2b expo at the Festival invites companies and game studios to demo their games, technologies, and platforms to potential partners and clients.

 


 

What are you looking forward to?
We want to hear from you! Share what you want to see, who you want to meet, or which talks you’re excited about on Twitter, Instagram, or Facebook with #G4C17.

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Civics & Social Issues at #G4C17: Fake news, immigration, women’s rights, and other international political issues

2017 Games for Change Festival - passes now on sale

Banner for G4C Festival Civics & Social Issues track

Screenshot from Four Horsemen

 

Fake news, immigration, human rights, and more …
The Civics & Social Issues track explores the tremendous international political changes over the last year.

 

What’s the role of games during political and civic turbulence? How can we respond and adapt as a field, apply our games to real-world change, and perhaps think a little differently about our work?

The Civics & Social Issues track brings together speakers who address these questions, while elevating a diverse range of voices from independent and commercial game development whose work engages with international political topics in a different way than institutionally-driven games for change.

Keynotes include:

  • Madeline Di Nonno (CEO of the Geena Davis Institute) presents the institute’s groundbreaking research tool, the GD-IQ (Geena Davis Inclusion Quotient) to evaluate gender bias in media.
  • Paolo Pedercini (game developer, artist and educator, Molleindustria / Carnegie Mellon University) looks at games in the current political climate through protest games and playful resistance.
  • Mary Flanagan (director, Tiltfactor Lab at Dartmouth College) shares how to get hard evidence out of a game for social change.
  • Tracy Fullerton (director of the Game Innovation Lab at the USC School of Cinematic Arts) discusses why games for the humanities like Walden, a game are critical even as their federal funding is threatened.
  • Colleen Macklin (professor at Parsons School of Design and founder and co-director of PETLab) examines the ways that games and play are political. 

 
People interacting with the AR app Priya's Shakti

International political issues are at the forefront of the Civics & Social Issues track.

In the age of “fake news”

  • Celia Hodent (director of UX, Epic Games) addresses cognitive biases and logical fallacies in games.
  • Lindsay Grace (associate professor at American University) presents an overview of current newsgames and how Factitious can help newsrooms understand how their content is used.

Fighting for human rights

  • Ram Devineni (producer, Priya’s Shakti) shares how his comic books and augmented reality app challenge sexual violence.
  • Leena Kejriwal (founder, MISSING Public Art and Awareness Campaign) explains how MISSING uses metrics to examine empathy and understanding around human trafficking.

 
Art for Club Penguin's Coins for Change initiative.

Art from Club Penguin‘s Coins for Change

Other highlights from the Civics & Social Issues track …

  • Nicole Rustad (chief impact officer, Vortovia) speaks about her work at Disney on Club Penguin‘s Coins For Change initiative, which inspired millions of kids in a community-driven, virtual world campaign over 10 years.
  • Kevin Chen (founder, Nuclear Fishin’ Software) shares lessons from Four Horsemen and ways that even the smallest studios can efficiently include more diversity in their games.
  • Elizabeth Maler (co-founder of Accidental Queens and co-author of A Normal Lost Phone) gives tips on stealthing your game’s social impact.
  • The finalists of G4C’s Migration Design Challenge present their different approaches to creating a game about conflicts and opportunities related to integration.

 

Buy Festival passes

 


 
Meet the curators
Please give a warm welcome to the two talented game designers who are curating the Civics & Social Issues track.

Naomi Clark is a game designer, teacher, and scholar who has been making games since 1999. She has contributed to over three dozen titles in various roles, including designer, producer, artist, writer, and programmer. Naomi’s experience spans from developing games for well-known companies such as LEGO to smaller-scale independent and experimental work.  

Lindsay Grace is an associate professor at American University and founding director of the American University Game Lab and Studio. He has published more than 45 papers, articles and book chapters on games since 2009. His creative work has been selected for showcase in more than eight countries and 12 states, including New York, Paris, Rio De Janeiro, Singapore, Istanbul, Sao Paulo, Chicago and Vancouver.  

 


 
What are you looking forward to at the Festival?
We want to hear from you! Share what you want to see, who you want to meet, or which talks you’re excited about on Twitter, Instagram, or Facebook with #G4C17.

 


 

Reminder: We’re looking for Festival volunteers

The Festival would not be possible without our talented volunteers. In exchange for volunteering, we invite you to attend part of the Festival, where you will hear from experts, meet others in our community, and experience new impact games. Sign up to volunteer here.

 


 

Limited Marketplace booths available

Apply to showcase your game or tech at the Festival. The G4C Marketplace is a curated b2b expo that invites companies and game studios to demo new games, technologies and platforms to over 800 attendees. Apply here.

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Pitch your game at the 2017 Games for Change Festival

2017 Games for Change Festival - passes now on sale
Banner of past Pitch Event participants

Our on-stage Pitch Event at the Games for Change Festival invites select game creators to present their in-progress games in to a live jury and audience. We are looking for games that creatively respond to current political events and to encourage civic engagement.

Apply for the chance to demo your game live in front of potential partners, funders, the Games for Change Festival audience, and an on-stage panel of judges who will respond to your pitch with questions and feedback.

Participants will receive two complimentary passes to the Festival. The deadline is one month away on June 30, so be sure to start your application soon.
 

Apply to the Pitch Event
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