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We’re Hiring: Partnerships Intern

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About this Job

Games for Change (G4C) is looking for an intern to support partnership and business development efforts for the organization. The intern will support projects related to business development, fundraising, corporate and foundation relations, and event sponsorship. G4C Senior Director, Partnerships & Programs leads on supporting the organization in cultivating, building and nurturing strategic relationships and alliances that are essential for advancing and successfully achieving the mission of G4C.Ā Candidates for this unpaid internship should meet the below qualifications and requirements.

 

Position Details:

  • Support G4C Senior Director, Partnerships & Programs (and other staff as needed) in research, project management, outreach and communication activities across a range of game development projects and funding opportunities.
  • Assist with planning, logistics and invitees list for G4Cā€™s new Virtual Reality (VR) for Change initiative.
  • Help with partner outreach, sponsorship and programming for G4Cā€™s Annual Festival being held in New York City in June 2018. Ā 
  • Compile contact lists and research contact information.
  • Assist in creating, editing documents and presentations.

 

Key Qualifications:

  • Very reliable, self-motivated and proactive
  • Passion for and interest in social impact games and education.
  • Highly organized and detail-oriented.
  • Strong communication skills (Keynote, Google Docs, Adobe) and ability to work with remote teams.
  • Strong English language skills (oral and written).
  • Demonstrate strong computer skills and ability to produce high-quality information visually.
  • Proven abilities for problem-solving, multi-tasking, meet deadlines and work under pressure, strong follow-up skills.
  • Be able to work as part of a team in a constantly evolving work environment

 

Requirements:

  • Weekly commitment of 20-30 hours/week; minimum of 10 weeks. Start date 2/5/2018.
  • Position based in G4C offices in Midtown East, New York City (with the possibility of remote work for the right candidate)
  • Internship is for school credit only. Applicants must be enrolled in a college or university level program and be eligible to receive school credit

To apply, please send an email with the subject line ā€œPartnerships Internā€ to Marissa Harts, Operations Manager (marissa@gamesforchange.org). Please send your resume as an attachment and include the following information in the body of the email:

  • Availability (hours per week) and location
  • School, program and expected graduation year
  • Overview of interest and experience with business development and corporate/foundation partnerships.
  • Details on any prior related internship experience

 

About Games for Change

Founded in 2004, Games for Change empowers game creators and social innovators to drive real-world change using games that help people to learn, improve their communities, and contribute to make the world a better place. We convene stakeholders through our annual G4C Festival and foster the exchange of ideas and resources through workshops and consulting projects. We inspire youth to explore civic issues and learn 21st-century and STEM skills through our Student Challenge and train educators to run game design classes on impact games. We incubate projects through our game design challenges and executive production expertise in coalition building. We act as an amplifier by curating and evangelizing games for change to the public through our games arcades and awards.

 

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We’re Hiring: Social Media Intern

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About this Job

Games for Change is looking for a social media intern to support a range of projects promoting games for social impact this fall. Candidates for this unpaid internship should meet the below qualifications and requirements.

 

Position Details:

  • Draft social media content for Games for Changeā€™s social media accounts on Twitter, Facebook, Instagram, and LinkedIn
  • Help manage our social media and communications calendar
  • Schedule approved posts via Tweetdeck and social media scheduling tools
  • Research leaders and influencers in key areas for specific G4C programs
  • Provide reports from Google Analytics and social media tools
  • Research industry news and updates from game developers
  • Add posts to the Games for Change blog

 

Key Qualifications:

  • You have excellent grammar, writing, and research skills
  • Ideally, youā€™ve handled social media accounts for an organization before. At minimum, you have active social media accounts on Facebook, Twitter, and Instagram, and are familiar with or willing to learn social media scheduling tools.
  • Know how to collect and report social media metrics
  • Basic photo-editing skills for editing and resizing photos and screenshots
  • Knowledge of Excel, Word, Google Docs
  • Comfortable with WordPress and HTML
  • Driven to complete tasks on time and able to switch gears quickly
  • Knowledge or interest in the games, especially social impact games

 

Requirements:

  • Weekly commitment of 20-30 hours/week; minimum of 10 weeks. Start date 2/5/2018.
  • Position based in New York (with the possibility of remote work for the right candidate)
  • Internship is for credit and non-credit. Applicants must be enrolled in a college or university level program and be eligible to receive school credit

 

Applying:

To apply, please send an email with the subject line ā€œG4C Social Media Internā€ to Marissa Harts, Operations Manager (marissa@gamesforchange.org). Please send your resume as an attachment and include the following information in the body of the email:

  • Availability (hours per week) and location.
  • School, program and expected graduation year.
  • Sample tweet for the G4C program listed above that is of the most interest to you. This should be written as if it is coming from the Games for Change Twitter account.
  • Overview of interest and experience with social impact games (design, play, etc.)
  • Details on any prior related internship experience.

About Games for Change

Founded in 2004, Games for Change empowers game creators and social innovators to drive real-world change using games that help people to learn, improve their communities, and contribute to make the world a better place. We convene stakeholders through our annual G4C Festival and foster the exchange of ideas and resources through workshops and consulting projects. We inspire youth to explore civic issues and learn 21st-century and STEM skills through our Student Challenge and train educators to run game design classes on impact games. We incubate projects through our game design challenges and executive production expertise in coalition building. We act as an amplifier by curating and evangelizing games for change to the public through our games arcades and awards.

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We’re Hiring: Multimedia Intern

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About This Job

 

Games for Change is looking for aĀ MultimediaĀ Intern to support a range of projects promoting games for social impact this winter. Candidates for this unpaid internship should meet the below qualifications and requirements.

 

Position Details:

  • Work closely with the Social Media & Community Manager to create digital assets across online platforms
  • Take photos and videos during G4C events and edit these
  • Catalogue management for documentation
  • Handle CMS of G4C website and add posts to the Games for Change blog
  • Brainstorm and pitch editorial ideas about G4Cā€™s featured games and #G4C17 videos
  • Occasionally draft social media content for Games for Changeā€™s social media accounts on Twitter, Facebook, Instagram, and LinkedIn
  • Occasionally help manage our social media and communications calendar

 

Key Qualifications:

  • You have excellent grammar, writing, and research skills
  • Interest in new storytelling modes such as VR
  • Good eye for detail and editorial perspective
  • Adept in Photoshop, InDesign, Premiere and Illustrator for creating and editing images and other digital assets
  • Comfortable with WordPress and HTML
  • Knowledge of Excel, Word, Google Docs
  • Ideally, youā€™ve handled social media accounts for an organization before. At minimum, you have active social media accounts on Facebook, Twitter, and Instagram, and are familiar with or willing to learn social media scheduling tools.
  • Driven to complete tasks on time and able to switch gears quickly
  • Knowledge or interest in the games, especially social impact games

 

Requirements:

  • Weekly commitment of 20-30 hours/week; minimum of 10 weeks. Start date 2/5/2018.
  • Position based in New York (with the possibility of remote work for the right candidate)
  • Internship is for credit and non-credit. Applicants must be enrolled in a college or university level program and be eligible to receive school credit

 

Applying:

To apply, please send an email with the subject line ā€œG4C Multimedia Internā€ to Marissa Harts, Operations Manager (marissa@gamesforchange.org). Please send your resume as an attachment and include the following information in the body of the email:

  • Availability (hours per week) and location
  • School, program and expected graduation year
  • Sample tweet for the G4C program listed above that is of the most interest to you. This should be written as if it is coming from the Games for Change Twitter account.
  • Overview of interest and experience with social impact games (design, play, etc.)
  • Details on any prior related internship experience

About Games for Change

Founded in 2004, Games for Change empowers game creators and social innovators to drive real-world change using games that help people to learn, improve their communities, and contribute to make the world a better place. We convene stakeholders through our annual G4C Festival and foster the exchange of ideas and resources through workshops and consulting projects. We inspire youth to explore civic issues and learn 21st-century and STEM skills through our Student Challenge and train educators to run game design classes on impact games. We incubate projects through our game design challenges and executive production expertise in coalition building. We act as an amplifier by curating and evangelizing games for change to the public through our games arcades and awards.

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We’re Hiring: Communications Intern


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About this Job

Games for Change is looking for an Communications Intern to support a range of projects promoting games for social impact this winter. Candidates for this unpaid internship should meet the below qualifications and requirements.

 

Position Details:

  • Support G4C Staff (VP of Production and Sr. Manager of Production) in outreach and communication activities across range of game development projects
  • Conduct research on games, game related programs, tech opportunities and interventions, and game developers
  • Communicate / Outreach to partners seeking support with impact game projects and lease with game developers, funders, researchers, and evaluators
  • Compile contact lists and research contact info
  • Compose copy for overview documents and concept decks

 

Key Qualifications:

  • Very reliable, self-motivated and proactive
  • Passion for and interest in social impact games and video game development (production, design, & development)
  • Highly organized and detailed-oriented
  • Strong communication skills and ability to work with remote teams
  • Desire to share Games for Changeā€™s mission

 

Requirements:

  • Weekly commitment of 20-30 hours/week; minimum of 10 weeks. Start date 2/5/2018.
  • Position based in New York (with the possibility of remote work for the right candidate)
  • Internship is for school credit only. Applicants must be enrolled in a college or university level program and be eligible to receive school credit

 

Applying:

To apply, please send an email with the subject line ā€œCommunications Internā€ to Marissa Harts, Operations Manager (marissa@gamesforchange.org). Please send your resume as an attachment and include the following information in the body of the email:

  • Availability (hours per week) and location
  • School, program and expected graduation year
  • Overview of interest and experience with social impact games (design, play, etc.)
  • Details on any prior related internship experience

 

About Games for Change

Founded in 2004, Games for Change empowers game creators and social innovators to drive real-world change using games that help people to learn, improve their communities, and contribute to make the world a better place. We convene stakeholders through our annual G4C Festival and foster the exchange of ideas and resources through workshops and consulting projects. We inspire youth to explore civic issues and learn 21st-century and STEM skills through our Student Challenge and train educators to run game design classes on impact games. We incubate projects through our game design challenges and executive production expertise in coalition building. We act as an amplifier by curating and evangelizing games for change to the public through our games arcades and awards.

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The Games for Change Student Challenge Kicks Off in Los Angeles

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At the start of the school year, 22 teachers from 19 LAUSD and affiliated charter schools met at Skylight Studios in Los Angeles to participate in a teacher training for the third annualĀ Games for Change Student Challenge. They learned how to teach game design and coding skills with support from the Games for Change team and curriculum partner Mouse. This teacher cohort is the first group from Los Angeles to participate in the national program. TheĀ Annenberg FoundationĀ andĀ Annenberg LearnerĀ are sponsoring the Games for Change Student Challenge in Los Angeles. The program will also run in New York City, Detroit, and Atlanta this year.

In their applications, the participating teachers expressed enthusiasm for providing their students with engaging and relevant curriculum and opportunities to build 21st Century skills. They teach a range of subjects including science, world history, computer science, business, English, and Latin American studies. While most of these teachers are integrating theĀ MouseĀ Serious Games curriculum into their courses, a few teachers are running the program as an after school club. Most of the participating middle and high schools are Title I and half of the participating teachers are women.

These educators are now prepared to teach their students how to design and build video games using the Mouse Serious Games curriculum andĀ ScratchĀ during the 2017-18 school year. Their students will research issues that affect their community using materials provided by the national theme partners and create games to address those issues. This year, the national themes and partners are Kindness & Empathy, supported by theĀ Born This Way Foundation, News Literacy, supported byĀ Common Sense Media, and Wildlife Conservation, supported by theĀ National Wildlife FederationĀ andĀ #SaveLACougars. Additional activities to support students throughout the year will include field trips, game jams, and mentorships from the gaming and tech industries. At the end of the school year, we will celebrate the studentsā€™ work at an awards ceremony and hand out prizes such as mentorships to the students with the winning games.

All students from LAUSD and LAUSD-affiliated charter schools may participate in the challenge this year. You can find the guidelinesĀ here. Games are due in April 2018. Click on the Resources tab for game building and theme resources for the contest. Additional program information can be found here: http://www.gamesforchange.org/studentchallenge/la/

Please email us at gamesforchange@learner.org for additional program information or if you are interested in becoming a tech partner for the program in Los Angeles.

__

The Annenberg Learner Team

To read the original article click here.

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Launching 2017-18 Industry Circle Series with Filament Games Youtube Live

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We are pleased to present the third edition of the Games for Change Industry Circle, a program that acknowledges the achievements and opportunities in the impact games sector by highlighting leading studies that have made a significant contribution to our community. Following G4C’s recently announced VR for Change initiative, Industry Circle member Filament Games wrote an article sharing VR’s best practices to create an effective learning experience like no other. We hope you enjoy the following piece from the Filament Games Team, and that we will see you at our Youtube Live session and Q&A presented by Dan White, co-founder of Filament Games, and Jennifer Javornik, VP of Sales at Filament games, on Wednesday December 13 at 2 p.m. EST.

RSVP here.

Ā 
HOW TO DESIGN VIRTUAL REALITY FOR LEARNING
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By Filament Games
 

Consumer-grade VR has been around long enough now that diverse use cases have started to solidify across the spectrum of available devices. WhetherĀ you’re entering another reality through the lens of the humble Google Cardboard (mobile VR) or tethering yourself into the Oculus Rift or the HTC Vive ala The Matrix (PC VR). VR done properly can immerse you in a learning experience like no other medium.

That being said, like any creative medium, there are best practices to consider. We focus on four domains of VR design as we reconcile our approach to game development with the affordances of the target device(s): namely, computing power, input capabilities, spatial capabilities, and content.

 

Computing Power

 

This primarily depends on the device being used to facilitate your VR experience, ranging from a decked-out PC with a high-end graphics card to a single smartphone. On a PC, you can create more complex VR environments, characters, and interactions. You’ll still need to optimize for frame rate because, while PC VR does robust hardware, there is still a “low end” and a “high end” within the PC VR landscape.

Conversely, smartphone-enabled mobile VR is far more constrained in terms of the graphical juice that you can apply to a game. Textures, environments, and especially interaction need to be simplified, not only to accommodate the limited processor power, but also the input affordances, which we’ll discuss below. If you’re targeting mobile VR, don’t let this discourage you. Simpler doesn’t necessarily mean second-rate, as it can positively translate into approachability and universality in comparison to a more complex VR experience.Ā Breaking Boundaries in Science, a game we developed for the Samsung Gear, serves as a nice example of mobile VR that toes the line of fidelity and simplicity:

 

Input CapabilitiesIn general, mobile VR lets you provide a singular type of input. Basically, you can click on things. Some of the premium mobile VR offerings like the Samsung Gear offer compatible peripherals which have a few more functions beyond a simple button, allowing for directional movement as well. This limited input paradigm has significant implications for user interaction: experiences must be streamlined so that the user feels agency and excitement in spite of the limitations of a singular, limited input vector.

PC VR is much more generous with interactivity. The Vive and Rift both have peripheral offerings that facilitate complex, layered interactions that bring the user much closer to the feeling of a real-world activity. Our in-development robotics VR game RoboEngineers is demonstrative of the more complex interactions of PC VR:

 

Spatial Capabilities

 

Another key difference among VR devices is space, with variance even among the high-end PC VR. In mobile VR, you are suspended at a single point, and your options for movement are limited to teleportation or directional movement on a peripheral. With the Rift, you are sort of stationary, and sort of not. Head-tracking allows you to occupy the space in situ, so you can duck down, look around, and so forth, but you can’t actually walk around. The Vive offers a bit more room, with walkable “room-scale” space up to 15 feet by 15 feet, but any movement beyond that requires teleporting your 15×15 square, which can be jarring and even disorienting. Fortunately, the VR horizon is crowded with solutions to these issues. Inside-out tracking, for instance, promises to revolutionize the way we handle space in VR. Learn more about the difference between inside-out and outside-in tracking here.

 

Content

 

This consideration applies to any digital experience, but as you may have deduced by now, VR is rife with affordances and constraints that are wholly unique to its field. The immersion of VR allows you to adopt new identities that take you as close to a first-hand experience as you can get. This is ideal for changing mindsets and generating empathy, and that is why we chose VR as a medium to help players deeply understand and learn about the lives and achievements of famous women in science.

The physicality and complex input paradigms of PC VR create high-impact embodiment that’s ideal for immersing players in a real-world activity, which makes it a great setting to learn and practice robotics fundamentals. Indeed, there are many that ways that VR changes learning, and we’re only starting to scratch the surface of what this medium can do.

Do you want to learn more about VR for learning? Join us for the Games for Change webinar, December 13th at 2PMĀ CST, where’ll dive deep into our two VR projects, Breaking Boundaries and RoboEngineers. We’ll discuss insights gained from developing across the full spectrum of VR, and would love to hear what you think about the future of this medium.

Feel free to submit your questions on Twitter with the hashtag #G4CIndustry or e-mail them to contact@gamesforchange.org before the broadcast begins.

Register here.

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VR for Change

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Since 2004, Games for Change (G4C) has remained committed to empowering a community of people who create digital games that have an impact on the real world. During that time G4C kept a close eye on the progress of virtual reality, and earlier this year decided to step up our efforts and organize focused resources and a platform for developing the emerging VR/AR/MR for impact sector. This new initiative launched with the 2017 VR for Change Summit and for those who could not attend the event was a resounding success!

G4C is now proud to announce a continued commitment to this space with a year-round initiative of programming and support for the VR for Change community. In addition to a dedicated VR for Change blog, where we will feature innovative projects and best practices from leaders in the sector, we will host a quarterly VR Talk & Play series at the SAP Leonardo Center in New York where leaders in the field will give a demonstration to the community about their accomplishments and challenges moving forward. Another effort will be an Ambassador Group comprised of pioneers in the various sectors of the VR/MR/AR community who will help map the way forward and identify opportunities for practitioners to create resources for one another. And G4C is already gearing up for the 2018 VR for Change Summit, which will build on the success of the first VR for Change Summit and celebrate all of the new the accomplishments made over the last several months.

Developers, NGOs, federal organizations and educators are exploring these new tools and digging deeper into their potential for impact. Some people in the G4C community have been experimenting in this sector for years and for others itā€™s a brand-new frontier. There are researchers and scientists using these mediums for collecting data, mapping the brain, rehabilitation, and cognitive training; educators are developing VR/MR/AR experiences to foster learning, NGOā€™s and Government Agencies are using it to raise awareness around critical humanitarian issues. And of course for filmmakers and digital creators, the medium is ripe for self expression and storytelling. G4C is looking forward to connecting all of these people with one another to continue to push this medium forward.

Please share your projects with us at VR4C@gamesforchange.org

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G4C Attends VR/AR/MR for Impact

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Earlier this month, Susanna Pollack, president of G4C, gave a talk at G4C Europeā€™s VR/AR/MR for Impact conference in Aix en Provence, France. The event was hosted at TheCamp, a unique community and campus that focuses on bringing together creators of technology and social innovation. It was an exciting 2 days and congrats to the G4C Europe team for an extraordinary event!

Susanna focused her talk on different types of impact that can be created from a VR/AR/MR experience – from building empathy to cognitive training and rehabilitation, from citizen science to creating social movements and behavior change. Ā Several especially notable speakers highlighted their groundbreaking work in these fields. Noah Falstein (The Inspiracy) gave an overview of the intersection between neuroscience and VR/AR/MR. Isabela Granic (Play Nice) used the experience DEEP-VR to explore how a VR experience can integrate ideas from behavioural science, biofeedback technology and emotionally evocative design to promote emotional health and well being. Daffy London (Avengers VR, I am Robot) discussed how his recent projects were able to use VR to better explore the themes of self, body image and how to feel comfortable in oneā€™s skin.

Jamie Pallot (Emblematic Group) presented a keynote on immersive journalism using VR and AR, as an effort for viewers to feel empathy in the covered story. Jamieā€™s talk also reflected on practical and ethical challenges that arise while documenting journalistic work in new formats, such as data-capture, photogrammetry and volumetric video capture. Rachid El Guerrab and Kim Adams (Google Spotlight Stories) presented keynotes that mapped successful production strategies for interactive VR and mobile 360 storytelling. Followed by a workshop that explained to its attendees which kinds of social change projects best suit VR or other immersive formats.

These are just some of the remarkable innovators who are using VR/AR/MR as a tool to explore ideas in new ways. It has been inspiring to see all of these projects come to life and the G4C team is looking forward to seeing how these experiences continue to evolve as more people from across sectors find opportunities to collaborate and unlock the potential of these new mediums. Ā Learn more about the speakers who participated in VR/AR/MR for Impact here.

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GameTheory Wins VR Brain Jam and Shares Insights

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The GameTheory team was lucky enough to spend the last weekend of July doing what we love most: solving problems with games in entirely new ways.

We were asked to join Games for Changeā€™s first ever Neuroscience VR Game Jam, or #BrainJam. And yes, thatā€™s a quite a bit to fit into one title, but the event was outstanding, delivering on all those seemingly disconnected pieces to create one truly inspiring experience.

To understand this event, and what made it such a great weekend for the team, letā€™s break that title down. First it was a Game Jam. For those who donā€™t know, a Game Jam is similar to a hackathon, only where a product is the main goal of a hackathon, learning is much more important in a Game Jam. You take 24-48 hours and have to make a game from scratch around a specific theme. A bunch of people participate and you all tackle this same challenge together. At the end of the given time you see what you all managed to make.

In this case, neuroscience was our topic for the jam. While we like to think over here at GameTheory that weā€™re pretty wily, we certainly arenā€™t neuroscientists, so we had some provided for us in mint condition. We had Leanne Chukoskie from University of California San Diego and Patrick Beukema from the University of Pittsburgh who were amazing additions to the team.

 

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The final catch to this Game Jam is that we were working in VR. All the teams were equipped with Vive and Oculus stations to create our games on virtual reality platforms.Ā The GameTheory team headed into Parsonā€™s on Friday evening and got setup at our workspace at the New School. We were surrounded by inspiring VR development teams, neuroscientists, and researchers from all around the country. Itā€™s always inspiring at Games for Changeā€™s annual festival to see people from so many professions and walks of life coming together to use the power of games for positive change, and the Brain Jam was a fantastic example of that ethos.

Our team dove right in Friday night, working with our scientist partners to identify a variety of possible topics we could address with this platform. We thought about everything from PTSD treatment to motor skills training, but when we came back on Saturday morning to lock down our idea, we landed on top down processing as our inspiration.

We decided to make a game that was based around the idea of a Marco Polo type mechanic, looking for a hidden object using call and response cues. This is something our team scientists let us know is used a lot in research to see how people process information to find answers. The theme for our project bobbed right to the surface: a game where you play as a mother whale calling out for her lost baby and trying to find him.

 

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And thus Marco was born! We spent the next two days rigorously creating in-game art, fish, seaweed, and ocean-scapes. We worked with our scientists to identify research scenarios and good ways to solidify the research testing environment the game would provide.

At the end of the weekend we, along with a dozen other teams who had come from around the world, presented our concept. We had made a game where you put on the headset and see out the eyes of this mother whale under the sea. You use your hand controls to paddle through the underwater scene, and use a button to call out to your baby. You baby answers but you have to listen carefully and move towards the sound. There are other distracting sounds like motorboats, dolphins, and seals, and lots of sights and creatures to avoid. This provides a much more interesting a realistic environment for researchers to use to assess top down processing. Researchers see how long it takes someone to find the baby and what tools they use to do that quickly and well.

We were thrilled that Marco was chosen along with two other games as the winner of the Brain Jam!

 

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Something that struck us vividly at this event was how much benefit VR games can bring into neuroscience and research. Each team had identified a pile of tests that are currently done in research spaces that VR could prove to be a cheaper, better, more real-world tool for. By building games for these challenges weā€™re able to make research scenarios not only more interesting, but more affordable, and more relevant to science as they are able to recreate real-world environments far better than a simple set of lab equipment can.

The researchers we spoke to sounded so hungry for these type of innovations, and at GameTheory this is exactly the type of work we love to do: bringing academic experts and the insights of games together to create innovative solutions. It was thrilling for us to see such eagerness to adopt this new technology.

Weā€™ve loved working with academics and researchers on our previous projects and creating with our scientist, gaming combo team at the Brain Jam just confirmed why we love what we do. We canā€™t wait for more opportunities to explore the future of research and virtual reality.

The GameTheory Team

ToĀ readĀ the original article click here.

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G4C Launches CS4All Hack League in NYC Middle/High Schools

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Games for Change (G4C) is excited to partner with CS4All and the NYC Department of Education to launch the CS4All Hack League. This year,Ā over 60 public middle and high schools from across NYC are invited to participate in a bracket-style competition where students create games to tackle real-world issues aligned with the G4C Student Challenge. Ā Themes include News Literacy, Wildlife Conservation and Kindness & Empathy. Winning teams of the local and borough-level brackets will advance to a final, city-wide game making competition to win amazing prizes. Ā All participating students will also be eligible to submit their games to the G4C Student Challenge competition.

Training for teachers to run a hackathon in their schools will be offered in November, and the League will kick-off during CSEdWeek (December 4-10). Educators must have prior CS and/or game design experience to apply for professional development and must meet all eligibility, technology and time requirements outlined in the Teacher Application Form. Apply by November 2nd to join the League!

 

How to participate

 

Middle and High school teachers with experience teaching CS and/or game design are invited to apply for the program. To participate, please verify that you meet the below teacher eligibility requirements and then complete this application form by November 2nd.

Accepted teachers will function as ā€˜program leadersā€™ for their schools and will participate in the following activities:

  • Receive structured, in-depth professional development in how to facilitate a competitive hackathon-style event in their school (Trainings will be held Nov 18th)
  • Empower students to address real-world issues through collaborative, innovative thinking and game design
  • Implement a Hackathon for students during CSEdWeek (Dec 4-10) (Including recruiting students to participate, running the event and overseeing a live jury to evaluate final projects and select a school winner)
  • Provide guidance and mentorship to your school’s winning team into the next ‘brackets’ of the competition. Attend Borough-Level Hackathon as well as City Level Hackathon if team is chosen.

 

Teacher Eligibility

 

  • Must currently work as a Middle or High School teacher in the NYC DOE school system (grades 6-12)
  • School is located in the five NYC boroughs
  • Must meet the time and technology requirements outlined in theĀ TeacherĀ Application Form
  • Must satisfy ONE of the following requirements:
    • Have taught a CS program as part of the CS4All Curriculum or Independently
    • Have taught a Game Design course
    • Participated in the G4C Student Challenge Program

 

Program Timeline

 

Nov 2:Ā Deadline to Apply for the CS4All Hack League

Nov 3:Ā Notification Letters sent to applicants

Nov 11/ 18:Ā Teacher Training sessions (only need to attend one day of training)

Dec 4-10:Ā ROUND 1: School-Level Hackathon: 100 teachers/schools run Hackathons during CSEdWeek

Feb 2018: ROUND 2: Borough-Level Hackathon: Winning teams from each school compete against other winning teams w/in their borough

Mar 2018: ROUND 3: City-Level Hackathon: Winning teams from Borough brackets compete in a final, city-wide Hackathon

 

Questions? Please emailĀ contact@gamesforchange.org

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