Presentations from 5:00-7:30pm on Tuesday, June 27
Want to display your social change game? For more information, send an email to [email protected].
In no particular order...
PeaceMaker is a video game simulation of the Israeli-Palestinian conflict: a tool aiming to promote a peaceful resolution among Israeli and Palestinian youths, as well as young adults worldwide. Created by two Israeli graduate students with the help of several Palestinian youth groups, Peacemaker is making history as the first game about the Middle East conflict. This one-person game allows the player to take the role of either the Israeli Prime Minister or the Palestinian President, then react to in-game events from diplomatic negotiations to military attacks, and interact with eight other political leaders and social groups in order to establish a stable resolution to the conflict before his or her term in office ends.
Death Penalty Funby Red Aphid Inc
Death Penalty Fun aims to educate players about the unfairness and cruelty of capital punishment. It's purposively humorous -- players need to earn 'Pardon Dollars' to free a death row inmate before they run out of electric chair jolts and are executed - but designed to inspire people to think about the more serious ramifications of the death penalty in the US.
Four Years in Haitiby Global Kids
Developed in an after-school program partnering Global Kids Youth Leaders in the Playing 4 Keeps program with the game developers at Gamelab, Four Years in Haiti is a role-playing game focused upon poverty as an obstacle to education that encourages players to apply systemic thinking to problem-solving.
Vote Machineby Red Aphid Inc
Vote Machine was developed in 2000 to bring attention to the fact that elections were increasingly being held within the electronic circuits of voting machines inaccessible to the general public. The game allows players to explore the issues surrounding electronic vote accumulation and polling. When played online, links to vote machine articles can be accessed.
Pax Warriorby 23 Yyzee
Pax Warrior weaves the tragic story of the UN experience in Rwanda placing the user, first person, in the shoes of a UN Commander trying to maintain peace. What are the terrible choices to be made? What would you have done in his shoes? What will you do to make sure this never happens again? Pax Warrior is a Hybrid New Media product for the educational and training markets that extends the nascent "Interactive Documentary" form to incorporate decision based simulation and collaborative learning tools.
A Force More Powerful by the Int'l Center on Non-violent Conflict
A Force More Powerful - the Game of Nonviolent Strategy is the first and only interactive teaching tool in the field of nonviolent conflict. Developed by The International Center on Nonviolent Conflict (ICNC), media firm York Zimmerman Inc. and game designers at BreakAway Ltd., with ongoing input from the Serbian resistance leaders who helped overthrow Milosevic, the game is built on nonviolent strategies and tactics used successfully in various conflicts around the world. Featuring ten scenarios inspired by history, the game simulates nonviolent struggles to win freedom and secure human rights against dictators, occupiers, colonizers, and corrupt regimes, as well as campaigns for political and human rights for minorities and women. The game models real-world experience, allowing players to devise strategies, apply tactics and see the results.
Darfur is Dying by Susana Ruiz
Darfur is Dying is an online video game that puts you in the shoes of one of the 2.5 million refugees who are fighting for survival every day in Darfur. Players learn more about the challenges these refugees face and to how to take action to help stop the crisis. In partnership with the Reebok Human Rights Foundation and the International Crisis Group, MTV-U launched the Darfur Digital Activist Contest, an unprecedented competition bringing together student technology and activism to help stop the genocide in Darfur. The winner of the contest and creator of Darfur is Dying, Susana Ruiz, first heard about the contest at the Games for Change conference in 2005.
Earthquake in Zipland by Zipland Interactive, Ltd.
The first computer game designed to help children of separated or divorced parents cope with their new reality. The tremendous need for such a tool led to years of research and development. The result of this creative teamwork is this unique computer game. It addresses a situation no other game has ever dealt with before, full of fun, entertainment and challenges. The game takes the child on an adventure, while dealing with a number of important issues around divorce and separation, e.g., anger, guilt, split loyalties, the fantasy to reunite the divorced parents and more. "Earthquake in Zipland" not only offers the possibility of dealing with the issues of separation and divorce in an indirect way, but also opens the way to direct dialogue; thus becoming a valuable tool for both therapists and parents.
CyberCops by LiveWires Design
CyberCops was designed to respond to a recent upsurge in the number of teenagers who engage in criminal behavior on the Internet: fraud, cybertheft, extortion and stalking. The games, which are based on real criminal cases, ask teenagers to solve a mystery. In so doing, they learn to recognize the inducements (including money and gifts) they may be offered to participate in criminal activities on-line. The CyberCops series will be released in May to schools in the United States, Britain, Canada and Australia.
The Organizing Game by CompassPoint Nonprofit Services and Kinection
The Toolkit is a set of resources that supports face-to-face training for residents and community leaders. The computer-based component (the "Organizing Game") is used to introduce concepts, prompt discussion, and allow residents to practice skills in a safe, non-threatening environment. The initial focus of the Toolkit is teaching Doorknocking, an organizing technique that's particularly effective in moving issues within a local community.
Disaffected by Persuasive Games
Disaffected is a videogame parody of the Kinko's copy store. The game puts the player in the role employees forced to service customers under the particular incompetences common to a Kinko's store. It gives the
player the chance to step into the demotivated position of real FedEx Kinkos employees. Feel the indifference of these purple-shirted malcontents first-hand, and consider the possible reasons behind their malaise -- is it mere incompetence? Managerial affliction? Unseen but serious labor issues? Disaffected is the first in a series of anti-advergames, games that enact dissatisfaction and criticism against corporations.