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OverviewProgramSpeakersRegisterLocationExpoAwards

FESTIVAL BACKGROUND

A growing movement is using digital games for positive social change. Such games have recently been featured in the Washington Post, New York Times, NPR, CNN and beyond. (See press highlights from last year’s conference .)  As digital games at large become a mainstream form of media, just as film did decades ago, the social change community is also embracing them as powerful and distinctive tools -- read more on our Why Games page.

Created in 2004, Games for Change (G4C) provides support, visibility and shared resources to individuals and organizations using digital games for social change, with special assistance to non-profits and foundations entering the field. Over the past three years, G4C has been building the field around these new uses of games. We've hosted events and made presentations at the largest industry conference (E3/Los Angeles/Ed Arcade), the largest developers’ conference (GDC/San Francisco/SGS) and the new academic roundtable on Games, Society and Learning (Madison, WI).  The work of G4C has been presented at such diverse events as Hollywood Hill, the Sundance Film Festival and the World Economic Forum Davos, and will be shown at upcoming conferences around the world including DIGRA - Tokyo and Global Contents Forum - Seoul.

Meanwhile, the Games for Change discussion list has grown to more than 600 members, with satellite chapters established around the world from San Francisco to Seoul, from Australia to the virtual world of Second Life. We have members from almost every state and from more than 20 countries.

Our partners include MTV, Microsoft, the MacArthur Foundation and Moveon.org (and those are just the “M's”!)

Please join us in this exciting new movement!

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Program Overview

This year's festival will bring together non-profits, game designers, foundations and academics from across the U.S. and overseas to explore best practices for social issue gaming, successful distribution models, and more. It will be a chance to discuss industry partnership opportunities, with ample networking and resource sharing possibilities. Come join us in building this exciting new field!

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Speakers

This year's speakers are drawn from across the country and from a diverse set of professional constituencies. More detail is available on the speakers page.

Agenda

Chris

sun microsystems

Keynote: Chris Melissinos
Chief Gaming Officer, Sun Microsystems, Inc.

Alison

Allison Fine Book

Closing Address: Allison Fine, author of Momentum: Igniting Social Change in the Connected Age (Wiley),
Senior fellow at Demos: A Network for Thinking and Action

 

Monday, June 11

8am                 Breakfast

 

9am                 Welcome, Suzanne Seggerman, President of Games for Change

 

9:15am            Opening Remarks: Alan Gershenfeld, CEO of Netomat; formerly ran Activision’s Studios; co-author of Game Plan; filmmaker, writer and board member for FilmAid International, Fab Foundation and Games for Change.

 

9:30am            Keynote: Chris Melissinos Chief Gaming Officer, Sun Microsystems

 

10am               Virtual Activism, a mixed-reality panel exploring the work and communities of non-profits and informal learning institutions inside the virtual world of Second Life, with panelists: Susan Tenby (TechSoup); Evonne Heyning (Amoration); Jeska Dzwigalski – InWorld (Linden Lab); moderated by Beth Kanter, bethkanter.com

 

10:45am          Break

 

11:15               Market-sector Impact: games for change are not just "non-profit games" but have started to make an impact in the commercial space.  What are the for-profit models and commercial ventures that play a role in the emerging field, and how can these entities in turn affect and support new games and game-based initiatives being created.  Panelists include Alex Chisholm ([ICE]3 Studios, MIT, NBC); Asi Burak (Peacemaker, ImpactGames); Stephen Friedman, mtvU; moderated by Heather Chaplin (journalist, author of Smart Bomb, The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution)

 

12pm               Lunch – break-out sessions by topic

 

2pm                 SGI Overview Ben Sawyer, Co-Director of the Serious Games Initiative, gives a brief update on the initiative as well as how he envisions what role Games for Change will play moving forward.

 

3pm                 Surprise Speaker - TBA

 

3:45pm            Break

 

4:15pm            Eric Zimmerman, (CEO, gameLab) presents: Where Are All the Good Games for Change? – The Game Design Challenges of Real-World Content, an interactive session engaging audience members in the ideas and processes of game design around social issues.

5 pm                Clive Thompson (technology features writer, New York Times, Wired Magazine) presents: Grass Roots Gaming: How digital games have become the new graffiti for artists, activists, and teenagers

Tuesday, June 12

10am               Opening Remarks, TBA

 

10:30am          Funding Perspectives – Several foundations are taking the lead in actively exploring and funding the emerging uses of games media in the public interest, many of the people on panels and in the audience among their initial grantees. Where are they in their current initiatives and where do newer foundations fit in?  What can the community do to assist their work?  Panelists: Connie Yowell, Director of Education, the MacArthur Foundation; Diana Rhoten, Program Director, Cyberinfrastructure, National Science Foundation; moderated by Lucy Bernholz, Founder and President of Blueprint Research & Design

 

11:15am          Games in Civic Education and Engagement: New Research, New Learning, New Approaches to Old Problems, panelists: Joseph Kahne, Dean of the School of Education, Mills College; Douglas Thomas, USC; Mary Flanagan, Hunter College, moderated by Benjamin Stokes, the MacArthur Foundation

12:00pm          The Teen Scene: High School students in New York City are doing more than just playing games. They are creating, modding, evaluating, and even making movies out of them. Come here area teens from a variety of after school programs report on their activities and describe the impact this is having on their lives.  Panelists include young people from: Global Kids, Computers for Youth and Bronx River Art Center, moderated by Barry Joseph, Global Kids

 

1:00pm            Lunch

 

2pm                 Media Policy and Games: What Do We Know and How Do We Know It? Adam Green of MoveOn.org and Ted Castronova of Indiana University in a conversation about the intersection of media policy and games, with a special focus on Net Neutrality.

 

2:45pm            Strategies for an Ecology of Change - Much of the recent work around games for the public good has focused on the design of the “game.” For some, this is a worthwhile starting point but one that may miss many of the opportunities that abound in locating the “game” within a larger ecology of gaming that brings questions of distribution, learning, policy, and ideology into direct conversation. Greg Costikyan (Manifesto Games), Katie Salen (gameLab Institute of Play), and Ken Wark (New School) discuss their own strategies for development and support of such an ecology, pointing to differing modes of action and intervention into a gamespace infused with the ordinary tension of change in the everyday.  Moderated by Carl Goodman (Museum of the Moving Image)


 
3:30                Break

 

3:45                 A Moment of Crisis! Case Studies from the Trenches
Some of the field's leading “social issue” game designers pick a difficult moment in their game design process which created a crisis or conflict to examine in depth.  They will describe how that conflict arose, what the criteria were they used to asses the problem, how they solved it, and whether or why they were successful.  Failures and successes included! Panelists: Tracy Fullerton (Co-Director EA Innovation Lab, USC; author of Game Design Workshop); Ian Bogost (Georgia Tech, CEO Persuasive Games); and Chris Swain (Co-Director EA Innovation Lab, USC; author of Game Design Workshop)

 

4:30                 Closing Address: Allison Fine, author of Momentum: Igniting Social Change in the Connected Age (Wiley), Senior fellow at Demos: A Network for Thinking and Action

 

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Games for Change (G4C) provides support, visibility and shared resources to individuals and organizations using digital games for social change.