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Pregnant, Again?
Game URL: http://slack.net/~phoebe

Developer: phoebe's mind

Non-Profit: planned parenthood & MS magazine

Release Date: 6/15/07

Project Lead: Phoebe Reed LEAD

Funding Sources: Someone very smart with a lot of money to make this very shiny and good and ACTION like you've never seen before.

Sponsors/In-kind donations: Trojan, Lifestyle, and all other NON-pill birth control companies

Budget:
Overall: 1,000,000
Secured: 50

Brief Description
What are you chances of having an unwanted pregnancy? What are the pressures on you? What country do you live in? Good luck! Navigate the landscape of your uterus

Full Description
sldkf slkdfj slkf slfjs flFull descirption.. i'm too anxious to see if this form works to fill it all out sldkf slkdfj slkf slfjs flFull descirption.. i'm too anxious to see if this form works to fill it all out sldkf slkdfj slkf slfjs flFull descirption.. i'm too anxious to see if this form works to fill it all out sldkf slkdfj slkf slfjs flFull descirption.. i'm too anxious to see if this form works to fill it all out sldkf slkdfj slkf slfjs flFull descirption.. i'm too anxious to see if this form works to fill it all out

Target Audience: smart people, girls, youth, educators, acaedmics, people struggling with reproductive rights' choices, peope who need to be supported or informed about reproductive rights.

Social Issues Addressed: environment, ,

Purpose:
Make a HUGE statement. Publicity for these causes. HUGE statement about what "violence" means -- "violence" of childbirth vs. some dumb gun in a game. BIG statement about the games where you have to "kill a prostitute" to "get more life". IMpact: more women making games about WOMEN's issues, more freedom to explore game landscape, more use of games as "true" experience.

Metrics:
How? how famous i get

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no press coverage yet

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Name: phoebe reed contact info
Email: phoebe@slack.net

Press Contact Name: phoebe reed press agent
Press Contact Email: gphoebe@gmail.com

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Ayiti: The Cost of Life
Game URL: CostofLife.org

Developer: Global Kids and GameLab

Non-Profit: The game was co-developed through an after school progam called playing 4 keeps. http://www.holymeatballs.org/p4k.htm

Release Date: Nov, 2006

Project Lead: Barry Joseph

Funding Sources: Microsoft Corporation.

Sponsors/In-kind donations:

Budget:
Overall: 200k
Secured: 200k

Brief Description
Ayiti: The Cost of Life is a game that challenges its players to manage a rural family of five in Haiti over four years and keep them healthy, get them educated, and help them survive. Develop in a unique partnership between youth in an after school program and a professional game developer, the game has been played over a half million times since its launch six months ago and has proven to be a hit as both an engaging game and as a tool for education.

Full Description
Global Kids has established itself as an innovative leader in using online games to promote global awareness and engaged citizenship. Through the Playing 4 Keeps program, Global Kids trains urban youth to develop games about important world issues. This work has been cited as a best practice within Henry Jenkins's report for the MacArthur Foundation. Global Kids' gaming programs are made possible through collaborative relationships with the game design company Gamelab, UNICEF, and TakingITGlobal, among others. Playing 4 Keeps (P4K) uses online games as a form of youth media informed by international issues. Together with Gamelab, an independent game company, Global Kids developed an innovative curriculum for engaging youth in the design, development and dissemination of high quality games that have the potential to educate their peers around the world. Playing 4 Keeps is supported by Microsoft's U.S. Partners in Learning Mid-Tier initiative. Last year, Global Kids Youth Leaders gained leadership, research, and game design skills while producing a socially conscious online game, Ayiti: The Cost of Life. The youth chose to design a game that focuses on the issue of poverty as an obstacle to education and uses the country of Haiti as a case study. The game and its associated curriculum were released through UNICEF's Child Alert: Haiti website and TakingITGlobal's network of over 170,000 educators worldwide. Curriculum material is available for educators. Since it was released in October 2006, hundreds of thousands of people have played Ayiti. The game and the after school component are being evaluated by the Center for Children and Technology.

Target Audience: game players, teenagers, educators, non-profits

Social Issues Addressed: poverty,

Purpose:
To teach through game play about the interconnected forces that confront those living in dire poverty. And to show that a game can be used for education.

Metrics:
How? We are measuring the impact of making the game on the teens who made it, how teachers are using it, and what learning is achieved by those who play it.

What outcomes have been measured? The evaluation is currently under way.


Press Coverage:
http://www.holymeatballs.org/press.htm

Press Release URL: http://www.holymeatballs.org/2006/10/press_global_kids_launches_com.html


Public Contact Information
Name: Barry Josepg
Email: barry@globalkids.org

Press Contact Name: Jonah Kokodyniak
Press Contact Email: jonah@globalkids.org

Game Tags: teen, poverty, education, global, haiti, globalkids, education

Where you can play this game: Costoflife.org Online. We often customize it for various sites that want to host it.




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Deliver the Net
Game URL: www.nothingbutnets.net/its-easy-to-help/game.html

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The challenge: race the sun and hand out as many insecticide-treated bed nets as you can to African families. The more virtual nets you deliver – before the mosquitoes come out – the more lives you save.

Full Description
othing But Nets is a grassroots campaign to save lives by preventing malaria, a leading killer of children in Africa. While the UN Foundation has been working with the UN to fight malaria for years, it was a column that Rick Reilly wrote about malaria in Sports Illustrated, challenging each of his readers to donate at least $10 for the purchase of an anti-malaria bed nets -- and the incredible response from thousands of Americans across the country -- that led to the creation the Nothing But Nets campaign.

Target Audience: Everyone

Social Issues Addressed: public health,

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Public Contact Information
Name: Info
Email: info@nothingbutnets.net

Press Contact Name: Amy DiElsi
Press Contact Email: adielsi@unfoundation.org

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Karma Tycoon
Game URL: www.KarmaTycoon.com

Developer: 9mmedia (and Do Something)

Non-Profit: Do Something - They own the game. It was their idea from inception and they brought the idea to the game developers as well as to the funder

Release Date: December 21, 2006

Project Lead: Aria Finger

Funding Sources: A grant from the JP Morgan Chase Foundation

Sponsors/In-kind donations: JPMorgan Chase Foundation

Budget:
Overall: 287,500
Secured: 287,500

Brief Description
Karma Tycoon is an online strategy game in which players solve community problems, such as homelessness, in cities across the US. Players learn the ins and outs of the not-for-profit world as they apply for grants, receive donations and have to manage their budget efficiently. It is available free of charge at KarmaTycoon.com

Full Description
Karma Tycoon is an online strategy game in which players solve community problems, such as homelessness, in cities across the US. Players learn the ins and outs of the not-for-profit world as they apply for grants, receive donations and have to manage their budget efficiently. The players begin the game with a grant from the JP Morgan Chase Foundation but then must apply for more grants to help more people. The goal of the game is to teach young people about social entrepreneurship and financial responsibility while they�re also having fun. The game was modeled after Lemonade Tycoon, but instead of maximizing profits, players are trying to maximize their karma by helping as many people, or animals, as possible while running their homeless shelters, senior centers, youth centers, performing arts centers, and animal shelters. Once your �karmameter� reaches 100%, you receive a score for that city and you can move to tackle other issues in more difficult cities. The game can be further used as a teaching tool due to the explanations, summaries and definitions built into the game. If you want to learn about what a foundation is or how severe homelessness is in Los Angeles, this game enables you to do just that. In addition, there is an accompanying teacher curricula that educators can use in the classroom to help the students understand the issues addressed in the game. The game and curricula are available free of charge at KarmaTycoon.com

Target Audience: Middle school and high school students

Social Issues Addressed: economics, poverty, social entreprenuership,

Purpose:
The impact that we are aiming for is two-fold. First, we hope that this game raises awareness about the benefits of volunteering and helping people in your community. We hope that it sparks a dialogue among young people about whether what they can be doing to volunteer. We specifically included links to real-life not-for-profits within the game so that if a player was interested, they could easily click on an organization, and find a homeless shelter or animal shelter to volunteer at in one of the 11 cities featured in the game. Secondly, we wanted to increase educate young people about social entrepreneurship and financial responsibility. Many young people are in the dark about the not-for-profit world. They are unaware that working at a homeless shelter or a youth center is a viable option for a job and a career. We want to show them how the not-for-profit world works � how you must apply for grants, the fact that you don�t always get them, etc. In addition, we think its very important that young people have a sense of financial responsibility. The fact that using your credit card or taking out loans can get you into trouble or the realization that you need to balance your budget and manage your cash flow or you will be out of luck.

Metrics:
How? We are measuring results by the number of people who visit the Karma Tycoon site, the number of people who play the game, the amount of feedback we recieve and a survey of the people who have played karma tycoon.

What outcomes have been measured? Since launch, we have recorded over 17,000 visitors to KarmaTycoon.com. At present, I do not have the number of people who have played the game, but that is something I can get for you. We have received tons of positive feedback through our feedback form and hope that it will continue. This summer we will be conducting a survey/evaluation of everyone who played the game and use this information to better the game for a version 2.


Press Coverage:
MSNBC.com - April 9th, 2007 http://www.cnbc.com/id/15705119/ The Daily News - The (video) game of life by Tim Catts, February 26, 2007 Greenstone Radio The Radio Ritas The video game of life, a 10-minute segment about Karma Tycoon aired live on Monday, March 12th, 2007

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Public Contact Information
Name: Aria finger
Email: afinger@dosomething.org

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Game Tags: Karma, Tycoon, entrepreneurship, community service, volunteerism, philanthropy

Where you can play this game: Go to karmatycoon.com and get a free do something login and you're good to go



Mission: Migration
Game URL: ny.audubon.org/missionmigration.html

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Learn how your everyday choices can affect the fate of migrating birds.

Full Description
In the spring and the fall, many birds fly long distances in search of food, water, shelter and space: the same basic things that you need to survive. Along these routes, they encounter many different types of habitats, from country and forest to neighborhoods and big cities, and at times, encounter dangers from both natural and manmade hazards. In this game you will try to help your flock migrate safely by learning how choices you make each and every day around your home, school, and neighborhood can affect the fate of these migrating birds - in both positive and negative ways. By the time you're done, you'll have the skills and knowledge to help birds thrive and survive around your home.

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PeaceMaker
Game URL: www.peacemakergame.com

Developer: ImpactGames

Non-Profit: ImpactGames (www.impaImpactGames) is a for-profit entity. At the same time, one benefit of our early support and publicity is that we have found great

Release Date: February 1st 2007

Project Lead: Eric Brown, Asi Burak

Funding Sources: Our first funding came from Idea Foundry, a non-profit focused on economic development and seed funding for Western Pennsylvania. The Idea Foundry inv

Sponsors/In-kind donations: N/A

Budget:
Overall: 500k
Secured: 500k

Brief Description
PeaceMaker is inspired by real events in the Israeli-Palestinian conflict. It challenges players to succeed as a leader where others have failed: bringing peace to the Middle-East. Playing both perspectives, players could experience the joy of winning the Nobel Prize or the agony of plunging the region into disaster.

Full Description
PeaceMaker was born in the Entertainment Technology Center (ETC) in Carnegie Mellon. As students, we set out to create a video game that is meaningful and non-violent. We chose the Israeli-Palestinian conflict which is to many a representation of the most significant challenges facing leaders today. We thought that in this particular point in time, we have a real chance to add new verbs to the vocabulary of the new generation, the future leaders of the world. PeaceMaker challenges players to establish peace in the Middle East. Players can take the perspective of the Israeli Prime Minister or the Palestinian President and react to unpredictable real-world events. The players' ultimate goal is to create virtual peace and be awarded the Nobel Peace Prize. PeaceMaker aims to enhance a deeper understanding of multiple perspectives and challenge the player's prior knowledge and assumptions. Main features: * PeaceMaker is inspired by real events. * PeaceMaker is a turn-based strategy game with a high level view of the situation. * PeaceMaker is two games in one: the Israeli version and the Palestinian version. * Play the news: the game presents real news footage, images and headlines. * Depending on what players bring to the table, there are three difficulty levels to choose from including calm, tense and violent. PeaceMaker has been featured in media outlets around the world and is available for PC or Mac in English, Arabic and Hebrew.

Target Audience: PeaceMaker aims to bridge the gap between education and entertainment to reach a mass market. The target audience is socially aware adults and teenagers worldwide, gamers and non gamers alike. In addition to players at home, high schools, college classroom and community groups can use PeaceMaker as an engaging and innovative way to involve their students in discussing current events.

Social Issues Addressed: global conflict, news, politics,

Purpose:
PeaceMaker addresses concepts of conflict resolution and the experience of walking in another person's shoes. The inclusion of real news events (text, images and video) helps in bridging the experience to real world people, places, and perspectives. It also helps the user contextualize events from single moments in time to the bigger picture. Early responses from players around the world demonstrate a deeper comprehension and retention of the issues and in some case a real paradigm shift in viewing the Israeli-Palestinian conflict. We included below a few unsolicited quotes from players, categorizing them into impact areas. These quotes are giving us confidence that we on the right path for achieving our goals. * Better retention and greater understanding "Although he [my son] was able to go through the game quickly, he learned more about the conflicts that have been plaguing the Middle East in three hours than I have been able to teach him in many years." - Terry Bowers, USA * Empathy: thinking differently about the other side "At first I played on the Israeli side and my reaction was the Palestinian President is being so unfair and hard. So then I switched sides, and literally for the first time in my life was truly able to see the situation from the other side. You are going to have such a big impact with this game. You already have with one self proclaimed Zionist." - Afsoun Yazdian, USA * Sense of optimism, paradigm shift * "The most surprising thing that came from my experience with the video game Peacemaker was when the game ended and I created peace. I knew fully well what game I was playing and what my objective was but when peace was actually achieved it was such a weird feeling. I mean there isn't supposed to be peace in that region right? We all want peace but do we believe it is possible? I can say after playing the game and finding a solution I know that subconsciously I was certain that peace was not an option. When peace was achieved and I learned ways that it could happen my whole paradigm for the region changed. I realized that even though I am someone that would like to see peace in the Israeli-Palestine conflict, in actuality I did not think it was possible until after playing this game. If anything Peacemaker shows the player that peace is actually possible. It is the most important first step in creating peace." - Rolf Burton, USA * Ability to facilitate dialog where it was difficult before * "Having real news events embedded in the game has changed how I view the different aspects of conflict resolution. Sometimes now in class we use examples from the game to express what we want to say." - Nora Al-Subai (18), Qatar * Community Engagement "Since the time I spent with my Grandfather, Mahatma Gandhi, I have had the opportunity to observe many efforts by individuals from many countries to promote peace. In my opinion Peacemaker is ground breaking in both its conception and execution. This exceptionally creative and relevant video game will further concepts of conflict resolution and peacemaking and bring important new audiences into the fold. Congratulations to the Peacemaker team!" -Arun Gandhi, Founder, MK Gandhi Institute for Nonviolence As was seen by Arun Gandhi we have created a tool that can be used by many different organizations to promote their message and draw in new members to their communities. We have already been contacted by local Jewish and Muslim community groups as well as peace coalitions and religious and community centers inquiring how they can incorporate our game into their programming.

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How? As a for profit company, whose expertise lies in the creation of the experience and distribution, our goals for measuring results are simple: reach and impact as many people as possible. In the development stage and till this day, we have worked with many different groups to evaluate and develop the perspectives represented in the game. At this point, we are supporting a few initiatives by Professors and research students (US and Europe) to do extended studies into the issues relating to decision making and paradigm shift including pre and post testing on the knowledge of the conflict. We will be more than happy to share these findings as they become available.

What outcomes have been measured? See above for consumers' feedback and ongoing research initiatives. Naturally, we are open to any studies initiated by members of the Games for Change community.


Press Coverage:
Please visit https://www.peacemakergame.com/press.php Google searches of "PeaceMaker Game" will produce many more results.

Press Release URL: Upon Request


Public Contact Information
Name: Eric Brown
Email: ericbrown@impactgames.com

Press Contact Name: Eric Brown
Press Contact Email: ericbrown@impactgames.com

Game Tags: Strategy, simulation, peace, conflict resolution, interactive news, Israel, Palestine, Middle East

Where you can play this game: The game is available for purchase on our website (www.peacemakergame.com) and some other distribution partners' sites. We hope to have physical presence in stores by the time of the conference. The game can be downloaded for $19.95.



ICED - I Can End Deportation
Game URL: www.icedgame.com

Developer: Breakthrough

Non-Profit: Breakthrough was the lead Executive Producer and Developer, but it was a collaborative effort, groups include: Families For Freedom, Capital Area Immi

Release Date: February 18, 2008

Project Lead: Breakthrough

Funding Sources: Major foundations such as: Open Society Institute, The Overbrook Foundation, Libra Foundation, Starry Night Fund of the Tides Foundation, The David an

Sponsors/In-kind donations: Google Adwords, Families For Freedom, Capital Area Immigrant Rights Coalition, Detention Watch Network, Rights Working Group, New York Immigration Coalition, high schools: Urban Assembly High School, Newcomers High School, The Renaissance Charter School, Elizabeth Irwin High School Jenny Polak of Hardplace website, as well as many other consultants, gaming experts and our pro bono legal team at LeBeoeuf Lamb Greene and McRaye, LLP.

Budget:
Overall: 140,000
Secured: All

Brief Description
Breakthrough's video game, ICED – I Can End Deportation, (www.icedgame.com) puts you in the shoes of an immigrant to illustrate how unfair immigration laws deny due process and violate human rights. These laws affect all immigrants: legal residents, those fleeing persecution, students and undocumented people.

Full Description
ICED – I Can End Deportation, from non-profit Breakthrough (www.breakthrough.tv), is a free, 3D downloadable video game (available at www.icedgame.com). ICED teaches players about current immigration laws on detention and deportation that affect all immigrants: legal permanent residents, asylum seekers, students and undocumented people by violating human rights and denying due process. In the game, players can inhabit one of five immigrant youth, each of a different ethnicity and immigration status. The youth are being chased by immigration officers, while making moral decisions and answering myth and fact questions about immigration policies. If the player chooses or answers incorrectly, he/she increases his/her chances of being thrown into detention. Once in detention, the player endures both physical separation from his/her family and unjust conditions awaiting – often for unknown amounts of time – the random outcomes of his/her case. ICED comes with additional educational resources, which are found on the game website: a standards aligned curriculum for high school teachers that uses web 2.0 technologies and a discussion guide which provides talking points and tips for mobilization for organizations and community groups.

Target Audience: High school and college age youth

Social Issues Addressed: human rights, Immigration, Due Process and Human RIghts,

Purpose:
To reframe the immigration debate from a discussion that looks at immigrants as criminals, to one that looks at and creates awareness around immigration as an issue that violates human rights and denies due process of all immigrants- legal and undocumented.

Metrics:
How? The Center for Children & Technology – Education Development Center, Inc (EDC). developed pre and post surveys to measure knowledge around the 1996 immigration laws, current immigration policy and lack of due process.

What outcomes have been measured? The outcomes are currently being measured regarding pre game and post game knowledge. Our ideal outcome is to have raised awareness regarding the lack of due process and violation of human rights to all immigrants – legal and undocumented.


Press Coverage:
http://www.gamedaily.com/articles/news/iced-faces-deportation/?biz=1 http://www.cbsnews.com/stories/2008/02/19/scitech/pcanswer/main3843379.shtml http://www.huffingtonpost.com/2008/03/13/video-game-outrages-anti_n_91445.html http://www.huffingtonpost.com/mallika-dutt/when-did-immigrant-beco_b_93348.html http://girlinthemachine.blogspot.com/2008/02/i-can-end-discrimination.html

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Public Contact Information
Name: Crissy Spivey
Email: crissy@breakthrough.tv

Press Contact Name: Crissy Spivey
Press Contact Email: crissy@breakthrough.tv

Game Tags: Breakthrough ICED Immigration Immigrant Detention Deportation Human Rights Due Process Video Game Mallika Dutt Heidi Boisvert

Where you can play this game: ICED lives at http://www.icedgame.com - for MAC and PC.



Physics Geeks
Game URL: http://vlw.epic.columbia.edu/demo.html

Developer: Virtual Learning Worlds @ Columbia University

Non-Profit: National Science Digital Library funded project

Release Date: November 2008

Project Lead: Susan Dreher

Funding Sources: National Science Digital Library

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Physics Geeks is a serious game to teach physics concepts through self-directed exploration of 3D environments. Players learn by investigating the properties of virtual inclined planes, frictionless surfaces and zero-gravity fields. The game will be disseminated through Facebook, allowing players to compete with their friends to become the biggest geek.

Full Description
Physics Geeks is a serious game that teaches core physical science principles through self-directed exploration of immersive and authentic 3D environments. Players will draw on the basic tenets of scientific inquiry as they interact with virtual inclined planes, frictionless surfaces and zero-gravity fields. An associated quiz developed by educational experts will assess understanding of the main concepts. The game’s final goal is to master all materials and be crowned a Major Physics Geek. The application will be disseminated primarily through Facebook, the social networking site boasting 60 million active users. Quiz scores and geek level will be displayed on a player’s Facebook profile page right next to their friends’, creating an incentive to score well and attain the highest levels. By integrating into a social networking site, the game will hook into existing collaboration tools to encourage discussion among players. The game’s curricular materials are based on the Physics First approach to introduce broad physical science concepts to learners earlier in their science education. The game is grounded on the modern educational theories of situated cognition and constructivism, which suggest that deep learning grows from a combination of intellectual activity, social collaboration and authentic experiences. Physics Geeks was dreamed up by the Virtual Learning Worlds team based at Columbia University. The VLW team is exploring the possibilities 3D virtual worlds hold for teaching and learning science concepts.

Target Audience: Physics Geeks is primarily targeted at kids ages 12-16 as they begin their advanced work in the sciences. By disseminating Physics Geeks in a broad public forum, the team also hopes to attract and engage the interest of lifelong learners.

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The project’s overall goal is to create a fun and approachable experience that will help spark a deeper curiosity and love for the sciences More specifically, we have two major impacts we hope to achieve: * Recent 3D gaming research projects in several disciplines show great promise for creating games that are both engaging and educational. Physics Geeks seeks to advance research and understanding in this innovative learning approach. * Tantalizing hints from the research community show that the gaming medium can be a powerful learning tool for audiences traditionally underrepresented in higher education. By focusing our assessment on after-school programs that enroll larger numbers of these adolescents, the team hopes to further investigate how this medium can be used to motivate learners and inspire passion for the sciences.

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How? In November 2008, we will be working with Teacher's College to perform summative evaluation on the Physics Geeks modules in conjunction with the Double Discovery after-school program at Columbia University. The Double Discovery Center serves low-income and first generation college-bound New York City youth in grades 7-12.

What outcomes have been measured? n/a - project is still in development


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Public Contact Information
Name: Susan Dreher
Email: sdreher@columbia.edu

Press Contact Name: Rob Lane
Press Contact Email: roblane@columbia.edu

Game Tags: Education, Science, Physics, Virtual Worlds

Where you can play this game: We've set up a standalone site in order to preview the learning modules. You can access it at http://vlw.epic.columbia.edu/demo.html. Full project information is available here: http://vlw.epic.columbia.edu/. Note: Though the competitive Facebook game narrative is missing from this demo site, you can play with the modules, view trailers and learn more about the project.




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Pete Armstrong
Game URL: www.bigfun.net/pete/

Developer: GamesThatWork

Non-Profit: NYU Medical Center / Rusk Center (Initialize)

Release Date: N/A

Project Lead: Dov Jacobson

Funding Sources: 28% NYU Med Ctr

Sponsors/In-kind donations: Blaze Sports (Disabled Athlete Fund) Intel Computer Clubhouse Atlanta Boys & Girls Club Paideia School

Budget:
Overall: 20k
Secured: 6k

Brief Description
Use a positive model and the inherent empathy of a video game character to combat the wheelchair's social stigma.

Full Description
Launched at the NYC G4C Salon 2005, this project addresses a need identified by the Rusk Center, which works for the physical, psychological and social rehabilitation of permanently disabled children. The producer sought to improve the respect which ablebodied children accord their wheelchair-bound peers. Exposure to gameplay which promotes empathy might have the desired effect. Design of the prototype game involved subject matter experts - disabled children, their advocates, professional wheelchair athletes and their promoters,. and game scientists. Game development demanded of its first-time producers far more technical, creative and social sensitivity than had been expected. The finished test game was administered to two different urban populations in the target age range (n=~60). The instrument for measuring effect was a classic one, in use since 1960, but updated by scientists atthe University of Virginia who corelated the findings. While the aggregate result supports continued investment in the project, it is the details of the findings that should interest, and warn, anyone interested in games for change. Different subpopulations responded to very different degrees to the game intervention, and some patterns were unmistakable. These patterns whisper caution to the attentive ear, while shouting audibly for further and better research.

Target Audience: Able children (6-12) who come in contact with disabled peers.

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Purpose:
Reduce discrimination against disabled children by enabling their peers to exerience wheelchair operation as an athletic challenge and to be in close contact with a positive, tough, healthy role model.

Metrics:
How? Using classic Yuker instrument: Attitudes Toward Disabled Persons

What outcomes have been measured? Short exposure has significantly improves positive image. (See website for detailed analysis.)


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n/a

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Public Contact Information
Name: Dov Jacobson
Email: traveller@bigfun.net

Press Contact Name: Dov Jacobson
Press Contact Email: traveller@bigfun.net

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Where you can play this game: On our website, http://bigfun.net/pete




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RePlay: Finding Zoe
Game URL: www.metrac.org/replay/en/index.html

Developer: METRAC in partnership with Susana Ruiz, Huy Trong, Ashley York

Non-Profit: The Metropolitan Action Committee on Violence Against Women and Children (METRAC) has been funded to create the game, and has done research/focus grou

Release Date: May 31, 2007

Project Lead: Andrea Gunraj, Outreach Manager, METRAC

Funding Sources: The Government of Ontario, Ontario Women's Directorate

Sponsors/In-kind donations: METRAC has provided in-kind support for many of the project development and game development costs

Budget:
Overall: 30,000 (for game alone)
Secured: 25,000 (the rest is being delivered in-kind)

Brief Description
The RePlay video game is geared towards promoting healthy, equal relationships between youth aged 8 to 14 years old. It challenges mainstream gender stereotypes that children learn from a young age, and that often lead to the social proliferation of violence against women and girls.

Full Description
RePlay is a Flash-based online game that engages players in a fun gaming experience to promote attitudes and skills girls and boys need to create healthy, equal interpersonal relationships. Its narrative and gameplay fosters learning about healthy relationships and communication, diversity, and prevention of sexism and violence against girls and women. The overarching narrative tells the story of two friends searching for their good friend Zoe. They have just heard sexist, stereotyping rumors about Zoe that lead them to conclude that she is in need of help. The rumors start one day after school when a group of kids describe how Zoe has gone to �third base� with her boyfriend Jake. The rumors are insensitive and as their maliciousness grows, the friends� sense of urgency escalates. They come to realize that Zoe is caught up in an abusive relationship. As the story unfolds, the two friends learn of some of the ways Jake has taken control over Zoe�s life. The fact that locating her has become such a challenge is indicative of how Jake has isolated Zoe and pressured her in ways that do not ring true or safe to her two friends. On their search, the two friends navigate their neighborhood and social networks, and they are challenged with confrontations (mini-games) that encourage them to work together and be respectful, confident communicators. Doing well in these mini-games helps to strengthen the avatars� resiliency and better equip them to support Zoe once they manage to find her.

Target Audience: Children and youth, aged 8 to 14

Social Issues Addressed: public health, Violence against girls and women,

Purpose:
Global statistics demonstrate that violence against women and girls is a pervasive problem, and that young women are most at risk of experiencing sexual assault, physical abuse, harassment, and stalking. Research also shows that children learn rigid notions of what it means to be a �real man� and �real woman� at an early age � the very stereotypes that lead to epidemic levels of violence against women and girls. Youth need tools to identify and challenge unhealthy relationships, gender stereotypes, and violence against women and girls. The RePlay Project seeks to do so through the medium of the video game - the story is designed to illustrate a realistic narrative of a young woman an in an unhealthy relationship. It allows the player to understand the complexities of such a relationship from the perspective of the person facing abuse (Zoe). The player is put into a position where they navigate the game through two avatars that have very different personalities (one is reserved and thoughtful, the other is more outspoken). Although they are so different, they have to use their strengths and balance their weaknesses to deal with confrontations and challenge sexist, gender stereotyping attitudes of others along the way. These challenges take the form of �grabbing� healthy words that are floating away from them to form effective sentences, all the while managing their anger, fear, and will to lash out in abusive ways. If they are successful in those challenges, avatars win over the non-player avatars, who join them in their search for Zoe. During the search, players increase their chances of finding Zoe by clicking on links within the neighbourhood to a variety of real-life violence prevention websites and written resources for youth. Players can sign on to a real online campaign addressing global violence against women and girls at the end of playing the game. RePlay is designed to help players envision different ways to challenge sexism and violence against girls and women by illustrating examples of it and asking the player to engage directly in the word challenges. It also illustrates how people will different personalities can challenge violence; words can diffuse potentially violent situations; that community networks and connections are important in addressing gender based violence; and that youth action on the issue is needed and possible. It seeks to raise awareness of the often-silenced issue of violence against women and girls to inspire youth to challenge acceptance of violence and unhealthy relationships in their own lives.

Metrics:
How? RePlay has an important survey feature built into the game's structure. As players enter the game, they are asked a series of short, fun multiple choice questions that give METRAC an idea of why they are playing and what their existing attitudes are. At the end of the game, players are asked follow up questions that find out if they would play the game again, what attitudinal change occurred, and what they learned from the game. Players can access the answers of other players by way of animation of youth who get up and cheer according to how many players picked a particular answer for each question.

What outcomes have been measured? The game has not yet been released to the public, and the bulk of RePlay's impact will be realized at that point. However, many community partners have been influenced by the process of creating RePlay, including 250 diverse children and youth across Ontario who have participate in focus groups and surveys, educators, parents, community organizations, and government supporters. We are confident in the ability of the game to connect to divers youth players because the development of the game has been grounded in their ideas, experiences, and game playing preferences.


Press Coverage:
A media launch is being planned in conjunction with our funder (to be held late May or early June 2007). However, we did a media launch of the game when it was started in September 2005, and many local Toronto media sources (newspapers and news shows) attended. RePlay has recently been selected as a finalist for the Ashoka global Changemakers contest dealing with domestic abuse issues.

Press Release URL: http://www.metrac.org/programs/info/replay.press.release.05.pdf


Public Contact Information
Name: METRAC
Email: outreach@metrac.org

Press Contact Name: Andrea Gunraj
Press Contact Email: outreach@metrac.org

Game Tags:

Where you can play this game: It will be posted on www.metrac.org by the end of May 2007.



SciFair at Chelsea Career and Technical High School (CCTHS): Ecosytem
Game URL: www.scicentr.org/Explore/VirtualWorlds/SciFair.aspx

Developer: Students in Ms. Pham's science class at CCTHS, SciCentr staff, Cornell undergraduate Peter Pelc,

Non-Profit: SciFair was launched through support from the GE Foundation, with additional support from NSF, and other non-profit organizations.

Release Date: June 11: G4C will be the Showcase for Ecosystem.

Project Lead: Margaret Corbit (CTC), Yen Pham (CCTHS)

Funding Sources: CTC receives major funding from Cornell University and New York State. SciFair receives additional funding through such sources as the National Scienc

Sponsors/In-kind donations: Intel, Microsoft, USDA

Budget:
Overall: NA
Secured: NA

Brief Description
Ecosystem is an interactive virtual world featuring the biomes of Planet Earth and their response to Global Warming and Climate Change. Created by teens at Chelsea Career and Technical High School, this special SciFair world presents the students' research in a fun and social environment for their peers and community.

Full Description
SciFair engages teens and tweens in underserved and disadvantaged communities in creating their own virtual worlds (knowledge spaces) about science and technology. Through this creative process in a collaborative environment, they build digital and media literacy. As pioneers in a new medium, they become resident experts and build self-esteem. Students in Ms. Pham's science class have worked in and out of school time to conduct research on a biome (taiga, desert, tropical rain forest, etc) and find out the climate conditions and the type of living organisms in that environment. They also address the impact of global warming and climate change on their biomes through design and presentation of the Ecosystem world. Drawn to the program by the appeal of virtual worlds and their similarity to MMOGs, teams are supported by college students and teacher/coaches trained in the medium and process. The SciFair Model takes them through a sequence of activities that begins with homesteading as a way of learning the basic skills needed to express themselves within the environment. Teams then research into a specific topic, design of their virtual space, acquire new technical skills to complete their project (including integration of other digital media: video, sound, images, slide presentations, Flash games), and test the user interface/experience.

Target Audience: Youth ages 11-18 and the community organizations that support them, community and four-year college and university students, teachers and other educators.

Social Issues Addressed: environment, digital divide,

Purpose:
We aim to empower tweens and teens at risk of disengaging to find a reason to remain or become more enthusiastic about learning, especially about science and technology. We aim to support them as they relate current research topics to their own lives and communities. And we aim to provide them with basic computing skills and confidence in their capacity to continue to acquire new technical skills needed to succeed in school and at work.

Metrics:
How? In general for SciFair, we pre and post test team members, mentors, and coaches with questionnaires and are developing a fun tech skills testing world. We frequently tape sessions for review and capture chat logs. Our current NSF grant funds participation of a professional evaluator. This will expand our pallette of tools, especially for chat log analysis. SciFair at CCTHS is in the trial stage and we will implement full evaluation in fall 2007.

What outcomes have been measured? Our focus has been on attitudes toward science from the beginning. We are now starting to develop methods to track attitudes toward school in general and computing/computers/digital technology and to measure skills in these technologies.


Press Coverage:
http://www.scicentr.org/About/News/MediaCoverage/

Press Release URL: http://www.scicentr.org/About/News/MediaReleases/


Public Contact Information
Name: Margaret Corbit
Email: corbitm@tc.cornell.edu

Press Contact Name: Laura Cima
Press Contact Email: cima@tc.cornell.edu

Game Tags: virtual worlds, media literacy, technology literacy, science and technology, digital divide

Where you can play this game: The CTCUni browser must be downloaded and installed. Guest accounts can be requested through Margaret Corbit. Access to SciFair worlds for specific time periods can be arranged. We can give tours or simply allow people to explore on their own. Ecosystem is a work in progress. Visitors will be welcome to explore Aquatic, Wa He Lut, and a variety of other completed worlds featuring environmental issues.



ICED! I Can End Deportation
Game URL: www.icedgame.com

Developer: Breakthrough. Designed by Heidi Boisvert and Natalia Rodriguez.

Non-Profit: Breakthrough- Executive Producer- A nonprofit that uses visual media to teach human rights.

Release Date: September 2007

Project Lead: Farah Malik - was original producer, she recently left Breakthrough/Louis Spitzer- Breakthrough/Crissy Spivey/Breakthrough

Funding Sources: Breakthrough funding grants including: Open Society Institute, The Overbrook Foundation, Libra Foundation, Starry Night Fund of the Tides Foundation

Sponsors/In-kind donations: Families For Freedom, Capital Area Immigrant Rights Coalition, Detention Watch Network, Rights Working Group, New York Immigration Coalition, high schools- Urban Assembly High School, and Newcomers High School, Jenny Polak of Hardplace website, as well as many other consultants and gaming experts like Games 4 Change.

Budget:
Overall: 10,000 so far (TBD)
Secured: TBD

Brief Description
"ICED! I Can End Deportation" is an online interactive 3D Role Playing Game that teaches the player about the current U.S. policies around immigration that destroy families and fundamental human rights.

Full Description
The Story with Immigration: Since the passing of the Illegal Immigration Reform and Immigrant Responsibility Act (IIRIRA) in 1996, over 2 million immigrant non-citizens (including long-term lawful permanent residents) that have lived in the U.S for most of their lives, have been deported or detained in prisons. As a result of the harsh immigration laws, committing very minor crimes can result in mandatory detention and deportation. Long-time U.S. residents are being detained and deported without access to due process and a fair day in court. The Story with "ICED! I Can End Deportation!� Video Game: ICED! I Can End Deportation is an online 3D Role Playing Game aimed at high school and college age students. ICED! teaches the player about the unjust nature of U.S immigration policy which violate human rights, sparks dialogue and presents an enabling environment towards involvement, action and possible transformation in immigration policy. The game enables the player to inhabit the precarious day-to-day experiences of an immigrant circumscribed by the constant threat of detention, and more than likely, deportation. As the player navigates the city, he or she must avoid constantly spawning immigration officers, make moral/consequential decisions, as well as answer myth & fact quizzes about current immigration policies. If the player chooses incorrectly, he/she increases his or her chances of being teleported into detention. Once in detention, the player endures both physical separation from his/her family and unjust conditions while awaiting, often for unknown amounts of time, the random outcome of his/her case.

Target Audience: The target audience is high school and college age students, i.e., voting age youth.

Social Issues Addressed: politics, Immigration,

Purpose:
ICED! I Can End Deportation�s � Theory of Change ICED will serve as a public education tool about detention and deportation, helping to demonstrate the unjust nature of immigration policy as a result of the harsh 1996 laws, as well as sparking dialogue and presenting an enabling environment towards involvement, action and possible transformation in immigration policy. The use of media, pop culture and new technologies such as this video game enables us to engage new and younger audiences, and extend human rights education and advocacy. Breakthrough�s � Theory of Change Breakthrough�s unique approach to human rights education marries traditional public education methods to pop cultural forms of expression and new media delivery mechanisms. The use of media, pop culture and new technologies enables us to engage new and younger audiences, and extend human rights education and advocacy. We create innovative partnerships with the entertainment industry, educational institutions and diverse civil society groups to strengthen democratic values and mobilize support for human rights. Our work also creates an enabling environment for advocacy and public policy efforts to protect and promote the rights of vulnerable groups.

Metrics:
How? This answer is still being determined, but as of yet, while downloading, the user will have the option to fill out a brief questionnaire with their information for further contact. The players will then be sent a survey asking them for more feedback about their game playing and learning experience. We will work with our distribution outlets to provide us with evaluative feedback on the game.

What outcomes have been measured? TBD- Game has not been released as of yet.


Press Coverage:


Press Release URL:


Public Contact Information
Name: Louis Spitzer
Email: louis@breakthrough.tv

Press Contact Name: Louis Spitzer
Press Contact Email: louis@breakthrough.tv

Game Tags: Breakthrough, Immigrant, Immigration, Detention, Deportation, Law, Youth, Family, Due Process, Legal, Illegal, Citizen, Non-Citizen, INS, ICE, BICE, Green Card, Teen, Youth, High School, College, Lawful, Reform, CIR, Permanent Resident, Alien, Family, Human Rights, Homeland Security, Value Families, United States, US, Policy, Politics, IIRIRA, 1996

Where you can play this game: The game will be a available in September 2007 on its own website as well as linked to on Breakthrough's website. It will be distributed through all of the online channels that Breakthrough's media is currently on, such as MySpace, YouTube, and many others. We hope to get the game out on additional online entities, gaming sites, blogs, and others including the MTV Think Website.




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Orange Revolution
Game URL: research.takingitglobal.org/orange

Developer: TakingITGlobal

Non-Profit: TakingITGlobal, developer, distribution through network of educators

Release Date: Sept 1, 2007. Available in beta now

Project Lead: Luke Walker

Funding Sources: Canadian International Development Agency's Global Classroom Initiative

Sponsors/In-kind donations: TakingITGlobal, ABEL (York Region District School Board, TEACH Magazine

Budget:
Overall: 177,152, $6000 for game development
Secured: 177,152

Brief Description
A simulation guiding players through the events of the Orange Revolution of 2004 in Ukraine, through the eyes of the two main presidential candidates. Players must come secure democratic reform without violence.

Full Description
The Orange Revolution is a simulation guiding players through the events of the Orange Revolution of 2004 in Ukraine, through the eyes of the two main presidential candidates. Players must come secure democratic reform without violence. Players learn about the crisis caused by a corrupt second ballot in the Ukrainian presidential election of 2004, and lead the country through to a successful conclusion, achieving democratic reform and avoiding violence. The game has a prisoner's dilemma-style structure, where players must make decisions for both Yanukovych and Yushchenko, the main rivals involved. The game ends if violence erupts. The project, developed by TakingITGlobal as part of a broader curriculum initiative by TakingITGlobal, Advanced Broadband Enabled Learning, and TEACH Magazine, was produced with the support of the Government of Canada through the Canadian International Development Agency.

Target Audience: High school students in Canada and internationally.

Social Issues Addressed: global conflict, politics, democratic reform, conflict resolution,

Purpose:
We are hoping to help students better understand the nature of global democracy and the different ways that democracy manifests itself internationally, as well as understanding how democracy impacts on human rights

Metrics:
How? In classroom situations, the impact of the entire module (including the game) will be measured through an online survey. Students print their decision paths and compare with other students as a part of this process. There will also be a short exit survey added to the end of the game, for individual/non-school players.

What outcomes have been measured? None. Currently in pilot testing.


Press Coverage:
None thus far

Press Release URL:


Public Contact Information
Name: Luke Walker
Email: luke@takingitglobla.org

Press Contact Name: Luke Walker
Press Contact Email: luke@takingitglobal.org

Game Tags: orange revolution, democracy, democratic reform, nonviolent conflict, Ukraine, CIDA, election

Where you can play this game: The game in beta form lives at http://research.takingitglobal.org, and can be played there. Its final home will be a page on http://www.tiged.org.



Melting Point
Game URL: cognitoy.com/meltingpoint

Developer: CogniToy, LLC

Non-Profit:

Release Date: June 2007

Project Lead: Kent Quirk

Funding Sources: Self-funded by CogniToy

Sponsors/In-kind donations:

Budget:
Overall: 60,000
Secured: 60,000

Brief Description
The Melting Point web game is designed to provide a gentle introduction to the biggest issue around human-caused global warming -- the problem of energy. It asks players to balance the energy needs and economic growth of regions around the world against the accumulation of carbon dioxide (CO2), one of the leading greenhouse gases.

Full Description
The Melting Point game is built in Flash and designed to be embedded in a web site. It takes 5 minutes to play through a single scenario (50 years in game time). As the clock runs, players make changes in the growth rates of several world economies while trying to limit the total accumulation of CO2. One of the interesting characteristics of the game is that players make large-scale macroscopic decisions, such as promoting the growth of nuclear power. The game will translate those decisions into news headlines that indicate various strategies for achieving those goals. For example, if the player decides to reduce the growth rate of transportation, that action might show up in the news headlines as "Europe improves fuel economy standards for 2010 and beyond." Melting Point provides an opportunity for learning that engages a number of key elements of effective educational design: * The science content weaves together information from several scientific disciplines and can lead learners to a broader understanding of the value of a an interdisciplinary approach to complex issues and problems. * The context of the experience is authentic. The model that runs the simulation of the impact of choices made by the user is based on models used by scientists. Using such models enables students to come to understand both their value and their limitations. * The reality of engaging with a complex problem promotes real inquiry. Students must study the various issues involved and try to make sense of them. There are no right answers, only questions to be raised and hypotheses to be tested. * The process of inquiry leads to scientific problem solving. * The opportunity to approach a world problem from multiple, regional perspectives broadens global understanding. * The application of high end technology design extends students' technology literacy.

Target Audience: The target player is someone of any age who is interested in the problem of global warming and would like to learn a little more. Because it can be played in both "real time" and turn-based modes, it should have a broad appeal to different age brackets.

Social Issues Addressed: environment, Global Warming,

Purpose:
The public is beginning to come to a general belief that climate change is real, and that a significant fraction of the change is caused by human action. As a society, we�re very close to deciding we have a problem to solve. We are now turning to the question of what to do about it. There are many questions: * How big is the problem? * What are the possible solutions? * Who should be responsible? * What will it cost? * How long will it take? * What if we do nothing? These are tough questions, and they have generated a truly bewildering array of responses in the form of scientific research, policy proposals, misinformation, and outright lies. It takes considerable work and study to even begin to understand the landscape of the science, the economics, and the politics of the problem. When there are so many possible and often contradictory proposed solutions to a problem, it�s hard to figure out which ones are worth pursuing and which ones will be a waste of time and money. The Melting Point project proposes to provide some of the tools to take us to the next level�mapping the landscape of possible solutions and deciding which of them are worthwhile. Because it is clear that most of the human-caused climate change comes from our use of energy, and in particular, that portion of the energy budget that comes from fossil fuels, Melting Point is a computer simulation game that will let web-connected players experiment with the problems of energy production and use on a global scale.

Metrics:
How? The game is capable of tracking many statistics, including time of play, strategies attempted, and so forth. Analysis of these statistics should be interesting, but success in this space is mostly measured by the number of people exposed to the ideas.

What outcomes have been measured? None so far; the game is not yet available.


Press Coverage:
None yet.

Press Release URL:


Public Contact Information
Name: Kent Quirk
Email: kent_quirk@cognitoy.com

Press Contact Name: Kent Quirk
Press Contact Email: kent_quirk@cognitoy.com

Game Tags: globalwarming, global, warming, climatechange, climate, flash, web, fun

Where you can play this game: There is a page at the Melting Point web site where an early playable game demo will be available in a few days (trying to get it ready by May 1.) This is the page: http://www.cognitoy.com/meltingpoint/game-demo-page/



The Arcade Wire: Airport Security
Game URL: www.shockwave.com/gamelanding/airportsecurity.jsp

Developer: Persuasive Games

Non-Profit:

Release Date: September 19, 2006

Project Lead: Ian Bogost

Funding Sources: AddictingGames.com / Shockwave.com

Sponsors/In-kind donations:

Budget:
Overall:
Secured:

Brief Description
Airport Security offers a satirical critique of airport security practices circa early fall 2006, when security agencies in the US and abroad changed their policies to prohibit common items like toothpaste and hair gel.

Full Description
The first in a series of newsgames called The Arcade Wire, Airport Security offers a satirical critique of airport security practices circa early fall 2006, when security agencies in the US and abroad changed their policies to prohibit common items like toothpaste and hair gel. Do knee-jerk reactions that limit our freedom of expression and travel make us safer? In The Arcade Wire: Airport Security you inspect each passenger and his luggage and remove the forbidden items before allowing the passenger to go through -- but the list of forbidden items changes on a moment-to-moment basis. Prohibited items may include pants, mouthwash, and hummus.

Target Audience: General audience

Social Issues Addressed: politics,

Purpose:
The game argues that American airport security policy has little to do with security.

Metrics:
How? Reach

What outcomes have been measured? Over 5 million plays as of December 2006


Press Coverage:
Numerous; please see http://www.persuasivegames.com/news/

Press Release URL:


Public Contact Information
Name: Gerard LaFond
Email: info@persuasivegames.com

Press Contact Name: Persuasive Games
Press Contact Email: press@persuasivegames.com

Game Tags:

Where you can play this game:



The Arcade Wire: Oil God
Game URL: www.shockwave.com/gamelanding/oilgod.jsp

Developer: Persuasive Games

Non-Profit:

Release Date: October 17, 2006

Project Lead: Ian Bogost

Funding Sources: AddictingGames.com / Shockwave.com

Sponsors/In-kind donations:

Budget:
Overall:
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Brief Description
You are an Oil God! Wreak havoc on the world's oil supplies by unleashing war and disaster. Bend governments and economies to your will to alter trade practices. Your goal? Double consumer gasoline prices in five years using whatever means necessary.

Full Description
You are an Oil God! Wreak havoc on the world's oil supplies by unleashing war and disaster. Bend governments and economies to your will to alter trade practices. Your goal? Double consumer gasoline prices in five years using whatever means necessary. Oil God is the second in our ongoing series of newsgames. The game explores the relationship between gas prices, geopolitics, and oil profits. Gasoline prices are affected most by possible or actual disruptions in oil producing regions, which might reduce supply without altering demand, thus driving prices up. One feature that characterizes the current fluxuations in gasoline prices, unlike previous ones in 1973 and 1981, are a multitude of simultaneous world events and geopolitical uncertainties: the Iraq war, missiles in North Korea, Hurricane Katrina, pipeline problems, the Iran/Korea nuclear, war between Israel and Lebanon war, and so forth... Key Features: 8 godly wraths to inflict upon a toy world below 4 governments and 3 economy types alter global trade practices A model of the crude oil futures market In-game tutorial and highscores

Target Audience: General audience

Social Issues Addressed: environment, politics,

Purpose:
Engender an understanding of the complexities and temptations of the petroleum industry, including aspects of the oil market that are actually out of the hands of industry.

Metrics:
How?

What outcomes have been measured?


Press Coverage:
See http://www.persuasivegames.com/news

Press Release URL:


Public Contact Information
Name: Gerard LaFond
Email: info@persuasivegames.com

Press Contact Name: Persuasive Games
Press Contact Email: press@persuasivegames.com

Game Tags:

Where you can play this game:



Go Goat Go
Game URL: www.globalgang.org/funandgames/games/gogoatgo/game.html

Developer: Christian Aid

Non-Profit: Christian Aid

Release Date: 2003

Project Lead:

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Brief Description
Game about the importance of goats to the livelihood of a poor village.

Full Description
Series of levels in which the player learns the important role goats can play in the overall wealth and health of a poverty stricken village. Following game play, the players can read up on information about goat donation and actually donate a goat.

Target Audience:

Social Issues Addressed: poverty,

Purpose:


Metrics:
How?

What outcomes have been measured?


Press Coverage:


Press Release URL:


Public Contact Information
Name: Global Gang
Email: globalgang@christian-aid.org

Press Contact Name:
Press Contact Email:

Game Tags:

Where you can play this game: online, flash game



The Scalable City
Game URL: scalablecity.net/

Developer: Sheldon Brown and the Experimental Game Lab, UCSD

Non-Profit: Different Museums where this is exhibited:Ars Electronica, Shanghai MOCA, India International Center,

Release Date: 9/2006

Project Lead: Sheldon Brown

Funding Sources: High Moon Studios, IBM, Intel, Sun,

Sponsors/In-kind donations: CRCA and Calit2 at UCSD

Budget:
Overall: 800,000
Secured: 500,000

Brief Description
The Scalable City is a computer game which explores the interaction of users, data and algorithms as applied to urban development. The Scalable City presents exaggerates these effects, making analogies to our current dilemma�s involving land use, greenhouse gasses, and urban development.

Full Description
The Scalable City is a computer game involving users, data and algorithms as applied to urban development. As our world becomes increasingly characterized by this equation, we find ourselves inhabiting the artifacts of these relationships. The Scalable City places responsibility for this on each of its users; their activities simultaneously constructive and destructive. This work poetically draws analogies through mis-application of computational processes to design decisions and how development in general can produce unintended effects after much iteration. This is experienced by users as their movements shape the interactions of major components of the world. Users each control a vortex of automobiles, which continually spew copies of itself into the atmosphere. As this vortex moves through the landscape, it causes roads to �grow�. Scattered throughout the landscape are architectural fragments. This junk is flung into the air by the car tornados and the pieces then try to reform back into houses. As they do so, they produce shanty like facsimiles of their original form, which will be scattered again into the landscape when another car vortex passes by. All processes encode their results with artifacts that express their virtues and shortcomings. As culture continues its transition from analog to digital forms, we produce tensions between speculation and anxiety. The Scalable City, attenuates the experience of our presence in the world as a process of transformation, promoting awareness of how tools and attitudes can become systems that perpetuate their own logic rather then that of long term benefit. Here are 5 major components: Landscape, Roads, Lots, Architecture and Vehicles. Each created by a process where real world data is subjected to algorithmic transformations before being redeployed as elements of the urban condition of software I/O. For instance, the landscape (a complex natural form) is transformed by a simple algorithmic process; creating a new form which retains naturalism in its details, but with a high level of algorithmic decoratism in its larger scale structure. Space filling road systems are grown into this landscape, located via computer vision analysis. The resultant decorative forms are evocative of nouveau iron grates, illuminated texts and oriental space filling spiral patterns. Vehicles, lots and architectural forms follow similar paths of manifestation - each demonstrating the embrace of software as the script of spatial experience. Interactive users control a vortex of flying automobiles. Navigating this vortex through the enviornment road systems grow, detritus is flung into the air and then attempts to self-assemble into an ersatz structure. In the Scalable City, a variety of computer concept buzzwords take on physical form. All processes encode their results with artifacts that express their virtues and shortcomings. Culture has been undergoing a transformation from analog to digital forms and methods for several decades. These transformative moments produce tensions between speculation and anxiety. In the Scalable City, the aesthetic gestures embody the tension between exuberance and foreboding, neither embracing or rejecting an algorithmic world view, but inspiring its expressivity while cautioning of its own internal logics becoming the dominant determinate of its outcomes. It provided first hand experience of our presence in the world is always a process of transformation, and that we must be mindful of how the tools, approaches and attitudes of our activities can become systems that perpetuate their own logic, rather then that of our interests.

Target Audience: Human Beings

Social Issues Addressed: environment,

Purpose:
I want to tantalize, confuse, scare and inspire users with this game. It works with aesthetics that create a strange bridge between being firmly grounded in the real world and its reflection in a mirror that exaggerates certain aspects of it. To this point, I have been exhibiting the work as a location based installation, and it has a powerful, visceral effect on the audience, now it needs to become more broadly experienced.

Metrics:
How? Post play interviews.

What outcomes have been measured? About half of the people readily make a connection between their daily mundane actions of driving and having a home as having both positive and negative impacts on the world.


Press Coverage:


Press Release URL:


Public Contact Information
Name: Sheldon Brown
Email: sgbrown@ucsd.edu

Press Contact Name: Sheldon Brown
Press Contact Email: sgbrown@ucsd.edu

Game Tags: Art, sustainability, urban development, global warming, land use

Where you can play this game: It is currently at the Shanghai Museum of Contemporary Art and the Ars Electronica Museum in Linz Austria. It can be set up in both simple, single screen PC enviornments, or in more complicated multi-screen installations



Real Lives
Game URL: www.educationalsimulations.com

Developer: Educational Simulations

Non-Profit:

Release Date: Real Lives 2004 released March 4, 2004. Real Lives 2007 scheduled release May 31.

Project Lead: Bob Runyan

Funding Sources: self-funded

Sponsors/In-kind donations:

Budget:
Overall: Business plan in development
Secured:

Brief Description
Real Lives is an interactive life simulation that enables you to live one of billions of lives in any country in the world. Through statistically accurate events, Real Lives brings to life different cultures, political systems, economic opportunities, personal decisions, health issues, family, schooling, jobs, religions, war, peace, and more!

Full Description
Educational Simulations presents Real Lives 2004, the life simulation that gives you the opportunity to learn how people really live in other countries. Real Lives 2004 is a content rich and empathy-building real world, real life simulation that challenges your life skills (not your hand-eye coordination) as you make difficult, high-stakes choices that lead to your success, or failure. You might be born anyone, anywhere on Earth. You might die as an infant, you might make it to old age. You might be able to marry the person of your dreams, and have a rewarding job, or you could be stuck in poverty. Be born, live an exciting life, and die. Then do it again. And again. Learn about the world as you live your Real Lives around the world, one life-altering decision at a time. Real Lives 2004 makes the world come alive on a personal and global level, one life at a time.

Target Audience: Computer enabled human beings, age 10 and above.

Social Issues Addressed: global conflict, politics, poverty,

Purpose:
The purpose of Real Lives 2004 is to develop understanding of and empathy for people in different parts of the world and in different life circumstances.

Metrics:
How? Some metrics are being developed by Kallen Tsikalis at Computers for Youth: kallen@cfy.org.

What outcomes have been measured? Outcomes are anecdotal at this point, but stay tuned. A second educational study is in planning in Germany using Real Lives.


Press Coverage:
http://www.edsims.com/press.html http://www.edsims.com/index.html

Press Release URL:


Public Contact Information
Name: Bob Runyan
Email: bobrunyan@educationalsimulations.com

Press Contact Name: Bob Runyan
Press Contact Email: bobrunyan@educationalsimulations.com

Game Tags: serious games life simulation

Where you can play this game: www.educationalsimulations.com Free download available



Climate Challenge
Game URL: www.bbc.co.uk/sn/hottopics/climatechange/climate_challenge/

Developer: Red Redemption Ltd.

Non-Profit:

Release Date: 16th January 2007

Project Lead: Gobion Rowlands

Funding Sources: British Broadcasting Corporation (BBC)

Sponsors/In-kind donations: University of Oxford

Budget:
Overall: 150,000
Secured: 150,000

Brief Description
Climate Challenge is a single-player game about climate change, playable for free on the BBC website. It is a sandbox-style strategy game based on real climate change data, where the player can try out different approaches, learn about the issues and have fun at the same time.

Full Description
Climate Challenge is a single-player game about climate change, playable for free on the BBC website, aimed at young professionals aged 25-35. The game is a sandbox-style strategy game based on real climate change data, where the player can try out different approaches for themselves, learn about the issues and have fun at the same time. It was designed and developed by Red Redemption Ltd, with scientific advice provided by Oxford University Centre for the Environment (OUCE) and a number of Intergovernmental Panel on Climate Change (IPCC) scientists. The developers wanted to make a fun, challenging game, but a game that was also based on scientific facts. Climate Challenge uses the most commonly cited and accepted carbon dioxide emission forecasts, which are produced by the IPCC. In Climate Challenge, the player takes on the role of the President of Europe, choosing policies to reduce carbon dioxide emissions from 2000 to 2100. The player has to balance emissions reductions with making sure there is enough electricity, water and food for the people, whilst also managing their spending and trying to remain popular with the electorate. The game was accompanied by scientific notes for further learning and was also used for ongoing scientific research into the effectiveness of computer games as a learning tool. In its first week of launch the game received an amazing 82,000 unique plays and the totals for the first six weeks were over 500,000 unique plays.

Target Audience: Young professionals, aged 25-35

Social Issues Addressed: environment, politics, Climate Change,

Purpose:
1. To create a sandbox-style environment, based on the real science, where the player can learn about the issues of climate change in a non-prescriptive way; 2. To give the player an understanding of the options and policies available to tackle climate change, from the national to the personal level; 3. To leave the player feeling more empowered to take action; 4. To leave them feeling more positive, viewing climate change as an opportunity, not just a threat.

Metrics:
How? Environmental Change & Management MSc Thesis studying effectiveness of the game in communicating climate change; user figures; Press & Internet coverage

What outcomes have been measured? 500,000 unique plays in first 5 weeks; Global press coverage (LA Times, Sunday Times, El Pais etc.); Response to surveys showed positive attitudinal change towards climate change.


Press Coverage:
http://www.red-redemption.com/press/ lists all the major articles that have features the Climate Challenge game.

Press Release URL: http://www.red-redemption.com/press-releases/


Public Contact Information
Name: Gobion Rowlands
Email: gobion@red-redemption.com

Press Contact Name: Gobion Rowlands
Press Contact Email: gobion@red-redemption.com

Game Tags: "climate change" BBC "Red Redemption" "Oxford University" "science-based game"

Where you can play this game: The game is available at http://www.bbc.co.uk/sn/hottopics/climatechange/climate_challenge/ or http://www.red-redemption.com/climatechallenge It can be played for free over the Internet.



A Force More Powerful
Game URL: www.afmpgame.com

Developer: International Center on Nonviolent Conflict, York Zimmerman Inc. and BreakAway Games

Non-Profit: International Center on Nonviolent Conflict (a private operating foundation) provided funding and overall content advice

Release Date: March 1, 2006

Project Lead: Steve York

Funding Sources: International Center on Nonviolent Conflict

Sponsors/In-kind donations: -

Budget:
Overall: 3,000,000
Secured: 3,000,000

Brief Description
AFMP is the first and only game to teach the waging of conflict using nonviolent methods. Destined for use by activists, the game will also educate the media and general public on the potential of nonviolent action and serve as a simulation tool for academic studies of nonviolent resistance

Full Description
AFMP is primarily a game of strategy, emphasizing abstract ideas and planning. Its realism depends on the accuracy of its underlying political models. Game play is governed by detailed interactive models-of strategic and political factors, ethnicity, religion, literacy, material well-being, media and communications, resource availability, economic factors, the role of external assistance, and many other variables. Tactics include such basics as training, fund-raising and organizing, as well as leafletting, protests, strikes, mass action, civil disobedience and noncooperation. Many game-play decisions involve selecting which characters and groups should take part in the strategy, and weighing the benefits of such actions relative to their costs. Game play involves the player's side (the movement) and an opponent (the regime). The regime is created by the designer of each scenario, and controlled by the game's artificial intelligence (AI). The player takes charge of the movement's material and human resources, assesses the strengths and vulnerabilities of the adversary as well as those of the movement, then chooses goals, strategies and tactics. Groups are the game's basic political units, representing the interests and agendas common to every complex struggle. Recruiting characters and building alliances is a principal game activity, involving labor, business, government, agricultural, academic and professional, media, religious and military categories. Playing one or more of the packaged scenarios, users will learn strategic planning, formulation of goals (such as compelling free elections or the resignation of a dictator), and the choice of tactics (such as strikes, protests or boycotts). Each scenario is played within a physical environment which affects the conflict. A national map shows regions, cities, mining, industrial and farming areas, rivers, mountains, ports, and the transportation network. Within regions, zoomed-in city views are detailed down to neighborhoods and buildings. However, a scenario may take place entirely within a single city or region. AFMP includes a powerful suite of tools with which users can re-create real-life political struggles, or create their own from scratch. It is an unprecedented way for users to learn about the principles of strategic nonviolent struggle, by making the decisions themselves.

Target Audience: High school age and up

Social Issues Addressed: public policy,

Purpose:
To teach people about the effectiveness and applicability of nonviolent strategies in struggles for rights and freedom

Metrics:
How? We know the game is being used by activists in situations best left unpublicized so we deliberately don't track use or measure results.

What outcomes have been measured?


Press Coverage:
http://www.aforcemorepowerful.org/game/news.php

Press Release URL: http://www.afmpgame.com/press-kit/Press%20Release.pdf


Public Contact Information
Name: Miriam Zimmerman
Email: mzimmerman@yorkzim.com

Press Contact Name: Miriam Zimmerman
Press Contact Email: mzimmerman@yorkzim.com

Game Tags: Nonviolent conflict Nonviolent strategy Nonviolent action Nonviolent struggle International Center on Nonviolent Conflict York Zimmerman Inc. Nonviolent video game

Where you can play this game: We sell it off our website. It is not currently downloadable.




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Darfur is Dying
Game URL: www.darfurisdying.com

Developer: interFUEL, LLC

Non-Profit: International Crisis Group was involved in an advisory capacity throughout the contest period as we searched for the best concept and prototype. They

Release Date: April 30, 2006

Project Lead: Project lead: Alexis Hyder, mtvU. Student lead: Susana Ruiz

Funding Sources: Reebok Human Rights Foundation

Sponsors/In-kind donations: N/A

Budget:
Overall: 50,000
Secured: 50,000

Brief Description
Darfur is Dying is a web-based, viral video game that provides a window into the experience of the 2.5 million refugees in the Darfur region of Sudan. It is designed to raise awareness of the genocide taking place in Darfur and empower college students to help stop the crisis.

Full Description
Darfur is Dying is a web-based, viral video game that provides a window into the experience of the 2.5 million refugees in the Darfur region of Sudan. It is designed to raise awareness of the genocide taking place in Darfur and empower college students to help stop the crisis. Students at the University of Southern California, winners of mtvU�s Darfur Digital Activist contest, created the winning prototype. The game was developed in cooperation with humanitarian aid workers with extensive experience in Darfur. The content and the creative are woven together throughout the game, beginning with the first phase where the user selects an avatar to forage for water. Upon success or failure, they learn that their chances of succeeding were predetermined by their gender and age. The navigation system at www.darfurisdying.com enables a player to learn about the situation in Darfur, get involved with stopping the crisis, and understand the genesis of the project. Darfur is Dying helps make activism intuitive in the digital age. Action items are embedded within the game, so that the user may send an automated note to President Bush to support the people of Darfur, or petition Congress to pass legislation that aids Darfur�s refugees, and by doing so increase the overall health of the camp. To further enhance the reach of the game, Darfur is Dying was designed to be spread virally. Players can contact everyone in their email address books and social networks about the game with a click of the mouse.

Target Audience: College students around the world

Social Issues Addressed: global conflict,

Purpose:
The purpose of the game is twofold: 1) To inform our audience about the plight of Darfur�s refugees and inspire them to help stop this crisis, through a medium and language that is second nature to them, and 2) To uniquely empower college students to help stop the genocide by embedding real world ways to take action into game play. While our working theory of change and change management as it relates to interactive design is not solidified but rather itself in flux, we did adhere to a methodology by which the virtual world and the real world present a coextensive space of possibility rather than a plurality of world views. We did not see the game space as necessarily fictionalized by definition nor did we see the physical world as impervious to play action and behavior.

Metrics:
How? We are measuring engagement with Darfur is Dying in two primary ways: 1) website traffic and 2) attention from opinion-makers (press summary found in section #18).

What outcomes have been measured? Here is a rundown of the outcomes we have measured and the impact of the game: Inspired more than one million people to take action to help end the genocide. � Engaged more than a million people in one year. Since launch, Darfur is Dying has been played nearly 2.5 million times by more than one million people. � Empowered tens of thousands to take real world action. More than 25,000 people invited friends to play the game, wrote letters to President Bush and petitioned Congress to support the people of Darfur. � Removed barriers to entry. Anyone with computer access could play our web-based game because it requires little to no download time, is free, and is designed in flash. Received critical acclaim from opinion-makers and the Games for Change community. � Received significant press attention. Outlets from Time to The Washington Post, and tech specialists from Wired to Gamasutra have featured Darfur is Dying. In a May 7, 2006 column, The New York Times op-ed writer Nicholas Kristof called Darfur is Dying �one of the best presentations of life in Darfur.� � Generated a Congressional endorsement. At a press conference about online activism, specifically youth involvement in the Darfur crisis, Members of Congress Gregory W. Meeks, Adam Schiff, Al Green and Steve Israel announced that �mtvU has done a powerful job helping to empower college students to be heard on the critical issues of our time.� � Invited to present at gaming and video festivals. mtvU was asked to present Darfur is Dying at the Peace Games and International Efforts session of the 2006 Games 4 Change conference, as well as the 30th Anniversary of the Margaret Mead Film & Video Festival. Encouraged students to engage in a unique form of activism, blending education and entertainment. * Helped make activism intuitive in the digital age. By embedding real world means to take action into game play, tens of thousands of people got involved in the effort to help end the genocide in Darfur. * Partnered with diverse coalition to get the word out. While select musicians supported the game on their MySpace pages, the UN World Food Programme teased Darfur is Dying on its Food Force site, and Hillel sent a mass email to its members, reaching students with diverse interests and backgrounds.


Press Coverage:
Print & Online: a) The Philadelphia Inquirer, April 11, 2005, �Students Take Action to Aid Sudan,� Patrick Kerkstra b) The New York Times, April 17, 2005, �Mr. Bush, Take a Look at MTV,� Nicholas D. Kristof c) The New York Times, July 26, 2005,�All Ears for Tom Cruise, All Eyes on Brad Pitt,� Nicholas D. Kristof d) The Washington Post, October 16, 2005, �Video Game World Gives Peace a Chance,� Mike Musgrove e) Wired, March 27, 2006, �Games Fight the Good Fight,� John Gaudiosi f) The Boston Globe, May 6, 2006, �Political Action with a Flick of the Joystick,� Hiawatha Bray g) The New York Times, May 7, 2006, �Heroes of Darfur,� Nicholas D. Kristof h) Time, May 8, 2006,�Deadly Chores: Taking Action Online,� Jeninne Lee-St. John i) AP, June 4, 2006, �Crisis in Darfur: Online Edition,� Meghan Barr j) The New York Times, July 23, 2006, �Saving the World, One Video Game at a Time,� Clive Thompson k) San Jose Mercury News, Dec 30, 2006, "Forget Sonic, These Video Games are Serious," Chuck McCutcheon l) LA Times, March 11, 2007, �Gaming gets its consciousness on,� David Sarno m) Politico, April 11, 2007, �Genocide in Darfur: Generating Student Activism in U.S. Like No Other Issue,� Amy Kaufman Broadcast: n) CNN International, September 14, 2004, Former Sudanese slave Francis Bok speaks about his enslavement in southern Sudan and his collaboration with mtvU. o) CNN Headline News, April 7, 2005, STAND co-founder and mtvU Sudan Correspondent Nate Wright was interviewed about his trip to Africa with mtvU. p) CNN Sunday, July 24, 2005, mtvU Sudan Correspondent Stephanie Nyombayire shares her family�s stories from the Rwandan genocide and explains her personal activism. q) CNN International, May 9, 2006, �CNN Today,� Darfur is Dying creator Susana Ruiz highlighted the goals of the game, and the process of developing it. Radio: r) NPR's "On The Media," April 27, 2005, mtvU General Manager Stephen Friedman and mtvU Sudan Correspondent Nate Wright discuss mtvU's Sudan campaign. s) NPR's Marketplace, February 6, 2006, Video Games Give Investors Pause on Sudan, discussed gaming as a new medium for Darfur activism. t) NPR's "All Things Considered," May 5, 2006, Online Game Peers into Life in Darfur Refugee Camp, Susana Ruiz talked about using a game to compel a broad audience to act. u) PRI's The World, July 13, 2006, The World's technology correspondent discussed Darfur is Dying.

Press Release URL: Not available online but electronic copy can be provided upon request


Public Contact Information
Name: Jason Rzepka
Email: Jason.Rzepka@mtvstaff.com

Press Contact Name: Jason Rzepka
Press Contact Email: Jason.Rzepka@mtvstaff.com

Game Tags: social change, game, issue-driven, genocide, Darfur, game design, activism, thesis, interactive design, games for change, play, participatory design, participatory culture, online activism, possibility space

Where you can play this game: The game lives at www.darfurisdying.com. Darfur is Dying is an online game that requires little to no download time, is completely free, and is designed in flash. These were deliberate decisions because they make the game accessible to anyone with computer access, and remove barriers like time and cost.



Our Courts
Game URL: www.ourcourts.org/

Developer: Jim Gee

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Project Lead: Sandra Day O'Connor

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Through the lens of the judiciary, Our Courts will allow students to participate in realistic simulations of government and to grapple with relevant social issues.

Full Description
Our Courts will be a free, interactive, web-based program and eventually a virtual 3D world designed to teach and engage middle-school students in civics. Through the lens of the judiciary, Our Courts will allow students to participate in realistic simulations of government and to grapple with relevant social issues. They will investigate and argue actual cases and controversies using real law, and they will view these cases from the perspective of the judicial, legislative and executive branches of government. Our Courts will also encourage young people to act, by voicing their opinions in their communities and to their elected representatives. Our Courts is the vision of Justice Sandra Day O’Connor, who is concerned that young people today are not learning what they need to know to become knowledgeable and active participants in civic life.

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Social Issues Addressed: public policy,

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Food Force
Game URL: ff.fighthunger.org/index.php/game/

Developer: Deepend and Playerthree

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Press Release URL: http://www.food-force.com/index.php/press/releases/undefined


Public Contact Information
Name: General Information
Email: info@food-force.com

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Buy Cialis
Game URL: http://bbs.keyhole.com/ubb/showprofile.php?User=1435778

Developer: jrWpgcvHE

Non-Profit: Buy Cialis

Release Date: DoZjaMGeTiRYH

Project Lead: gKVOkQoXxtTmg

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Budget:
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Secured: DDbCAXqL

Brief Description
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Target Audience: Your Site Is Great!, Order Tramadol, >:O, Buy Phentermine online , fbgrtc, viagra online, >:[, Xanax, 148, viagra, =-(,

Social Issues Addressed:

Purpose:
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Press Release URL: http://bbs.keyhole.com/ubb/showprofile.php?User=1435778


Public Contact Information
Name: Buy Cialis
Email: vzhopuvseh@gagmail.com

Press Contact Name: Buy Cialis
Press Contact Email: vzhopuvseh@gagmail.com

Game Tags: Your Site Is Great!, Order Tramadol, >:O, Buy Phentermine online , fbgrtc, viagra online, >:[, Xanax, 148, viagra, =-(,

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The Incredible Adventures of the Amazing Food Detective
Game URL: members.kaiserpermanente.org/redirects/landingpages/afd/

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Non-Profit: Kaiser Permanente

Release Date: 2007

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Game directed at youth towards educating them about healthier eating choices.

Full Description
There has been a mysterious outbreak of unhealthy habits hitting too many boys and girls. If we don't solve these cases, and fast, kids might not make the right food and exercise choices as they grow, and that could be trouble! All junior food detectives will get secret training on how to eat right and exercise. You can investigate fun games like Whack A Snack, Soccer, and Zap the TV. Plus you can print out classified clues on ways to be healthy, then share them with your parents, teachers, and pals. Are you up for the assignment? Good! Together, we'll unravel the mystery! Confidentially yours, the Amazing Food Detective

Target Audience: young people

Social Issues Addressed: public health,

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Planet Green Game
Game URL: www.planetgreengame.com

Developer: Tree Media

Non-Profit: Global Green USA

Release Date: April 3, 2007

Project Lead: Starbucks Coffee Company

Funding Sources: Starbucks Coffee Company

Sponsors/In-kind donations: Starbucks is donating $100,000 in FY07 to Global Green USA. Starbucks collaborated with Global Green USA to develop and launch Planet Green Game. This will raise Starbucks total contribution to Global Green USA�s climate programs to $250,000 since 2005.

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Starbucks and Global Green USA have teamed up to encourage individuals to learn about global climate change and smart solutions with the launch of Planet Green Game (www.planetgreengame.com). Planet Green Game offers real-world examples of how individuals can change their own behavior and also influence the actions of community, political and corporate leaders to engage in the effort to stop global warming.

Full Description
Starbucks and Global Green USA have teamed up to encourage individuals to click, play and learn about global climate change and smart solutions with the launch of Planet Green Game. Through the online game located at www.planetgreengame.com players can explore a virtual world and learn how everyday decisions by individuals, cities, schools and businesses can impact the climate and environment. The game offers real-world examples of how individuals can change their own behavior and also influence the actions of community, political and corporate leaders to engage in the effort to stop global warming. In Planet Green Game, players select an avatar (digital character) to explore Evergreen, a fictional city, with six landmarks. Players can choose their mode of transportation and explore these destinations and throughout their journey, learn about environmental factoids and tips that can be incorporated into their daily lives whether it's properly servicing a car for improved fuel efficiency or learning techniques to influence local public officials and corporate decision makers. Two bonus destinations include a virtual movie theater and Starbucks store. At the Planet Green Game movie theater, green short films from the Gen Art online movie festival will be screened 24 hours a day. The virtual Starbucks store will also give players the opportunity to vote on environmental priorities the company should consider focusing on and email feedback that will be shared with members of the Corporate Social Responsibility executive team.

Target Audience: We are targeting adults to raise awareness about climate change and the tangible things they can do in real life through their own individual actions. The customer demographic in our stores is 18-34 and a majority of this demographic, primarily between 18-24 or college-age students, spends a lot of time online.

Social Issues Addressed: environment,

Purpose:
Starbucks is passionate about contributing positively to the environment and we are inspiring our customers and partners to do the same. The game is a natural reflection of our ability to engage customers in innovative ways. With the launch of Planet Green Game, Starbucks is using its reach to illuminate the climate issue and raise awareness of the solutions in a new and innovative way.

Metrics:
How? Starbucks is using its reach to illuminate the climate issue and raise awareness of the solutions in a new and innovative way.

What outcomes have been measured?


Press Coverage:
Reuters; BusinessWeek; Air America; Seattle Times; Seattle PI, etc.

Press Release URL: http://www.starbucks.com/aboutus/pressdesc.asp?id=763


Public Contact Information
Name: Anna Kim-Williams
Email: akimwill@starbucks.com

Press Contact Name: Anna Kim-Williams
Press Contact Email: akimwill@starbucks.com

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Where you can play this game: www.planetgreengame.com. It is online and accessible through any Internet connection.




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My US Rep
Game URL: www.boogaholler.com/myusrep/

Developer: Red Aphid

Non-Profit: Provisions Library(http://www.provisionslibrary.org/), they showcased the game at the Multimediale Fesitval in Washington DC.

Release Date: April 19, 2007

Project Lead: Brian Judy

Funding Sources: self

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Now you can role play your favorite US House of Representative with My US Rep! Your mission is to increase your rep's popularity while you navigate a game space of legislation, lobbyists and media. Learn how your rep voted on key bills, then cast your own vote.

Full Description
My US Rep is an online, casual, role playing game where any House representative from the US Congress can be a game character. In My US Rep, you work to increase your rep's popularity while navigating a challenging game space of computer characters and interactive objects. Based on XML feeds of real-life voting data, players locate bills to see how their congressperson voted on key legislation, and then indicate whether they approve of the rep's vote on each bill they find. Players' input affects their rep's Popularity characteristic. How players interact with in-game characters and interactive objects also affects rep characteristics. For instance, meeting with lobbyists, increases their disposable cash, but decrements their popularity. A rep's characteristics govern game dynamics such as the number of Cash tokens available or the rate that protesters appear in the game space. Characteristics: Popularity - an important attribute Independence - the degree they vote with the majority and their party Experience - the number of bills found Cash - can help in buying media time Rep characteristics are saved in an online database so each player's actions are added to the overall data depiction of a rep and of congress. New players inherit a rep's game state from the previous player so the game play is a little different each time it's played. In addition to being a fun and informative game, My US Rep, is an interactive art project. A range of images and sounds are incorporated into the game to help create an atmosphere of exploration and experimentation.

Target Audience: Casual gamers who are interested in politics and art.

Social Issues Addressed: global conflict, politics,

Purpose:
My US Rep is intended to help players become acquainted with the voting record of House members of the US Congress. It's hoped though this game players will become more engaged in the legislative process and be inspired to lobby their representatives on votes they care about.

Metrics:
How? Viewing game database statistics.

What outcomes have been measured?


Press Coverage:
http://www.washingtonpost.com/wp-dyn/content/article/2007/04/18/AR2007041802384.html

Press Release URL:


Public Contact Information
Name: Brian Judy
Email: contact@redaphid.com

Press Contact Name: Brian Judy
Press Contact Email: media@redaphid.com

Game Tags: government politics congress US war vote voting art

Where you can play this game: The game can be played through a browser with the Flash plugin at http://www.boogaholler.com/myusrep/




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Web Earth Online
Game URL: www.WebEarthOnline.com

Developer: Alan Godsy

Non-Profit:

Release Date: Dec 2002

Project Lead: Alan Godsy

Funding Sources: Alan Godsy

Sponsors/In-kind donations: None

Budget:
Overall: 20000
Secured: 20000

Brief Description
In the game, you play as (become) an animal in a natural eco-system. The game is based on reality and it is real time and multi-user.

Full Description
Web Earth Online is a multi-user Internet based game. In Web Earth Online you will play in a world of great natural beauty, wonder and danger. In this world you will have the opportunity to experience life as animals of many different species. You will experience many of the challenges that each animal faces in their quest for survival and the propagation of their species. Best of all you will play with other people from all around the world, who pose as friends and advasaries alike. In the beginning your cumulative score will be zero and your selection of animal species to play will be quite limited. As you accumulate points you will be allowed to play more and more species of animals, each one progressively more powerful and complex than the preceding one.

Target Audience: General Audience

Social Issues Addressed: environment,

Purpose:
To allow users to learn about nature by becoming animals in nature. To allow users to experience the viewpoint of animals in nature, and therefore gain some empathy and understanding of them. To connect users with nature.

Metrics:
How? Feedback from users.

What outcomes have been measured? Feedback from users via email and the online user forum.


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Press Release URL:


Public Contact Information
Name: Alan Godsy
Email: alangodsy@webearthonline.com

Press Contact Name: Alan Godsy
Press Contact Email: alangodsy@webearthonline.com

Game Tags: environmental,environmental game,environmental online game,ecology,ecology games,ecology game,ecology online game,animal,animal games,animal game,animal online game,nature,nature games,nature game,nature online game,online games,games online,free online games,computer games,multiuser games,games,interactive games, free games,internet games,kid games, educational games, environmental games,online game,game online,free online game,computer game,multiuser game,game,interactive game, free game,internet game,kid game, educational game, environmental game

Where you can play this game: The game is located at www.WebEarthOnline.com Go to the website and click on Play.




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The Cassandra Syndrome
Game URL: TBA

Developer: Lowik & Coptor Productions Inc.

Non-Profit: Jeremy Edwardes

Release Date: 2008

Project Lead: Jeremy Edwardes

Funding Sources: Telefilm New Media Development Financing

Sponsors/In-kind donations:

Budget:
Overall: 100,000 Developmont
Secured: $50,000

Brief Description
Getting into war is easier then getting out of it. Ask the American soldiers in Iraq. The CASSANDRA SYNDROME is a marriage between a serious game and a feature length documentary film. This is the saga of the emerging competition between the major industrial nations to weaponize and control space.

Full Description
Superpowers have begun deployment of weapons into space. Each week, we receive media reports of infractions to current space treaties no longer respected by these nations. Only one person can prevent the upcoming space conflict that may lead to the extinction of the human race. You. CASSANDRA SYNDROME invites you to become one of the world�s leaders. Rule wisely and choose your Allies carefully. Some of them don�t respect the rules. Some are aggressive. You must maintain the balance between power and diplomacy. You choose to show compassion, or not. Take part in the economic and astropolitical advantages resulting from the conquest of space. Ensure the preservation of the planet. Your choice. Nobody wins if weaponfire in space leads to a scattering of waste that prevents access to orbit. We all lose if the fallout of a space battle leads to the destruction of human life on Earth. As the main protagonist in CASSANDRA SYNDROME, you hold the future of the planet in your hands. The CASSANDRA SYNDROME is a marriage between a serious game and a feature length documentary film. The game is as innovative as its subject. In the Documentary genre it is not uncommon to have ratios of 200 :1 or even 500 :1 of footage acquired versus used. Based on the feature length documentary it will take advantage of this extensive footage to provide information with more detail. The acquired footage will be augmented with stock and current news casts to broaden the games content and keep the scenario current. Player�s will be able to respond to current events and the game will predict the results of the player�s actions.

Target Audience: Adults

Social Issues Addressed: global conflict, politics,

Purpose:
Education and Information to promote diplomacy.

Metrics:
How? TBA

What outcomes have been measured? TBD


Press Coverage:
Not Yet

Press Release URL: Not Yet


Public Contact Information
Name: Jeremy Edwardes
Email: jedwardes@coptor.com

Press Contact Name: Jeremy Edwardes
Press Contact Email: jedwardes@coptor.com

Game Tags: It is easy to get into war, harder to get out.

Where you can play this game: In development in Canada.




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Community Organizing Toolkit
Game URL: www.organizinggame.org/

Developer: Doug Nelson

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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.



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The Collector
Game URL: www.siuchong.com/thecollector

Developer: NA

Non-Profit: EPA

Release Date: NA

Project Lead: Siu Chong, Inti Einhorn, and Charles Yust

Funding Sources: NA

Sponsors/In-kind donations: NA

Budget:
Overall: 0
Secured: 0

Brief Description
"The Collector" is a concept game for raising awareness on the importance of recycling. Through a fast-paced environment where the user plays the leading role of the Collector - the one person with the ability and knowledge of recycling that is needed to pull society back from the brink.

Full Description
"The Collector" is a concept game for The Environmental Protection Agency presented in part of the Design+Technology MFA collab class at Parsons The New School for Design. It raises awareness on the importance of recycling through a playful, fast-paced environment where the user takes front seat as the Collector - the one person who has the ability and knowledge to do the hard work of recycling that is needed to pull society back from the brink. In a race against time and on coming garbage trucks, the Collector quickly picks out objects from the trash. With fierce determination and a shopping cart, he sets out to draw the line between discarding and recycling.

Target Audience: Casual gamers

Social Issues Addressed: environment,

Purpose:
The world verges upon destruction due to high amounts of conspicuous consumption. The Collector is the one person who has the ability and knowledge to do the hard work of recycling that is needed to pull us back from the brink. With fierce determination and a shopping cart, he sets out to draw the line between discarding and recycling.

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Name: Siu Chong
Email: info@siuchong.com

Press Contact Name: Michie Pagulayan
Press Contact Email: michie@parsons.edu

Game Tags: EPA, environment, recycle, recycling, Parsons, DT

Where you can play this game: Currently it is a concept demo - funding is needed to for full development.



Wasteland Adventure
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Developer: Ching-Yun Peng (Grace)

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Wasteland Adventure is a game to help people raise the awareness of the concept of recycling and how this simple activity can teach sustainability and protection of our eco-system.

Full Description
In recent years the public has become more aware of the issue of global warming and how it threatens our eco-system. Many people do not realize that making small changes and choices to their daily living habits can have a positive and substantial effect on the environment. I have created a game, Wasteland Adventure to help people realize the concept of recycling and how this simple activity can teach sustainability and protection of our eco-system. The game consists of two powerful avatars, Bobo and Evil Bobo who struggle for the survival of the Earth�s fragile eco-system. The players of the game use the Bobo to clean up trash. The more trash Bobo collects the better their score is. Bobo represents thoughtful and good citizens who practice good habits of recycling and waste management. The Evil Bobo, which chases after Bobo, represents people who are lazy or who do not care about the impact of recycling on our eco-system. The choices that players make in the game will either be beneficial to the Earth's eco-system or plunge the Earth into disaster. I hope people who play my game learn the benefits of sustainable living and make responsible choices such as recycling in their daily lives to help protect our eco-system.

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The purpose of the game is to advocate for a more sustainable approach and foster the awareness of beneficial choices in people's life.

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Name: Ching-Yun Peng (Grace)
Email: chin1988@gmail.com

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Game Tags: environmental, waste, recycling

Where you can play this game: game URL




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Save Swampy Mobile Game
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Developer: Miki Pierre

Non-Profit: Miki Pierre

Release Date: TBD

Project Lead: Miki Pierre

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Swampy's is a one-button mobile game. The goal of the game is to help the main character, a little frog named Swampie, keep his swamp clean by destroying trash falling onto the screen.

Full Description
This game is designed for mobile phones that support Flash Lite. It is meant to entertain and educate users about the importance of keeping the environment clean. Game action is

Target Audience: Mobile phone users age 12-25+

Social Issues Addressed: environment,

Purpose:
Raise awareness of wetland pollution.

Metrics:
How? TBD

What outcomes have been measured? TBD


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Public Contact Information
Name: Miki Pierre
Email: design.miki@gmail.com

Press Contact Name: Miki Pierre
Press Contact Email: design.miki@gmail.com

Game Tags: mobile

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McDonald's Video Game
Game URL: www.mcvideogame.com

Developer: molleindustria

Non-Profit:

Release Date: february 2006

Project Lead: Paolo Pedercini

Funding Sources: none

Sponsors/In-kind donations: none

Budget:
Overall: 16
Secured: 16

Brief Description
McDonald's video game is a business game that aims to demonstrate the social and environmental unsustainability of the fast food industry.

Full Description
McDonald's Videogame has been defined as an anti-advergame: instead of being developed by a company to promote a product, it challenge players to rethink their relationship with consumption and encourage corporate critique. The game requires the player to learn and master all the complex techniques of the biggest fast food corporation. Players have to bribe South American officials for the rights to clear rainforests for cattle and soy; to plump up cattle with additives; to coerce and influence government and scientific interests back home; to manipulate the employees to achieve the highest profits and so on. All the paradoxical stages of exploiting and the crossed responsibilities for the unavoidable continuos grow are monitored. Thus the simulation of management processes becomes a bulimic race against time that systematically squashes the player in the capital's grip, leaving him alone with his own amount of bitter devastations.

Target Audience: 14 and over

Social Issues Addressed: environment, poverty,

Purpose:
The idea behind the McDonald's Videogame is that an interactive simulation can be a good way to let users understand the complexities of the late capitalism. The globalization of production and financial capitals gave the corporations the opportunity to avoid their social responsibilities and the national states' legal orders. Negative externalities are emitted in a global scale cause the production and logistics facilities are spread worldwide. The outsourcing is another common strategy to pass the buck to a mass of small economic actors. McDonald's video game aim to frame all these missing relations in a multilayered gameplay. The four sections describe different steps of the same dislocated process, the multitasking scheme stimulate the player to use an holistic approach to understand the unsustainability of the fast food economy.

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Press Coverage:
Cnet - Games that stick it to 'The Man'
Gamasutra - Hot off the Grill
Businness Week - Video Games are the best revenge
Edge online - the supersized manifesto
Neural - McDonald's videogame, management simulation of a fast food giant
Watercoolergames - Molleindustria's McDonald's game
We-make-money-not-art - McDonald's anti-advergame

La Stampa - McDonald's Videogame: La critica alle multinazionali passa per un videogioco
Der Standard - Gamer wehren sich gegen Werbung
Liberation - La grande cuisine de McDo
Neapolis RAI 3 - Giochi scorretti
Punto informatico - McDonald's un videogame lo critica

Press Release URL: none


Public Contact Information
Name: paolo pedercini
Email: info@molleindustria.it

Press Contact Name:
Press Contact Email: info@molleindustria.it

Game Tags: tycoon business mcdonald's

Where you can play this game: On the "official" website and on dozens casual games portals.




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Food Force
Game URL: www.food-force.com

Developer: Deepend Srl for the United Nations World Food Programme (WFP)

Non-Profit: WFP is the owner of the game

Release Date: April 2005

Project Lead: Brenda Barton, WFP Communications Division

Funding Sources: WFP

Sponsors/In-kind donations: Hosting: Yahoo! Games Sponsorship for 14 localisations of the game also obtained.

Budget:
Overall: 350,000 (approx)
Secured:

Brief Description
Food Force is an educational action computer game that teaches kids about the problem of global hunger and the importance of humanitarian aid work.

Full Description
Food Force consists of six missions. Each mission begins with a briefing by one of the Food Force characters, who explains the challenge ahead. The player then has to complete the task - in which points are awarded for fast and accurate play and good decision making. Each mission uses a different style of gameplay to appeal to children of all abilities. Each mission represents a key step of the food delivery process from emergency response through to building long-term food security for a community. Following each mission a Food Force character returns to present an educational video showing the reality of WFP's work in the field. This allows children to learn and understand how WFP responds to actual food emergencies: Where food originates, the nutritional importance of meals, how food is delivered and how food is used to encourage development.

Target Audience: 8-13 year old kids, their teachers and parents

Social Issues Addressed: global conflict, poverty, Hunger & Nutrition,

Purpose:
We are aiming to sensitize children in the rich world about the problem of global hunger, so that they will join the fight against hunger when they grow up. The game is also an advocacy tool towards grown-ups, who may hear about WFP and its work through channels (eg IT magazines, teachers' publications) that might not otherwise carry this kind of news.

Metrics:
How? Primarily we are gauging our success by the number of game downloads and the media coverage received.

What outcomes have been measured? Over 5 million downloads of the game to date and extensive worldwide media coverage.


Press Coverage:
A small selection is available at http://www.food-force.com/index.php/press/.

Press Release URL: http://www.food-force.com/index.php/press/


Public Contact Information
Name: Silke Buhr
Email: silke.buhr@wfp.org

Press Contact Name: Silke Buhr
Press Contact Email: silke.buhr@wfp.org

Game Tags: humanitarian aid work nutrition logistics hunger

Where you can play this game: The game files are hosted on the Yahoo! Games servers; the game can be downloaded from www.food-force.com. It is a large file which requires a fast internet connection. The game is available both for PC and Mac.




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3rd World Farmer
Game URL: www.3rdworldfarmer.com

Developer: 3rd World Farmer Team

Non-Profit: We link to several non-profits and some of them have provided background material and facts for the game.

Release Date: Spring 2005

Project Lead: Frederik Hermund

Funding Sources: none

Sponsors/In-kind donations: ArcadeTown.com and NeoDelight.com

Budget:
Overall: not available
Secured: not available

Brief Description
3rd World Farmer lets players manage a small farm in a developing country, and thus experience the hardships and dilemmas faced by the poor.

Full Description
3rd World Farmer touches on many subjects related to world hunger and poverty, such as corruption, trade barriers, armed conflict, lack of education, sanitation, infrastructure and economic stability. These factors are brought into play through an intuitive and easy-to-play simulation, where the player makes choices primarily about crop types, livestock, tools, and structures for his farm, as well as managing the family members' health, education, marriages and jobs. The highly playable model, where the player only slowly becomes aware of the perilous situation and his increasingly desperate options, has made the game popular with both casual game players and educators who use the simulation in class.

Target Audience: The game is intended for casual game players, and has gotten high ratings from these on several online gaming sites. It has an educative goal, and is also good for starting discussions in class.

Social Issues Addressed: global conflict, politics, poverty,

Purpose:
We are aiming at a more immersive experience than movies or books on similar subjects provide. Also, by using the game format we hope to reach people who aren't already aware of the problems in developing countries. We want to show them that 'rules of play' apply differently to people in different parts of the world. At the end of the game, people are invited to visit various relief agency websites to learn how they can personally make a difference.

Metrics:
How? We don't, although we keep track of visitor counts to the different relief agencies we link to and take note of educators contacting us about using the game in class.

What outcomes have been measured? At least 3000 people have followed links to relief agencies after playing the game, and several schools and colleges are using the game as part of their curriculum.


Press Coverage:
Thousands, just google "3rd world farmer" :)

Press Release URL: See our about page: www.3rdworldfarmer.com/About.html


Public Contact Information
Name: 3rdWorldFarmer Team
Email: world_farmer@hotmail.com

Press Contact Name: 3rdWorldFarmer Team
Press Contact Email: world_farmer@hotmail.com

Game Tags: poverty, hunger, developing countries, 3rd world, farming, corruption, starvation, politics

Where you can play this game: http://www.3rdworldfarmer.com We link from our front page to arcadetown.com where the game can be played online and for free.



Nuclear Weapons: The Peace Dove Game
Game URL: nobelprize.org/educational_games/peace/nuclear_weapons/index.html

Developer: The United Nations

Non-Profit: The United Nations

Release Date:

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Funding Sources: The Knut and Alice Wallenberg Foundation

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Brief Description
Take on the mission to disarm the world of nuclear weapons! You have eight "Peace Doves" to help you, each able to disarm one of the eight countries possessing nuclear weapons.

Full Description
Several people and organizations have received the Nobel Peace Prize for their efforts concerning nuclear weapons disarmament. Worldwide, the white dove is a symbol for peace. Take on the mission to disarm the world of nuclear weapons! You have eight "Peace Doves" to help you, each able to disarm one of the eight countries possessing nuclear weapons.

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Social Issues Addressed: global conflict,

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A Seat At The Table
Game URL: www.oxfamamerica.org/whatyoucando/act_now/fast/a-seat-at-the-table

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A Seat at the Table illustrates the root causes of global poverty and hunger, and let’s you navigate the choices that will determine how much you and your family will eat.

Full Description
Forty percent of the people on our planet — more than 2.5 million — now live in poverty, struggling to survive on less than $2 a day. Step into the world where food is often scarce and difficult decisions have to be made every day. Oxfam's interactive educational experience A Seat at the Table illustrates the root causes of global poverty and hunger, and let’s you navigate the choices that will determine how much you and your family will eat. Based on the enormously popular Oxfam America Hunger Banquet event, A Seat at the Table helps participants learn about the day-to-day struggles facing millions. You may meet Gloria Narua from Mozambique who is raising her children alone and worrying that the recent poor rains will ruin her small harvest. Or, you might help Alfredo Garcia Cuchuman as he struggles to make a living growing coffee in Guatemala.

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Social Issues Addressed: poverty,

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Serious Policy
Game URL: www.playgen.com/home/index.php?option=com_content&task=blogsection&id=5&Itemid=96

Developer: PlayGen

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The SeriousPolicy Game sets the player on a mission to win Treasury funding for a new policy.

Full Description
The SeriousPolicy Game sets the player on a mission to win Treasury funding for a new policy. Players can get advice from Tony Blair, get on Alistair Darling's nerves, or get congratulated by the PM. Along the way you wander through a virtual Members’ Lobby, pop into a simulated Treasury and are summoned to a stunningly realistic digital Number 10. A Paris Hilton look-alike provides some light relief and the MC has more than a passing resemblance to Keira Knightly. But this isn’t satire. It’s designed as an example of how computer games can be put to serious use - for both citizen engagement and education. This game aims to: Demonstrate how political processes and decision making can be brought to life in a fun and interesting way through a virtual world Highlight to players, whether they be citizens or policy makers, the importance of public engagement in the decision-making process

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Social Issues Addressed: public policy,

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Press Coverage:
http://www.playgen.com/home/index.php?option=com_content&task=view&id=63&Itemid=96

Press Release URL: http://www.playgen.com/home/index.php?option=com_content&task=view&id=63&Itemid=96


Public Contact Information
Name: Information Playgen
Email: info@playgen.com

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Where you can play this game: can be downloaded for free



Street Smart Detroit
Game URL: www.streetsmartdetroit.com

Developer: Brad Jensen

Non-Profit: The NOAH project has provided advice and support

Release Date: Not yet released. Playable demo available.

Project Lead: Brad Jensen

Funding Sources: Personal expenses

Sponsors/In-kind donations:

Budget:
Overall: 350,000
Secured: 350

Brief Description
Street Smart Detroit is a serious game about being homeless on the streets of Detroit. Players are challenged to see if they have the "street smarts" to survive and to eventually find employment and housing.

Full Description
Street Smart Detroit is a serious game about being homeless on the streets of Detroit. Players are challenged to see if they have the "street smarts" to survive and to eventually find employment and housing. The focus of the simulation is to change attitudes towards people experiencing homelessness and to raise awareness of issues surrounding homelessness. Players are challenged survive on the streets while negotiating the labyrinth of bureaucratic and other barriers to receiving the help that they need to reach their ultimate goal of permanent housing and employment. Through engaging storytelling, the players will be shown that there are many facets to homelessness and that people do not, in general, “choose” to be homeless. Through the story of the main character and the other non-player characters that he encounters, the player will realize that each person experiencing homelessness has their own story to tell about why they are homeless and what barriers they face in obtaining permanent housing and/or employment. The player will learn to empathize with the main character and the NPCs and will strive to help them to succeed. This will then inspire them to think of their own lives and question their attitudes towards people who are less fortunate.

Target Audience: 1)Young people with little or no experience with the issues of homelessness. 2)Students of social work.

Social Issues Addressed: poverty, Homelessness,

Purpose:
Based on the assumption that immersive interactive media has the power to change attitudes by providing a fun and rewarding experience to its users, Street Smart Detroit is designed to increase empathy and understanding for people experiencing homelessness. While increased empathy is a powerful goal in and of itself, further goals are: 1) To increase volunteerism and donations to homeless advocacy groups and programs to help the homeless 2) To improve awareness of and engagement in publicy policy debates regarding homelessness issues 3) To improve interactions between the public and people experiencing homelessness To meet these goals, the game design team is focusing on developing story-telling features that emphasize that each person is an individual with their own unique story and their own barriers to success. We will emphasize the difficulty of "working your way through the system". One such real-life barrier is the need to obtain a valid ID in order to qualify for many types of services. This is a “catch-22” situation for many people because government agencies often require a proof of residence in order to issue an ID. Another requirement is that the applicant pay a fee for ID. Without a residence and no means to pay the application fee, it is difficult to get the ID and therefore difficult to receive services that would help the individual receive money and/or a residence. By walking the player through this difficult “quest” for what to them is an everyday item, the players will be shown that being homeless is a full time job and that there are many barriers to success. We will also provided embedded video showing real people sharing their personal experiences of homelessness to help to humanize the issues to the player. Finally, we will embed statistics, little known facts, and other educational opportunities design to show the scope of the problem and to dispel commonly held myths.

Metrics:
How? My goal in attending this conference is to learn more about evaluation. We have a good relationship with the University of Michigan's School of Social work and a relationship with Michigan State University's Master's program in Serious Game Design and we plan to work together with them on evaluation design.

What outcomes have been measured? Informal feedback from playtesters


Press Coverage:


Press Release URL:


Public Contact Information
Name: Brad Jensen
Email: bradjensen@sbclgobal.net

Press Contact Name: Brad Jensen
Press Contact Email: bradjensen@sbclgobal.net

Game Tags: Homelessness

Where you can play this game: It currently lives on an FTP server. Login and password available on request.



Real Lives
Game URL: www.educationalsimulations.com

Developer: Educational Simulations

Non-Profit:

Release Date: July 2007 (latest version)

Project Lead: Bob Runyan

Funding Sources: self funded

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Brief Description
Real Lives is a simulations of life from birth to death in any country of the world.

Full Description
Through statistically accurate events, Real Lives brings to life different cultures, political systems, economic opportunities, personal decisions, health issues, family issues, schooling, jobs, religions, geography, war, peace, and more. As you make decisions for your character and experience the consequences of those decisions you learn about the world and gain an increased appreciation of your own life circumstances and those of other people.

Target Audience: 12 years and up. Primary market is high schools.

Social Issues Addressed: global conflict, poverty,

Purpose:
Real Lives' purpose is to offer an experience of what life is like for people in other countries. The intended impact is increased understanding of the life circumstances of others.

Metrics:
How?

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Press Coverage:
www.educationalsimulations.com

Press Release URL:


Public Contact Information
Name: Bob Runyan
Email: bobrunyan@educationalsimulations.com

Press Contact Name: Bob Runyan
Press Contact Email: bobrunyan@educationalsimulations.com

Game Tags:

Where you can play this game: www.educationalsimulations.com. Free, fully functional, time/use-limited eval available on website.



Play The News
Game URL: www.playthenewsgame.com

Developer: ImpactGames

Non-Profit:

Release Date: 4/3/08

Project Lead: Eric Brown and Asi Burak

Funding Sources: Angel Investment

Sponsors/In-kind donations:

Budget:
Overall: 750,000
Secured: 250,000

Brief Description
An engaging, community-driven experience - imagine fantasy sports meets the evening news. Play the News is a web-based platform that changes the paradigm of news consumption from passive reading to active engagement.

Full Description
An engaging, community-driven experience - imagine fantasy sports meets the evening news. Play the News is a web-based platform that brings interactive gaming elements to the online news media industry changing the paradigm of news consumption from passive reading to active engagement. ImpactGames is actively looking for partners for content, syndication, sponsorship, and many other exciting possibilities. Please contact us to find out how we can work with you.

Target Audience: News readers (media sites, blogs) on multiple verticals (World, US, Tech, Business, Entertainment and more).

Social Issues Addressed: news,

Purpose:


Metrics:
How? TBD

What outcomes have been measured? TBD


Press Coverage:
Pittsburgh Business Times: http://pittsburgh.bizjournals.com/pittsburgh/stories/2008/03/03/story16.html

Press Release URL: TBD


Public Contact Information
Name: Asi Burak
Email: asiburak@impactgames.com

Press Contact Name: Asi Burak
Press Contact Email: asiburak@impactgames.com

Game Tags: play, news, interactive, entertainment, social network, web 2.0, play the news

Where you can play this game: The Web site is free and open to the public (www.playthenewsgame.com). Our flash games can be embedded on any partner's site, similarly to YouTube videos.




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hey guys, testing the news form. please email me if you get this to let me know it's working. thanks, phoebe



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CONSENT!
Game URL: slurl.com/secondlife/GK%20Machinima%20Island/176/212/25

Developer: Global Kids/ Digital Refinery

Non-Profit: Global Kids. The game was produced through our Playing 4 Keeps program

Release Date:

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Budget:
Overall: 89,000
Secured:

Brief Description
CONSENT! is a game in Second Life produced with Global Kids Youth leaders in the Global Kids Playing 4 Keeps program that offers a simulation of life as an African-male prisoner confronting five decades of medical racism.

Full Description
CONSENT! is a game in Second Life produced with Global Kids Youth leaders in the Global Kids Playing 4 Keeps program that offers a simulation of life as an African-male prisoner confronting five decades of medical racism. Over the course of the game, the player moves from decade to decade, deciding whether or not to participate in the research opportunities offered and, in the process, understanding the differences between consent, informed consent and whether any consent is possible with a coercive environment. If the player survives to arrive in the present, and be freed from Jail, they receive a detailed analysis of the affect the research may or may not have on their life as a free man. The content of the game is based of Harriet Washington's book Medical Apartheid.

Target Audience: Teenagers. A version for adults is being developed (technically) for adults in the main grid of Second Life, once we find the appropriate host.

Social Issues Addressed: politics,

Purpose:
To educate people about the nature of consent within a coercive environment and inspire them to take action in the current political climate that is rolling back prisoner's rights.

Metrics:
How? number of players

What outcomes have been measured? funding, publicity, evaluation, other: Land in Second Life


Press Coverage:


Press Release URL:


Public Contact Information
Name: Barry Joseph
Email: bjinfo2@globalkids.org

Press Contact Name:
Press Contact Email:

Game Tags: secondlife, consent, prisonersrights

Where you can play this game: Only by teens in Teen Second Life but we hope soon in Second Life as well. A short video can be viewed at http://www.youtube.com/watch?v=S63UOv3qUn4



Super Chick Sisters
Game URL: http://www.kentuckyfriedcruelty.com/superchicksisters/index.asp

Developer: PETA

Non-Profit: PETA developed this game in-house.

Release Date: 8/21/2007

Project Lead: Jack Shepherd

Funding Sources: The funding for this game came from PETA's viral marketing budget.

Sponsors/In-kind donations: None.

Budget:
Overall: 8,000
Secured: 8,000

Brief Description
PETA's Super Mario Bros. spoof, Super Chick Sisters, introduces the lovable chickens Nugget and Chickette and their quest to save Princess Pamela Anderson and their millions of chicken friends from the evil clutches of Colonel Sanders inside KFC's headquarters.

Full Description
Super Chick Sisters was designed to raise awareness about PETA's campaign to convince KFC to end the worst abuses of chickens raised for its restaurants. The game, a five-level online platformer, is at once a lighthearted spoof of the iconic Super Mario Bros. franchise (Mario and Luigi are secondary characters in the game's cut-scenes, always arriving just too late to be of any help after the Chick Sisters have completed a level), and an educational tool about the very real abuses that KFC's suppliers inflict on the animals raised for the fast-food chain. Players can choose to be either of two chicken characters, Nugget or Chickette, and winning the game by rescuing PETA spokesperson Pamela Anderson unlocks Pam as a playable character herself. Throughout the five levels of the game, players are confronted by activists who talk to them about the issues concerning KFC's abuse of chickens (and PETA's campaign against the company), as they work their way towards a final showdown with Colonel Sanders himself.

Target Audience: Anyone interested in the Mario Bros. games -- Onine gamers, aged 15 - 30.

Social Issues Addressed: Animal rights,

Purpose:
The purpose of this game was to raise awareness about KFC's abuse of chickens. By providing a fun, immersive environment in which users can learn about the very real abuses of chickens by KFC, Super Chick Sisters was intended to educate people unfamiliar with PETA's campaign against the fast-food chain and encourage them to join PETA's boycott of the company until it agrees to enact progressive animal welfare standards.

Metrics:
How? Traffic; coverage on blogs and sites; percentage of users who go on to watch PETA's undercover KFC investigations.

What outcomes have been measured? More than a million people have played Super Chick Sisters since its launch. It has received coverage on many of the most popular blogs and websites on the Internet (which also discussed PETA's KFC campaign in depth), and tens of thousands of people have gone on to watch PETA's undercover KFC investigations after playing the game.


Press Coverage:
Joystiq.com, one of the biggest and most-respected websites for gamers: http://www.joystiq.com/2007/08/17/cruelty-free-web-gaming-with-petas-super-chick-sisters/ Gigazine, a Japanese blog that is currently the 29th most popular blog in the world: http://gigazine.net/index.php?/news/comments/20070822_super_chick_sisters/ The Thinking Blog (currently the 64th most popular blog in the world): http://www.thethinkingblog.com/2007/08/cruelty-free-online-game-from-peta.html Kotaku.com (the 1,500th most popular website in the world): http://kotaku.com/gaming/hot-flashes/petas-super-mario-bros-poultry-platformer-290827.php The game also received attention from major insider Marketing blogs, like AdRants: http://www.adrants.com/2007/08/vogue-live-blogged-apple-youtubed-myspace.php

Press Release URL:


Public Contact Information
Name: Jack Shepherd
Email: JackS@peta.org

Press Contact Name: Joel Bartlett
Press Contact Email: JoelB@peta.org

Game Tags: KFC, chickens, Mario

Where you can play this game: The game can be found at PETA's Kentucky Fried Cruelty Campaign site: http://www.kentuckyfriedcruelty.com/superchicksisters/index.asp



Hurricane Katrina: Tempest in Crescent City
Game URL: tempestincrescentcity.ning.com/game

Developer: Digital Creations

Non-Profit: Global Kids; we worked with a group of high school students to develop the game design, art style, and factual content

Release Date: 7/08

Project Lead: Jay Bachhuber

Funding Sources: Microsoft, AMD

Sponsors/In-kind donations:

Budget:
Overall: 130,000
Secured: 130,000

Brief Description
Our game is about the everyday people who became heroes during the Hurricane Katrina disaster. The player is a resident looking for her mother. Along the way she must rescue people, and help neighbors help each other by distributing local resources and aiding comunication.

Full Description
In Katrina Hero, the player assumes the role of a high school girl from New Orleans who has moved out of the city. The game is set in a dream she's having about being in the Hurricane Katrina disaster trying to rescue her mother. The player moves through five different neighborhoods over the course of the first five days of the disaster. The player must learn about the disaster from residents, help distribute resources from the community, and rescue people trapped in their attics.

Target Audience: Our game is aimed at high school students, but will also appeal to a wide audience because of its engaging game play, emotionally rich story, and serious subject matter.

Social Issues Addressed: poverty,

Purpose:
The purpose of the game is to try and affect public misconceptions about Hurricane Katrina and the stereotypes that the residents were only victims or criminals. We are also trying to renew attention to the disaster, because though the public has moved on to other stories, the struggle to rebuild continues for many New Orleans residents. Additionally, our game highlights two of the most important actions in any disaster: effective communication and utilization of local resources.

Metrics:
How? TBD

What outcomes have been measured?


Press Coverage:


Press Release URL:


Public Contact Information
Name: Jay Bachhuber
Email: jay@globalkids.org

Press Contact Name: Jonah Kokodyniak
Press Contact Email: jonah@globalkids.org

Game Tags: Hurricane Katrina, Global Kids, Playing 4 Keeps, platformer, New Orleans

Where you can play this game: It will be a browser-based flash game. The website is not yet up.



ReMission
Game URL: www.re-mission.net

Developer:

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Release Date: March 2006

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Brief Description
Re-Mission™ is a video game developed specifically for adolescents and young adults with cancer. In Re-Mission™, players pilot a nanobot named Roxxi as she travels through the bodies of fictional cancer patients destroying cancer cells, battling bacterial infections, and managing side effects associated with cancer and cancer treatment.



Target Audience: Adolescents and young adults with cancer.

Social Issues Addressed: public health, Cancer,

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Public Contact Information
Name: Richard Tate
Email: rtate@hopelab.org

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Storytron
Game URL: www.storytron.com

Developer: Chris Crawford

Non-Profit: Chris Crawford

Release Date: June 15, 2008

Project Lead: Chris Crawford

Funding Sources: self

Sponsors/In-kind donations:

Budget:
Overall: $150,000
Secured: $150,000

Brief Description
Storytron provides a technology for authors to create interactive storyworlds. It includes a development environment (Swat), a delivery environment (Storyteller), a storytelling engine, and a scripting language designed for nontechnical artists.

Full Description
Storytron aims for nothing less than the creation of a new industry, an industry meant to provide interactive entertainment for the three groups that games have failed to properly address: young females, older females, and older males. We believe that this market will be as much larger than the gaming market than the movie market is to the cartoons market, or the books market is to the comics market. We realize that we cannot possibly carry out this grand design alone. We have therefore created a system that relies on outside authors to create storyworlds. We provide all the tools and support for authors, and then publish their works on our website under a financial arrangement that our lawyers are still writing up. Our first demonstration storyworld is Balance of Power 21st Century, in which the player acts as President of the USA beginning on September 12th, 2001, and seeks to build a better world than we now have.

Target Audience: End audience: people who don't play games. Author audience: Storytellers who don't necessarily have any programming skills.

Social Issues Addressed: global conflict,

Purpose:
We believe that Balance of Power 21st Century will show players that a carefully balanced geopolitical strategy emphasizing diplomatic action (while not ruling out military action) can be more effective than a primarily military strategy. The game also demonstrates the rise of China on the geopolitical stage and the growing unity of Islamic civilization.

Metrics:
How? the amount of usage of the game from our website

What outcomes have been measured? none


Press Coverage:


Press Release URL:


Public Contact Information
Name: Chris Crawford
Email: chrisc@storytron.com

Press Contact Name: Chris Crawford
Press Contact Email: chrisc@storytron.com

Game Tags: geopolitics, storytelling

Where you can play this game: www.storytron.com Go to the players pages



Pos or Not
Game URL: www.posornot.com

Developer: VPI

Non-Profit: Kaiser Family Foundation (partner) and Poz Magazine (partner)

Release Date: April 29, 2008

Project Lead: mtvU, Kaiser Family Foundation and POZ Magazine

Funding Sources: mtvU and Kaiser Family Foundation

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Brief Description
Pos or Not is a viral online game that confronts the stigma still surrounding HIV/AIDS more than 25 years after the first case of the disease was reported.

Full Description
Pos or Not is a viral online game that confronts the stigma still surrounding HIV/AIDS more than 25 years after the first case of the disease was reported. People from across the country – some of whom are living with HIV, some who are not – put their personal lives forward to challenge the stereotypes about who is affected by this disease. Based only on their photographs and personal information, players are asked if the individual is “Pos or Not.” By showing that you can’t tell people’s HIV-status by the way they look or by their gender, age and interests, the game confronts stereotypes about who is affected by HIV/AIDS – while providing information about how to prevent the spread of the disease. Ultimately, Pos or Not aims to break down the barriers that prevent people from using protection, getting tested and talking openly about HIV. At the same time, the game helps reduce the stigma so many people already living with HIV face every day. Pos or Not harnesses the viral nature of the Web to effect a positive change on this important issue: so play the game and pass it on to your friends (www.posornot.com)

Target Audience: General Population with a specific focus on young people (15-25)

Social Issues Addressed: public health, HIV/AIDS,

Purpose:


Metrics:
How? Evaluation plan in process - includes visits to game site, number of people who linked out to testing sites, number of people who shared with a friend etc.

What outcomes have been measured? Evaluation plan in process.


Press Coverage:
Compiling.

Press Release URL:


Public Contact Information
Name: Meredith Mishel
Email: mmishel@kff.org

Press Contact Name: Rob Graham
Press Contact Email: robg@kff.org

Game Tags: HIV/AIDS, sexual health, Games for Change, stigma and discrimination

Where you can play this game: www.posornot.com. Promotions to the game from mtvU website and other MTV properties as well as links to it from a number of HIV/AIDS and youth related organizations.



Operation: Resilient Planet
Game URL: www.jason.org

Developer: Filament Games

Non-Profit: National Geographic- The JASON Project (publisher/producer)

Release Date: August 8, 2008

Project Lead: Marjee Chmiel

Funding Sources: The Kaufman Foundation

Sponsors/In-kind donations:

Budget:
Overall: 1,000,000
Secured: 1,000,000

Brief Description
This game is a 3D experience that places you in the role of an explorer working alongside real National Geographic scientists to gather data and use it to preserve or save an ecosystem. Players uncover relationships in aquatic ecology that support their scientific findings, share Data, and earn Prestige!

Full Description
Operation Resilient Planet takes students of five missions across the country to study with actual scientists and discover the same data they discover to learn about ecosystems in peril. Students begin on the Great Lakes where an invader species has decimated the ecological diversity. Their adventures will then take them to the Flower Garden Banks in the Gulf of Mexico, the North East Atlantic, and the Northwestern Hawaiian Islands. In each location, they will be greeted by their host (voiced by the actual scientists who have gone on these missions) and presented an actual ecological problem being tackled by the scientific community in that location. Students then begin exploring the 3D underwater habitat and use cutting-edge research tools and techniques to learn about the ecological problems in that area. The most direct feedback students get is on their ability to “think like a scientist” during the argument constructor phase of the game. However, the game is also very beautiful and rewards students for exploring and finding rare sites, or taking an interest in animals or life that is not directly tied to portions of the mission. Our hope is that through the graphically reality of this game, and the authenticity of the data and problems being tackled via game play, students will not only develop the content and process knowledge they need to be good stewards of the environment, they will also develop a closeness and intimacy with environments that might otherwise feel worlds away.

Target Audience: Middle and high school science

Social Issues Addressed:

Purpose:
Our game aims to increase student understanding of ecological research with a special emphasis on contemporary ecology research practices and issues. The game also aims to foster scientific habits of mind. The design of the game scaffolds these objectives by having two distinct structures to game play. In the first, the students explore a 3D environment and complete tasks that are part of a research agenda (tag and count tiger sharks to determine their population, for example). Next, the students need to think about the data that they have collected and use it in an “argument constructor”, a part of the game where they have to make a provocative scientific argument and use the data they have recorded judiciously in order to make this argument. Students seek to answer questions such as: are tiger sharks a threat to monk seals? What do you do about an invader species? Can the Chesapeake Bay be restored? How can we keep whales near Boston harbor safe without disrupting the vital shipping industry? The game will be freely available, via download. It will come with professional development materials for teachers who are interested in using it as part of their ecology curriculum as well as a parents’ guide for children who are home schooled or for children who find this game on their own. We hope that students come away with: 1) content knowledge about ecology, endangered habitats and species, and how humans have impacted these resources 2) affective understanding, concern, but also a feeling of empowerment to become agents of change 3) scientific habits of mind – the ability to look at data and see how it can be used to support arguments and hypothesis. We want students this age to be responsible and informed stewards of the Earth and learn to make better, data-driven decisions than perhaps previous generations have. The very nature of the game will assess student achievement in these capacities to some degree, but external review and evaluation will also be vital to the success of this project.

Metrics:
How? Our game is part of a science curriculum, so content knowledge games are a focus. Eventually, we would like to measure how this game impacts student understanding of scientific literacies.

What outcomes have been measured? usability and content knowledge


Press Coverage:


Press Release URL:


Public Contact Information
Name: Marjee Chmiel
Email: mchmiel@jason.org

Press Contact Name: Marjee Chmiel
Press Contact Email: mchmiel@jason.org

Game Tags: science, education, middle school, ecology, non-profit

Where you can play this game: It is currently available only for beta testing but will be live on the www.jason.org website 8 August 2008. I am happy to send you a USB drive with it, however.



Free Rice
Game URL: freerice.com

Developer: John Breen

Non-Profit: UN World Food Programme. receives all donations and distributes free rice to the hungry

Release Date: Launched Oct 2007

Project Lead: John Breen

Funding Sources: paid for by advertisers who advertise on the site

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Brief Description
Free rice is a free online vocabulary gain that donates 20 grains of rice to the World Food Programme (WFP) for every correct answer. WFP ditributes the rice to hugry people all over the world.

Full Description
Free Rice is an online internet game that donates 20 grains of rice to the World Food Programme (WFP) for every word that is correctly defined. WFP, the United Nations frontline organization fighting hunger, distributes the rice to the hungry. WFP uses the donations from the site to purchase rice locally, both feeding people in need and stimulating local economies. Already, the site has raised enough rice to feed over 1.5 million people for a day. The game has been embraced by young and old alike, proving to be an excellent tool for prepping for the SATs or to brush up on vocabulary words. Teachers have been using the game to teach both vocabulary and the value of helping others in need. Free Rice has been a viral phenomenon, and boasts numerous Facebook fan sites, including one page with over 63,000 members.

Target Audience: Anyone who can use a computer and would like to improve their English vocabulary, or help feed hungry people. Wide strata.

Social Issues Addressed: poverty,

Purpose:
To donate rice to the hungry and improve the vocabulary of the user.

Metrics:
How? John Breen manages website

What outcomes have been measured?


Press Coverage:
http://www.cbsnews.com/stories/2008/04/25/eveningnews/main4047744.shtml

Press Release URL: http://www.wfp.org/english/?ModuleID=137&Key=2789


Public Contact Information
Name: Jennifer Mizgata
Email: Jennifer.Mizgata@wfp.org

Press Contact Name: Bettina Luescher
Press Contact Email: luescher@un.org

Game Tags: free rice hunger WFP World Food Program poverty activism donate vocabulary SAT GRE ESL

Where you can play this game: www.freerice.com Free to play online



Priced Out
Game URL: http://www.comeoutandplay.org/2008_pricedout.php

Developer: Karen Schrier and Nicholas Smolney

Non-Profit:

Release Date: June 7, 2008

Project Lead: Karen Schrier

Funding Sources: Done with personal funds

Sponsors/In-kind donations: None

Budget:
Overall: 120
Secured: 120

Brief Description
Priced Out is a mobile game played in NYC grocery stores that ends with a big party! The game seeks to inform participants about price discrepancies among grocery stores to help them save money on food. Because of increasing grocery prices, it has become important to understand where to find cost-effective (but still good-tasting) groceries.

Full Description
Priced Out is a mobile game played in and around New York City grocery stores that ends with a big party! In Priced Out, your team will compete against other teams to get the highest score by having the best grocery-buying strategy. To earn points, you will need to choose and buy the best-tasting grocery products at the lowest prices. You'll then bring back your grocery items to a central location and enter them into a blind taste test to decide which team found the tastiest products. Don't forget to also choose a bonus item that will impress the judges. While you search for all these items, you can also earn points by recording the highest prices for each type of item. You'll use your own mobile device to view a map, record and share the prices with your team, and to submit the prices (all before your time and budget runs out)! The game seeks to inform participants about price discrepancies among New York City grocery stores to help them potentially save money on future food purchases. Because of increasing grocery prices, it has become more and more important to understand where to find cost-effective (but still good-tasting) groceries. It is beneficial for consumers to become more knowledgeable about their local grocery stores, and its products and prices.

Target Audience: College students, young professionals, families, people on a budget, young couples

Social Issues Addressed: Economy, Food,

Purpose:
We want to help people become more aware of price discrepancies and make better food purchase choices in the future. We ultimately want to use this to create a site where users can look up prices on different common food items in their area.

Metrics:
How? Right now we are using focus groups and surveys after the game.

What outcomes have been measured? Thus far, people are talking more about their choices and the discrepancies after playing the game. Longitudinal behavior change has not yet been measured.


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Press Release URL:


Public Contact Information
Name: Karen Schrier
Email: kschrier@gmail.com

Press Contact Name: Karen Schrier
Press Contact Email: kschrier@gmail.com

Game Tags: food; economy; prices; mobile

Where you can play this game: The game is all online and can be accessed using a mobile phone. We will be premiering the game at the Come Out and Play Festival: http://www.comeoutandplay.org/2008_pricedout.php Anyone who wants to play the game outside the festival can contact Karen Schrier.



The Legend of The Green Warrior.
Game URL: http://uditha.wordpress.com/2008/04/21/imagine-cup-game-development/

Developer: Uditha sampath bandara

Non-Profit: Imagine cup game development invitation

Release Date: 08/05/25

Project Lead: Uditha sampath bandara

Funding Sources: none

Sponsors/In-kind donations: none

Budget:
Overall: 300
Secured: 300

Brief Description
For the sustainable environment first we need to start with a single person. Because one person can make huge impact to the environment. So through this game, player starts with world that in year 2008, s/he is the one who responsible for the future. Player can take any decision, but sometimes that decision would impact the environment in higher level.

Full Description
Player can walk across the city. S/he can go to shops, forest, community center, and their friend’s homes and many other places .In those places s/he had to take many decisions .So player is the one need to take correct decisions. Because time is running out. If player not act fast s/he needs to face the consequences. Also player can go in to s/he house. Take a look around .Because sometime home is the best place to make sustainable choices. As an example player can take a decision to listen to the radio or ignore listening to the radio. When s/he ignores listening the radio, player will not get proper idea about the problem that they facing toward the environment. So because of his unawareness cause to increase the environment crises. When environment crisis hits 100 the game over. Also Player has s/he r annual salary and from that s/he can buy new things. But buying low cost products will some time led to high the crisis level. Because some house hold appliances that we use is not good for the environment. So finally this is the story of the present. Player is the one who making the story, and become the warrior of the tomorrow. The warrior who saves the environment form destroying, the warrior who led the world for the sustainable environment, call as the green warrior.

Target Audience: young

Social Issues Addressed: environment, global conflict,

Purpose:
With the change of one person, able to make a big difference.

Metrics:
How? After playing the game player need to think twice ,befor he/she takes an action.

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Public Contact Information
Name: uditha sampath
Email: udithamail@yahoo.com

Press Contact Name: uditha sampath
Press Contact Email: udithamail@yahoo.com

Game Tags: Environment simulation

Where you can play this game: Windows xp sp2/vista Using mouse+keyboard



Pictures for Truth
Game URL: www.picturesfortruth.com

Developer: Florent Guinier, Karim Osman, Patrick Boutot, Vincent Theriault

Non-Profit: Amnesty International

Release Date: 25/05/2008

Project Lead: Florent Guinier

Funding Sources:

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Overall: 0
Secured: 0

Brief Description
Pictures for truth is a full 3d adventure game where you play a journalist in China. You will take picture and publish article to help about human right related trouble.

Full Description
Game Features: * Full 3d game (developed using XNA). * Three level with there original music (composed for the game) * Translated in three languages: English, French, Spanish (you can switch language at any time) This game was done to support Amnesty International's campaign on China. The aim of the project is to sensitize the player to human rights violation. Game pitch : You are a photograph. Few months before the Beijing Olympic Games, your best friend, Shen Jun, a human rights defender and journalist, calls for help. You will do everything you can to help him. This adventure will take you to China where you'll be confronted to many human rights violations. By investigating, taking pictures and publishing your articles, you'll work to solve the problems you encounter and eventually save your friend!

Target Audience: Original audience are north american/ european child from 10 to 15. The game can be played by adult as well.

Social Issues Addressed: human rights,

Purpose:
This game was done to support Amnesty International's campaign on China. The aim of the project is to sensitize the player to human rights violation so he speak about the campain and act by taking part to it. We developped that game to allow the amnesty campain to hit a new population. Many people love to play video game and we want that game to be a new media for the message it support. Reaching a completely new and huge amount of people for a campain with an increased efficiency.

Metrics:
How? By counting download hit on the game page and on the Amnesty China campain page.

What outcomes have been measured? Game was just released. It's too soon to measure result yet.


Press Coverage:
not yet

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Public Contact Information
Name: Florent Guinier
Email: florent.guinier@picturesfortruth.com

Press Contact Name:
Press Contact Email:

Game Tags: Amnesty, china, 3d, adventure, journalist, photograph, death penalty, toxic dump, media freedom

Where you can play this game: The game was developped at Montreal, Quebec,Canada. It can be played on any PC computer that match the requested configuration. It can be downloaded from the web: http://www.picturesfortruth.com



The Great Green Game
Game URL: go.ucsusa.org/game/

Developer: The Union of Concerned Scientists

Non-Profit: The Union of Concerned Scientists

Release Date: 2000

Project Lead: Matthew Currier

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This game tests your knowledge of how consumer choices affect the environment.

Full Description
This game tests your knowledge of how consumer choices affect the environment. As you answer questions and 'shop green' the Envirometer gauges the cumulative impact of your choices. The centerpoint on the Envirometer represents the impact of an average American household -- at the end of the game you can compare this average to your own impact on air quality, water quality, natural habitats, and the sustainability of our climate.

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hi, there's a great article at: http://nytimes.com/somethingorother.... you should include that. thanks, pheobe (Hsing and Elena, please confirm you got this. thanks!!!! )



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DUI Simulation CDROM/Web
Game URL: www.vrshell.com/DWI/

Developer: VRshell LLC + Westchester Gov (NY)

Non-Profit: Mark Grob

Release Date: June 30th 2008

Project Lead: Mark Grob

Funding Sources: Westchester Gov

Sponsors/In-kind donations:

Budget:
Overall: 65,000
Secured: 65,000

Brief Description
Create a simulation that will allow the students to understand with a rational mind the affects of Alcohol on their ability to drive.

Full Description
Product Overview The DWI Learning Game/Experience is designed to bridge the serious nature of Driving Under the Influence (DUI) related education and content into an interactive media like a video game. The simulation/experience is divided into the Pre-game and Post-game formats. The Pre-game format is designed to engage the student to want to learn about the topic of DUI. The game design is intended to draw the student into the world of DUI and experience the effects based on the choices they make (number of drinks, etc.). Once they make their choices they live them out through the driving simulation. Once the driving simulation has ended; by crash or by reaching the logical end point; they are brought into the Post-game format. The Post-Game format incorporates a standard educational approach for teaching the real life facts to the student and provides a method of feedback to the Instructor. The simulation product can be distributed via Web or CD/DVD ROM. VRshell LLC © 2004-2008

Target Audience: Target Audience · High School, 13-18 years in age. · College Students, 18-28 years in age.

Social Issues Addressed:

Purpose:
Assist the Player to Understand the Content Matter The intention of the simulation/game is to allow the user to make the wrong choice and still keep a rational mind during the experience. By keeping the mind still rational and not under the influence of a substance the player can reflect clearly on the choices and how they weigh virtually in the simulation/game. The game\simulation indirectly reflects on those choices as it related to real life, providing the student an understanding of the content matter.

Metrics:
How? Number of Downloads, CDROM/DVD requests and participating classrooms in NY State

What outcomes have been measured? We have measured that students do find the simulation more effective then reading about the issue, since we integrate a virtual impact panel into the actions of the simulation.


Press Coverage:
TBA

Press Release URL: TBA


Public Contact Information
Name: Mark Grob
Email: grobm@vrshell.com

Press Contact Name: Mark Grob
Press Contact Email: grobm@vrshell.com

Game Tags: Car simulation dwi dui westchester stopdwi

Where you can play this game: http://www.vrshell.com/DWI




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hey guys, testing the news form (again) please email me if you get this to let me know it's working. thanks, phoebe



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hi, there's a great article at: http://nytimes.com/somethingorother.... you should include that. thanks, pheobe (Hsing and Elena, please confirm you got this. thanks!!!! )



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3rd World Farmer
Game URL: www.3rdworldfarmer.com

Developer: 3rd World Farmer Team

Non-Profit: After playing the game, players are asked to visit each or any of a number of relief agencies listed on our website.

Release Date: Spring 2005

Project Lead: Frederik Hermund

Funding Sources: none

Sponsors/In-kind donations: www.ArcadeTown.com and www.neodelight.com online game portal sponsorships.

Budget:
Overall: not available
Secured: not available

Brief Description
3rd World Farmer lets players manage a small virtual farm in a developing country, and thus experience the hardships and dilemmas faced by the poor.

Full Description
3rd World Farmer touches on many subjects related to world hunger and poverty, such as corruption, trade barriers, armed conflict, lack of education, sanitation, infrastructure and economic stability. These factors are brought into play through an intuitive and easy-to-play simulation, where the player makes choices primarily about crop types, livestock, tools, and structures for his farm, as well as managing the family members' health, education, marriages and jobs. The highly playable model, where the player only slowly becomes aware of the perilous situation and his increasingly desperate options, has made the game popular with both casual game players and educators who use the simulation in class.

Target Audience: The game is intended for casual game players, and has gotten high ratings from these on several online gaming sites. It has an educative goal, and is also good for starting discussions in class.

Social Issues Addressed: economics, poverty,

Purpose:
We are aiming at a more immersive experience than movies or books on similar subjects provide. Also, by using the game format we hope to reach people who aren't already aware of the problems in developing countries. We want to show them that 'rules of play' apply differently to people in different parts of the world. At the end of the game, people are invited to visit various relief agency websites to learn how they can personally make a difference.

Metrics:
How? Website statistics give us some idea of how many players the game has.

What outcomes have been measured? A steady stream of players follow the links to relief agencies after playing the game, and several schools and colleges are using the game as part of their curriculum.


Press Coverage:
The game has been reviewed in USAtoday, The First Post, La Stampa, Escapist Magazine among many others. Try googling: http://www.google.com/search?hl=en&q;="3rd+world+farmer"

Press Release URL: http://www.3rdworldfarmer.com/About.html


Public Contact Information
Name: 3rdWorldFarmer Team
Email: world_farmer@hotmail.com

Press Contact Name: 3rdWorldFarmer Team
Press Contact Email: world_farmer@hotmail.com

Game Tags: poverty, hunger, developing countries, 3rd world, farming, corruption, starvation, politics

Where you can play this game: The game can be played here http://www.3rdworldfarmer.com



Harpooned
Game URL: harpooned.org

Developer: Conor O'Kane

Non-Profit:

Release Date: January 2008

Project Lead: Conor O'Kane

Funding Sources: Self funded by the developer

Sponsors/In-kind donations: none

Budget:
Overall: 0
Secured: 0

Brief Description
Harpooned is a free game for Windows. It is a Cetacean Research Simulator, where you play the role of a Japanese scientist performing research on whales around Antarctica.

Full Description
Harpooned is a free game for Windows. It is a Cetacean Research Simulator, where you play the role of a Japanese scientist performing research on whales around Antarctica.

Target Audience: Everyone

Social Issues Addressed: environment, Science, Animal Rights,

Purpose:
To draw attention to Japan's false claim that their commercial whaling program is for scientific purposes.

Metrics:
How? Downloads and media exposure.

What outcomes have been measured? Approx 15,000 downloads (as of August 2008). Over 56,000 views on YouTube and featured on US Television channel G4TV.


Press Coverage:
Highlights of press coverage can be seen here: http://harpooned.org/?cat=7

Press Release URL: http://harpooned.org/?page_id=4


Public Contact Information
Name: Conor O'Kane
Email: cokane@cokane.com

Press Contact Name: Conor O'Kane
Press Contact Email: cokane@cokane.com

Game Tags: Whaling, Science, Environment, Arcade, Action, Windows

Where you can play this game: Download the game for free from http://harpooned.org



The Vinyl Game
Game URL: www.vinylgame.com/

Developer: Zelian

Non-Profit: Vinyl 2010 commissioned/funded development

Release Date: May 2008

Project Lead: Chris Welton

Funding Sources: Vinyl 2010 (the sustainable development voluntary commitment of the European PVC indstry)

Sponsors/In-kind donations:

Budget:
Overall: 20,000
Secured: 20,000

Brief Description
Can you manage an industry sustainably? The Vinyl Game requires you to deliver shareholder profits whilst taking socio-economic and environmental decisions. The consequences of playing purely for economic growth become apparent as EU legislators levy fines, consumers boycott products and the trade unions vote to take strike action!

Full Description
The Vinyl Game challenges players to manage a virtual plastics industry whilst balancing economic growth against sustainable development. As you play, you are required to build factories and ramp up production to make the profit that shareholders demand, whilst taking the socio-economic and environmental decisions required to run your own PVC industry in a socially responsible way. The consequences of playing purely for economic growth without regard to production safety, environmental impacts or issues such as post-use recycling become apparent as society in the virtual scenario responds to lack of corporate social responsibility. The EU legislators levy fines, consumers boycott products and the trade unions vote to take strike action! Players report feeling genuinely informed and more knowledgeable about the issues as a result of playing. The colourful, Flash-based, game has been designed to reflect the genuine sustainable development challenges faced by the PVC plastic industry and addressed in their Vinyl 2010 10-year voluntary commitment. Whilst the scenario is simplified for the purposes of fun gameplay, it nevertheless reflects the full breadth of the challenges and succeeds in illustrating how a Voluntary Commitment approach like Vinyl 2010 can strategically address the challenge of sustainable development for a whole product value chain. The game is fun to play with basic instructions and a choice of 3 increasingly challenging levels. English, German and Portugese versions have been produced to date.

Target Audience: Young adults within: public policymaking, academia, environmental NGO's, the plastics industry

Social Issues Addressed: economics, environment, Sustainable development,

Purpose:
Increased understanding of the importance of full material lifecycle assessment in making material/product choices; and the need for industry/government/society partnership initiatives to be able to meet environmental challenges

Metrics:
How? Hits online, feedback from players

What outcomes have been measured? Players enjoy playing and report feeling genuinely informed and more knowledgeable about the issues as a result of playing.


Press Coverage:
http://molleindustria.org/en/home http://www.plastics.fi/fin/ajankohtaista/?nid=8 http://www.enviro-solutions.com/dailynews/0-1-0-1-0-0-0-2-0-1-0-vinylgame. htm http://www.tiscali.de/mult/mult_center_vinyl_.117496282.html http://www.polimerica.it/modules.php?name=News&file=article&sid=5109 http://www.gamesunit.de/pcms/artikel.pcms?artid=19431

Press Release URL: http://www.vinyl2010.org/Home/News


Public Contact Information
Name: Chris Welton
Email: chris.welton@plasticseurope.org

Press Contact Name: Lisa McCooey
Press Contact Email: lmccooey@cambre-associates.com

Game Tags: Vinyl 2010 PVC Vinyl Plastic Sustainable development Green procurement Eco-label Life cycle assessment LCA

Where you can play this game: http://www.vinylgame.com/ http://www.vinyl2010.com/ Playable online



World Without Oil
Game URL: worldwithoutoil.org

Developer: Writerguy LLA

Non-Profit:

Release Date: March 2, 2007

Project Lead: Ken Eklund

Funding Sources: Corporation for Public Broadcasting

Sponsors/In-kind donations: ITVS, Electic Shadows, Independent LEnse

Budget:
Overall: 100,000
Secured:

Brief Description
WORLD WITHOUT OIL invited people worldwide to contribute “collective imagination” to confront a real-world issue: the risk our thirst for oil poses to our economy, climate and quality of life. It’s a milestone in the use of games as democratic, collaborative platforms for exploring possible futures and sparking future-changing action.

Full Description
“If you want to change the future, play with it first” STEFANIE OLSEN, C|NET World Without Oil simulated the first 32 weeks of a global oil crisis. It established a citizen “nerve center” at www.worldwithoutoil.org to track events and share solutions. Anybody could play by creating a personal story – an email or phone call, blog post, video, whatever – that chronicled the imagined reality of their life in the crisis. The WWO site links all these stories. The game encouraged excellence with awards and recognition for authentic and intriguing stories. “A huge, twisting network of news, strategy, activism, and personal expression” NINA SIMON, MUSEUM 2.0 When WWO concluded on June 1, 2007, its 1,500 stories painted a detailed picture of an oil-poor future. Hundreds of thousands have viewed these chronicles, and high school students relive the experience via WWO lesson plans. “Astonishing quality – the players revealed the heart of a complex subject” FRANÇOIS GUITÉ, RELIEF By playing it ‘for real’, WWO evoked collective intelligence and the wisdom of crowds. Players worked together to gain grassroots insights into the forces and outcomes. Their solutions – acts that mold communities, slash wasteful consumption and create more “elastic” lives – stand as vibrant antidotes to official paralysis on energy. “Act as if. Live it. Weave us into a possible future” EVELYN RODRIGUEZ – CROSSROADS DISPATCHES By creating a nonpartisan game framework, WWO sparked timely peer learning about oil. By “rousing our democratic imagination,” WWO fostered deep engagement and changed people’s lives.

Target Audience: The pulic at large, worldwide

Social Issues Addressed: environment, Energy,

Purpose:


Metrics:
How? 1. blog buzz and press. 2. Unique visitors to website

What outcomes have been measured? 1. Extensive blog buss and press worldwide. Very high name recogniztion and concept clickthrough in affiliated communities.


Press Coverage:
http://www.worlwithoutoil.org/metabuss.htm

Press Release URL: http://itvs.org/pressroom/press_detail.php?pressId=6535


Public Contact Information
Name: Ken Eklund
Email: writerguy@writerguy.com

Press Contact Name: Ken Eklund
Press Contact Email: wwo@writerguy.com

Game Tags: alternate reality game, ARG, serious alternate reality game, SARG, world without oil, worldwithoutoil, wwo, oil crisis, 2008 oil crisis, oil shock, peak oil, oil shortage, collective intelligence, collective imagination, crowdsourced narrative, game, simulation, thought experiment, historical pre-enactment, isthisnotagame?, writerguy, ken eklund, jane mcgonigal, energy policy, serious game, game for change, itvs

Where you can play this game: The game's meta pages begin at http://worldwithoutoil.org The game was an event that ran from its announcement on March 2, 2007, to its conclusion on June 1, 2007. The most focused play began with the onset of the crisis, on April 30, 2007. The game archive begins at Week One: http://worldwithoutoil.org/default.aspx?week=1 Teachers can custom shape WWO lessons to create a WWO mini-crisis in the classroom. http://worldwithoutoil.org/metateachers.htm



You Be The Judge
Game URL: www3.thestar.com/static/Flash/crime/judge/cp_youbethejudge.html

Developer: Toronto Star

Non-Profit:

Release Date: July, 2008

Project Lead: Patty Winsa and Jim Rankin

Funding Sources: Toronto Star

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Brief Description
You are the judge in six scenarios based on real Canadian cases where someone has been convicted of a crime. Choose a punishment you think fits the crime. Are you a softy? Or a hang 'em high type?

Full Description
You are the judge in six scenarios based on real Canadian cases where someone has been convicted of a crime. Choose a punishment you think fits the crime. Are you a softy? Or a hang 'em high type? The game calculates the cost of the sentences to taxpayers, provides a glossary of sentencing options and compares your sentence to the actual sentence. The Game is part of an 8-part investigation into crime and punishment in Canada.

Target Audience: Anyone interested in public policy, the law, and social reforms.

Social Issues Addressed: news, public policy,

Purpose:
As part of a journalistic investigation into crime and punishment in Canada, Toronto Star journalists examined whether longer sentences had any effect on reducing crime rates. Many believe the two are connected, but studies suggest otherwise. The goal of the game is to give people an idea of what it is like to be a judge, and to think about the costs.

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Public Contact Information
Name: Jim Rankin
Email: jrankin@thestar.ca

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Game Tags: crime, punishment, Canada, sentencing, judge, police, conviction, Toronto Star

Where you can play this game: http://www3.thestar.com/static/Flash/crime/judge/cp_youbethejudge.html Drag and click.



Global Conflicts: Palestine
Game URL: www.globalconflicts.eu

Developer: Serious Games Interactive

Non-Profit:

Release Date: August 8th 2007

Project Lead:

Funding Sources: EU Media+, Danida

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Brief Description
Global Conflicts: Palestine is a 3D role-playing game for players to explore the Israeli-Palestinian conflict. They will be confronted with issues around human rights, terrorism and the media’s role in conflict zones and will experience situations taken from real life events that are more complicated than outsiders may realise.

Full Description
Global Conflicts: Palestine is a 3D role-playing game for players to explore the Israeli-Palestinian conflict. The players assume the role of a freelance journalist who has just arrived in Jerusalem armed with a pen, a notepad and their sharp wits. During the course of the game their beliefs and ideas about the conflict will be challenged. They will be confronted with issues around human rights, terrorism and the media’s role in conflict zones and will experience situations taken from real life events that are more complicated than outsiders may realise.The goal is to create an article for a newspaper by collecting quotes from the dialog in the game. The players can either get information by building up trust with each side or take a more confrontational approach to dig out information. In the end, the story with the most relevance and news-value for the newspaper will get the best exposure.

Target Audience: Educational institutions (students in the age 13-19) and mature gamers with interests in global conflicts.

Social Issues Addressed: global conflict,

Purpose:
Allow the player to * Experience and understand the tense situation and daily complications in Israel-Palestine. * Explore the inside dynamics of the conflict in the authentic and detailed environment. * Understand the background for the situation through active dialogue with a range of (virtual) stakeholders in the conflict.

Metrics:
How? Surveys and qualitative interviews with students that have played the game.

What outcomes have been measured? 90% of the students found it to be an interesting course; 88% of the students found it to be an interesting educational material 59% of the students found they learned more than they would have in a traditional course; 90% of the students wanted to try a similar course again.


Press Coverage:
http://seriousgames.dk/new/news_archive.php

Press Release URL: http://www.seriousgames.dk/pressreleases/Press_release_generic_release.pdf


Public Contact Information
Name: Serious Games Interactive
Email: info@seriousgames.dk

Press Contact Name: Mikkel Lucas Overby
Press Contact Email: mlo@seriousgames.dk

Game Tags: Educational game Serious game Learning game Conflict game

Where you can play this game: The game is availble in CD-Rom and digital download here: http://buy.seriousgames.dk/1524.aspx



Global Conflicts: Latin America
Game URL: www.globalconflicts.eu

Developer: Serious Games Interactive

Non-Profit:

Release Date: October 8th 2008

Project Lead:

Funding Sources: Danida

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Brief Description
Global Conflicts: Latin America is a 3D-roleplaying game that let players explore key problems in Latin American countries. The region is one of the most turbulent, violent, and poverty-striken places in the world, yet we rarely hear anything about the nations that struggle with paramilitary rule, extreme poverty, and exploitation of the population.

Full Description
Global Conflicts: Latin America (GC:LA) is a 3D-roleplaying game designed to let players explore key problems in Latin American countries. The Latin American region is one of the most turbulent, violent, and poverty-striken places in the world, yet we rarely hear anything about the nations that struggle with the remnants of paramilitary rule, extreme poverty, and exploitation of the population. In a region where politicians and police are feared rather than trusted, desperation runs rampant and all too often the results are terrible. In GC:LA, players assume the role of an investigative journalist on assignment in Bolivia, Guatemala, and Mexico where human rights violations, debt slavery, corruption, trafficking of humans, and pollution threaten the existence of untold numbers of people. Players will experience situations taken form real life and develop an understanding of the conditions under which millions live. The goal of the game is to gather information to be used in confrontational interviews with people central to the conflict. When they are done, players will be given a rating so they might see how well they have done in gathering information and used this to push people to get confessions for their article

Target Audience: Educational institutions (students in the age 13-19 years) and mature gamers with interests in global conflicts.

Social Issues Addressed: global conflict,

Purpose:
To let players * experience and understand the complex issues facing people living in many Latin American countries. * explore the inside of the conflict in the authentic and detailed environment. * understand the background for why people act and behave as they do.

Metrics:
How? Surveys and qualitative interviews with students that have played the game.

What outcomes have been measured? Results show that students are very engaged when playing the game and that their knowledge of the Latin American region increased substantially after having played the game. Moreover, the were able to draw parrellels to similar problems in other regions in the world.


Press Coverage:
http://seriousgames.dk/new/news_archive.php

Press Release URL: Not available yet


Public Contact Information
Name: Serious Games Interactive
Email: info@seriousgames.dk

Press Contact Name: Mikkel Lucas Overby
Press Contact Email: mlo@seriousgames.dk

Game Tags: Educational game Serious game Learning game Conflict game

Where you can play this game: The game is available as CD-Rom and digital download here from October 8th 2008: http://buy.seriousgames.dk/1524.aspx



My US Rep
Game URL: www.boogaholler.com/myusrep/

Developer: Red Aphid

Non-Profit: Provisions Library - Hosted an art exhibition where the game was launched.

Release Date: April, 2007

Project Lead: Brian Judy

Funding Sources: Self

Sponsors/In-kind donations: Red Aphid

Budget:
Overall: 5,000
Secured:

Brief Description
Now you can role play your favorite US House of Representative with My US Rep! Your mission is to increase your rep's popularity while you navigate a game space of legislation, lobbyists and media. Learn how your rep voted on key bills, then cast your own vote.

Full Description
My US Rep is an online, casual, role playing game where any House representative from the US Congress can be a game character. In My US Rep, you work to increase your rep's popularity while navigating a challenging game space of computer characters and interactive objects. Based on XML feeds of real-life voting data, players locate bills to see how their congressperson voted on key legislation, and then indicate whether they approve of the rep's vote on each bill they find. Players' input affects their rep's Popularity characteristic. How players interact with in-game characters and interactive objects also affects rep characteristics. For instance, meeting with lobbyists, increases their disposable cash, but decrements their popularity. A rep's characteristics govern game dynamics such as the number of Cash tokens available or the rate that protesters appear in the game space. Characteristics: Popularity - an important attribute Independence - the degree they vote with the majority and their party Experience - the number of bills found Cash - can help in buying media time Rep characteristics are saved in an online database so each player's actions are added to the overall data depiction of a rep and of congress. New players inherit a rep's game state from the previous player so the game play is a little different each time it's played.

Target Audience: Casual gamers who are interested in politics and art.

Social Issues Addressed:

Purpose:
To help players become more aware of how their US representatives voted on key legislation.

Metrics:
How? Characteristic scores for the reps are stored in the game database.

What outcomes have been measured? You can view the rep listing to see for yourself.


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Public Contact Information
Name: Brian Judy
Email: contact@redaphid.com

Press Contact Name: Brian Judy
Press Contact Email: contact@redaphid.com

Game Tags: politics role-playing isometric

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eLECTIONS: Your Adventure in Politics
Game URL: www.ciconline.org/elections

Developer: Cable in the Classroom

Non-Profit: Cable in the Classroom

Release Date: 2004; updated Spring 2008

Project Lead: Virginia Bramante

Funding Sources: Cable in the Classroom

Sponsors/In-kind donations: Cable Networks providing video: CNN Student News, C-SPAN, and HistoryTM.

Budget:
Overall: n/a
Secured: n/a

Brief Description
eLECTIONS is a powerful online learning experience that demonstrates how broadband technology - with its capacity to deliver video, audio, excellent inter-activity, design and content - can support active, meaningful and memorable learning.

Full Description
eLECTIONS, first released in 2004 and updated in 2008, is infused with a voice-over host character - using the image of George Washington - and more video and LEARN MORE options. Cable in the Classroom expanded the teacher section of the game with learning guides, a matching to state social studies standards, helpful links, and a preview area of the videos included in the game so that lesson plans can be generated. The latest edition of eLECTIONS also offers a computer-generated Third Party candidate. eLECTIONS now offers the ability to save a game and play later, a report card to see how well you played, and the ability to print out all your choices to analyze your strategy. Inspired by the classic board game "The Game of Life," players will role-play their own virtual candidates running for President. The one or two-player game is both genuinely entertaining and genuinely educational - with emphasis on delivering a fun learning experience. Players explore independently how a presidential campaign works. Players make the choices that influence the outcome of the game. They continue to learn and explore fundamental election concepts with the "LEARN MORE" content - all at their own pace.

Target Audience: students, social studies curriculum

Social Issues Addressed: news, public policy,

Purpose:
Players will role-play their own virtual candidates running for President. Players explore independently how a presidential campaign works. Players make the choices that influence the outcome of the game. They continue to learn and explore fundamental election concepts with the "LEARN MORE" content - all at their own pace.

Metrics:
How? Google Analytics

What outcomes have been measured? About 65% of all persons starting the game, will finish. We have the ability to know what schools are playing the game and how many times and how many completed games.


Press Coverage:
Numerous blogs, cable and education trades.

Press Release URL: http://www.ciconline.org/cicnews?p_p_id=62_INSTANCE_cR2x&p_p_action=0&p_p_state=maximized&p_p_mode=view&p_p_col_id=column-2&p_p_col_pos=3&p_p_col_count=4&_62_INSTANCE_cR2x_struts_action=/journal_articles/view&_62_INSTANCE_cR2x_and_operator=true&_62_INSTANCE_cR2x_searchArticleId=&_62_INSTANCE_cR2x_version=1.0&_62_INSTANCE_cR2x_groupId=&_62_INSTANCE_cR2x_name=&_62_INSTANCE_cR2x_description=&_62_INST


Public Contact Information
Name: Virginia Bramante
Email: vbramante@ciconline.org

Press Contact Name: Robin Scullin
Press Contact Email: rscullin@ciconline.org

Game Tags: elections, presidential elections, broadband games, broadband learning, elections, interactive learning, campaigns, virtual political game, campaigns and elections, presidential primaries, teaching politics, political education, teaching elections, teaching presidential races, online election games, adventure in politics, political process, political platforms, election games, elections simulation, pick the president, run for the Presidency, presidential debates

Where you can play this game: The game lives on the Cable in the Classroom servers and can be played by anyone with a high-speed internet connection. http://broadband.ciconline.org/elections




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The Redistricting Game
Game URL: www.redistrictinggame.org

Developer: USC Game Innovation Lab

Non-Profit: Annenberg Center for Communication

Release Date: June 7, 2007

Project Lead: Chris Swain

Funding Sources: Annenberg Center for Communications

Sponsors/In-kind donations: n/a

Budget:
Overall: 220,000
Secured: 220,000

Brief Description
The Redistricting Game educates, engages, and empowers citizens around the issue of congressional redistricting. As is illustrated in the game, our system is subject to a range of manipulations and helps fuel long-term political polarization in the U.S. Those empowered to change the system – congress - have the least incentive to do so.

Full Description
The Redistricting Game is designed to educate, engage, and empower citizens around the issue of political redistricting. Currently, the political system in most states allows the state legislators themselves to draw the lines. This system is subject to a wide range of abuses and manipulations that encourage incumbents to draw districts which protect their seats rather than risk an open contest. By exploring how the system works, as well as how open it is to abuse, The Redistricting Game allows players to experience the realities of one of the most important (yet least understood) aspects of our political system. The game provides a basic introduction to the redistricting system, allows players to explore the ways in which abuses can undermine the system, and provides info about reform initiatives - including a playable version of the Tanner Reform bill to demonstrate the ways that the system might be made more consistent with tenets of good governance. Beyond playing the game, the web site for The Redistricting Game provides a wealth of information about redistricting in every state as well as providing hands-on opportunities for civic engagement and political action. The developers of the game coordinated efforts with leading redistricting reform groups including FairVote.org, League of Women Voters, and the Campaign Legal Center.

Target Audience: U.S. voters, U.S. high school students

Social Issues Addressed: public policy, Redistricting,

Purpose:
The Redistricting Game lets players redistrict states using the rule of U.S. law as the in-game rules. The game also illustrates the implications of redistricting abuse via an in-game newspaper. The theory is that if people understand the broken nature of our current system - as learned by hands-on play - then they will be engaged enough to take civic action.

Metrics:
How? We measure transfer of knowledge and opinion changes via a post game survey. We also measure the number of letters sent to congress by players.

What outcomes have been measured? The game does influence people's attitudes however very few letters to congress have been generated by the game.


Press Coverage:
http://redistrictinggame.blogspot.com/

Press Release URL: sev.prnewswire.com/education/20070608/DCF05908062007-1.html


Public Contact Information
Name: Chris Swain
Email: christopherswain@yahoo.com

Press Contact Name: John Zollinger
Press Contact Email: jzollinger@cinema.usc.edu

Game Tags: politics, social change, redistricting, reform, Tanner Bill, HR 2642, John Tanner, FairVote.org, League of Women Voters, The Campaign Legal Center, Council for Excellence in Government

Where you can play this game: The game is free and plays directly in a web browser via http://www.redistrictinggame.org



Energyville
Game URL: www.willyoujoinus.com/energyville/

Developer: The Economist Group

Non-Profit:

Release Date: 2007

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Energyville represents the average industrialized city and its consumption of energy. Players must create energy sources in the present in order to create a sustainable future city in 2030.



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Social Issues Addressed: economics, environment,

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Name: Kate Cooke
Email: katecooke@economist.com

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Global Warming Interactive
Game URL: www.globalwarminginteractive.com/

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CO2FX is a web based multi-user educational game which explores the relationship of global warming to economic, political and science policy decisions. The game is driven by a systems dynamics model and is presented in a user friendly interface intended for the high school user.

Full Description
The Problem Climate change, the gradual warming of the earth’s climate due to increases in green house gases, is a complex process. The ultimate solution goes beyond curbing the emissions of gases and entails the social, political, and economic factors that underlie our modern industrialized societies. Our goal is to help students grasp the many dimensions of global warming. With funding from the National Science Foundation, we have created a prototype lesson that employs a novel approach to capture the complexity of the subject. Our Approach Our vehicle is a sophisticated web-based program with two interconnected components. The first is a dynamic model of global climate change that captures current thinking on the carbon cycle and fossil fuels. It produces estimates of the CO2 emissions in one or more countries over a period of 100 years. The model also takes into account social and economic variables such as development of alternative energy sources, taxes on carbon production, unemployment levels, and even public opinion. Understanding even this relatively simple model can be daunting so the model links to the second component, a web-based interactive game that serves as the intermediary. In this game students assume the role of scientific, policy, or economic advisor in a selected country. Their choices in these roles, how they allocate budgets, determine taxes, and protect land, is interpreted by the game and sent to the model. The model uses these values to recalculate the state of the county and globe. When it returns new values the game uses them to trigger the kinds of events you would expect in the real world. Did your fossil fuel use drop? You may get a complimentary email from the country’s president. Did your carbon tax cause a sharp increase in unemployment? You may see a video clip from the “Action Newsroom” showing popular discontent with your actions. Each role requires that students balance the needs of the job and the overall health of the country. The economic advisor wants to grow the GDP while the scientific advisor is trying to reduce dependence on fossil fuel and the policy advisor hopes to keep voters happy. Because the game allows for other countries, each with its own set of advisors, negotiations both domestic and global becomes an important path to eventual success. Where are we now? We have completed six months of development and have a prototype available for viewing. The prototype has one country (Brazil) linked to game. The prototype has undergone preliminary user testing in both Vermont and New York. Where are we going? We hope to win additional funding from NSF and other private sources to build out the game into a multi-country game that can be accessed by students in multiple classrooms and locations.

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Social Issues Addressed: environment,

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Budget Hero
Game URL: marketplace.publicradio.org/features/budget_hero/

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Non-Profit: Sloan Foundation, CPB, Woodrow Wilson International Center for Scholars

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Budget Hero seeks to provide a values- and fiscal-based lens for citizens to examine policy debates during this election year.

Full Description
Budget Hero seeks to provide a values- and fiscal-based lens for citizens to examine policy debates during this election year. Partisan messages tend to cloud the real issues at play during campaigns, and most candidates are loath to attach detailed financial impacts to solutions which make up their platform. Budget Hero provides an interactive experience involving policy options that have been extensively researched and vetted with non-partisan government and think tank experts to enable players to objectively evaluate candidates.

Target Audience: uring presidential campaigns, presidential candidates often talk about the policies they would enact once in office. Many voters decide who to cast their vote for based on these policy ideas. Yet the public rarely gets to see the cost of their proposals and the effect on the federal budget. Not so with Budget Hero. With Budget Hero, you can see how your policies and fiscal priorities match up with Sens. Barack Obama and John McCain. To earn a candidate badge, you must select at least two thirds of that candidate’s policies.

Social Issues Addressed: economics,

Purpose:
American Public Media has invested significant resources to ensure the budget model, policy impacts and pro/con arguments have been rigorously researched, expertly validated and represent non-partisan options. For more details behind our research, methodology, sources, as well as where to go to learn more, click on the Behind the #s tab.

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Name: General Information
Email: budgethero@americanpublicmedia.org

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Hush
Game URL: www.jamieantonisse.com/hush/

Developer: Jaimie Antonisse

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Hush is a game created by University of Southern California Interactive Media Division MFA students Jamie Antonisse and Devon Johnson in their fall 2007 Intermediate Game Design and Development course.



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Valium
Game URL: http://community.freespeech.org/user/buycheapvalium

Developer: ASwfeLkJuJyWs

Non-Profit: Valium

Release Date: WgqKJtyedHlXtOV

Project Lead: PVHIWyztrVNLYbFvaj

Funding Sources: Best Wishes!, Xanax online, mlgsg, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,

Budget:
Overall: OqppZEcdWinFVnD
Secured: SoBcEqwwUwc

Brief Description
Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,

Full Description
Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,

Target Audience: Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,

Social Issues Addressed:

Purpose:
Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,

Metrics:
How? Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,

What outcomes have been measured? Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,


Press Coverage:
Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,

Press Release URL: http://community.freespeech.org/user/buycheapvalium


Public Contact Information
Name: Valium
Email: delta@gagmail.com

Press Contact Name: Valium
Press Contact Email: delta@gagmail.com

Game Tags: Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,

Where you can play this game: Best Wishes!, Xanax online, mlgsg, Buy Tramadol, 570992, Generic Viagra, 154, Generic Cialis, 358435, Buy Cialis, 8[,



Homeless: it's no game
Game URL: wetcoast.org/games/homeless/homeless.swf

Developer: Terry Lavender

Non-Profit:

Release Date: 2006

Project Lead: Terry Lavender

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Brief Description
A simplification of homelessness and the people forced into that situation. Purpose to raise awareness of homelessness and to encourage people to learn more about the homeless and their problems.

Full Description
Future Plans The next version will include more meaningful interactions, an expanded board game (including a clear distinction between streets and alleyways) and more visuals. Localization, taking into account the ways different societies react to homeless people, will also be added, as will a choice of characters (with different strengths, weaknesses and backstories). Other suggestions are welcome! If you're interested in adapting it to your own purposes or improving the code, please email me at mail@homelessgame.net.

Target Audience:

Social Issues Addressed: poverty,

Purpose:
I created this game for a graduate-level course on game design I took at the School of Interactive Arts and Technology at Simon Fraser University*. The intent of the game (and the associated survey) is to raise awareness of the situation faced by the homeless, as well as to aid in my research into the effectiveness of so-called "serious" videogames.

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testing captchas!
Game URL: http://wlsdjf.com

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phoebe testing bad cpatcha
Game URL: http://badcaptchas.com

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Catchment Detox
Game URL: http://catchmentdetox.net.au

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The online game was developed to support learning about environmental issues and management of catchments. It was released during Australia's National Science Week August 2008.



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counter strike
Game URL: hjjojoj

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TallyDog Circle of Friends
Game URL: www.tallydog.com

Developer: Chester Godsy

Non-Profit:

Release Date: 10-14-2008

Project Lead: Chester Godsy

Funding Sources: private

Sponsors/In-kind donations: none

Budget:
Overall: < 10,000
Secured: < 10,000

Brief Description
TallyDog Circle of Friends is a mobile phone game. Match the dogs on the inner circle with those on the outer circle. The inner circle rotates. You choose when to stop the rotation and try for the most matches. Press the center key, or 0-9,* or # to stop the spin. Easier modes get more retries.

Full Description
TallyDog Circle of Friends is a mobile phone game. Match the dogs on the inner circle with those on the outer circle. The inner circle rotates. You choose when to stop the rotation and try for the most matches. Press the center key, or 0-9,* or # to stop the spin. Easier modes get more retries. Each screen presented is different from the last. Each screen has a different number of matches available. The layout of new screens is determined randomly when a new screen is created. When you stop the inner wheel the game shows you how many matches you have and if you are playing in a mode with retries the game shows you your highest number of picks so far. This game combines both skill and luck to produce the best possible scores. Easy mode is fun and relaxing to play, no pressure of time limits and you are given extra chances to pick. Harder modes allow for greater challenges for those who want to test their skills.

Target Audience: Casual Games

Social Issues Addressed: Animals/ Pets,

Purpose:
The game title "TallyDog Circle of Friends" suggests that our pets can be some of our closest friends. This game sponsor's that one simple idea in a fun and relaxing way.

Metrics:
How? none

What outcomes have been measured? none


Press Coverage:


Press Release URL: www.tallydog.com


Public Contact Information
Name: Chester Godsy
Email: godsyabc@sbcglobal.net

Press Contact Name: Chester Godsy
Press Contact Email: godsyabc@sbcglobal.net

Game Tags: TallyDog, Tally Dog, TallyDog Games, Tally Dog Games, TallyDog Mobile Games, Tally Dog Mobile Games,talliedog, tallie dog, tallieDog games, tallie dog games, Circle Of Friends, Circle, of, Friends,

Where you can play this game: It can be played on the website as a demo version or on mobile phones.



war of god
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Food Detectives Fight BAC
Game URL: www.fooddetectives.org/trailer.html

Developer: New Mexico State University Media Productions

Non-Profit: Fight BAC

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The Food Detectives Fight BAC!® game gives kids a fun way to learn about foodborne illness.

Full Description
The Food Detectives Fight BAC!® game gives kids a fun way to learn about foodborne illness. More and more, foodborne illness is making news headlines. According to the Center for Disease Control and Prevention (CDC), foodborne illnesses in the United States affect millions of people and cause thousands of deaths every year. The CDC says 300,000 people are hospitalized every year. You can learn more by going to BAC!® Facts.

Target Audience: Kids

Social Issues Addressed: public health,

Purpose:
The Food Detectives Fight BAC!® game gives kids a fun way to learn about foodborne illness.

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Press Release URL: http://www.fightbac.org/content/view/4/13/


Public Contact Information
Name: Fight BAC info
Email: info@fightbac.org

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Fat World
Game URL: www.fatworld.org/

Developer: Persuasive Games

Non-Profit: PBS, CPB funding, content

Release Date:

Project Lead: Ian Bogost

Funding Sources: CPB

Sponsors/In-kind donations: PBS

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FATWORLD is a video game about the politics of nutrition. It explores the relationships between obesity, nutrition, and socioeconomics in the contemporary U.S.

Full Description
Existing approaches to nutrition advocacy fail to communicate the aggregate effect of everyday health practices. It's one thing to explain that daily exercise and nutrition are important, but people, young and old, have a very hard time wrapping their heads around outcomes five, 10, 50 years away. You can choose starting weights and health conditions, including predispositions towards ailments like diabetes, heart disease, or food allergies. You'll have to construct menus and recipes, decide what to eat and what to avoid, exercise (or not), and run a restaurant business to serve the members of your community. FATWORLD comes with numerous foods, recipes, and meal plans, or players can create their own from the foods in their pantry or their imaginations. FATWORLD is the fifth project to emerge from ITVS's Electric Shadows initiative, a special fund for innovative Web-original projects that offer untold, provocative stories by today's independent storytellers. Electric Shadows projects include: OFF THE MAP, the Webby Award-winning site that takes users on a multimedia tour of works by backyard visionary artists; BEYOND THE FIRE which explores the human cost of war through the stories of 15 teenage refugees; FACE TO FACE, connecting the experiences of Japanese Americans in the aftermath of Pearl Harbor with those confronting Arab and Muslim Americans in a post- 9-11 America; and CIRCLE OF STORIES where Native culture bearers guide users through the art, heritage and legacy of the Native American oral tradition. The 2007, the alternate reality game WORLD WITHOUT OIL, created a global oil shock and enlisted the world�s collective imagination to document the crisis with blogs, videos and images. ITVS Interactive developed a special Electric Shadows call for proposals targeting independent game developers. FATWORLD was the top project selected by a panel of game industry leaders and marks the first online video game funded by ITVS. All Electric Shadows projects are available online as a special feature of the Independent Lens site at PBS.org.

Target Audience: Children

Social Issues Addressed: public health,

Purpose:
The game's goal is not to tell people what to eat or how to exercise, but to demonstrate the complex, interwoven relationships between nutrition and factors like budgets, the physical world, subsidies, and regulations.

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Stop Disasters
Game URL: www.stopdisastersgame.org/en/

Developer: Playerthree

Non-Profit: UN/ISDR

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Funding Sources: ISDR

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Disaster prevention awareness on a grand scale. This game for the UN ISDR tackles the very real issue around the World of saving lives and reducing the financial impact that natural hazards cause when they turn into disasters.

Full Description
Disaster prevention awareness on a grand scale. This game for the UN ISDR tackles the very real issue around the World of saving lives and reducing the financial impact that natural hazards cause when they turn into disasters. the aim of this game is simply to raise awareness of how disasters affect people every day and how often very simple measures can save many lives. Whether you call it serious gaming or 'edutainment', projects such as these are tough to get balanced, as too many facts turn people off and too much 'fun' lessens the gravity of the subject matter. Aimed primarily at secondary level education, the game is delivered using flash 7 via the web to allow access to as many people around the World as possible. The whole project is XML driven so that by October it will be translated into the UN's five major languages to broaden it's appeal and reach even further. There was a vast amount of information to absorb and try to distill into a 'Sim City' style game in such a way that players aren't bombarded with facts but can discover information as they try to achieve their goals. Playerthree designed and built the whole thing, including the associated website to provide support, information and score tables for the game. The ISDR's role within the UN is to raise awareness of disaster prevention and help save lives... using an online game to appeal to a young yet influencial audience is strong recognition of how people around the globe are spending their time online

Target Audience: Primarily at secondary level education

Social Issues Addressed: public health,

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Whack TB
Game URL: www.whacktb.org/

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Non-Profit: Families USA

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Families USA's Global Health Initiative works to increase U.S. support for research into diseases like TB - diseases that destroy lives and economies in developing countries. We believe that the United States can and must join the fight against TB, HIV/AIDS, malaria and neglected tropical diseases. We can help by investing in the development of better drugs and vaccines through the National Institutes of Health and the Centers for Disease Control and Prevention (and other agencies). The Global Health Initiative is a part of Families USA, a national nonprofit organization dedicated to achieving high quality, affordable health care for all.

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SimEP (Solid Waste Management Computer Game)
Game URL: www.swmgame.org

Developer: Hong Kong Productivity Council

Non-Profit: Funded & promoted by The Government of the Hong Kong Special Administrative Region, Environmental Protection Department. To encourage the public to t

Release Date: 18 October 2007

Project Lead: The Government of the Hong Kong Special Administrative Region, Environmental Protection Department.

Funding Sources: Funded by The Government of the Hong Kong Special Administrative Region, Environmental Protection Department

Sponsors/In-kind donations: N/A

Budget:
Overall: HK$400,000.00
Secured: N/A

Brief Description
SimEP is an online RPG game with six characters in a family setting which aims to inspire every citizen to lead a greener lifestyle. Through this game, the public will be able to appreciate the growing waste problem, how they can play a role in addressing the problem through waste reduction, re-use and recovery.

Full Description
Protecting the environment is every citizen’s responsibility. Through promoting a sustainable EP lifestyle, this online RPG game (SimEP) helps to inspire every citizen to become an “environmental protection ambassador”. Available data shows that Hong Kong’s existing landfills will be full within the next decade one by one. Indeed, this is an urgent issue that needs to be addressed. We throw away 17,000 tonnes of solid waste every day in Hong Kong, a colossal load that takes 340 double-decker buses to transport. It is high time to do some serious thinking. What are we going to do with our solid waste when the landfills are full? You can start reducing waste by changing your daily habits. In Sim EP, you “the EP Citizen” have a goal to preserve and cherish your existing living environment and extend the life of landfills by arresting the growth of solid waste. As long as we join hands, we can all enjoy a cleaner, healthier and more pleasant living environment. We must not allow the environment to deteriorate. Each of us is obliged to do his part to protect the environment. You can decide the living environment of the EP City---clean, healthy and pleasant or totally messy. The choice is all in your hands.

Target Audience: General public in Hong Kong

Social Issues Addressed: environment,

Purpose:
To educate all populace in Hong Kong particular the youngsters to understand that Hong Kong has an imminent waste problem and learn how our mindsets and daily habits in real life can change for a better environment for Hong Kong.

Metrics:
How? To attract players visiting the game regularly to learn so they can imbibe more EP knowledge and put facts into real life practice. To date, there are over 13,000 registered users.

What outcomes have been measured? There is no specific supporting data for this area.


Press Coverage:
Official release by The Government of the Hong Kong Special Administrative Region, Environmental Protection Department.

Press Release URL: http://www.epd.gov.hk/epd/english/news_events/press/press_071018a.html


Public Contact Information
Name: Jessica Nan
Email: jessican@hkpc.org

Press Contact Name: Catherine Tsui
Press Contact Email: cattsui@hkpc.org

Game Tags: N/A

Where you can play this game: In Hong Kong. Anywhere around the world with internet access.




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phoebe testing games again
Game URL: http://clicko nsldfkjs dlfkjs fldskjf

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Against All Odds
Game URL: www.playagainstallodds.com/

Developer: UNHCR: The UN Refugee Agency

Non-Profit: UNHCR,

Release Date:

Project Lead: Paregos AB, UNHCR, TicTac Interactive

Funding Sources: Microsoft, Ericsson, Datareal AB provided support

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Brief Description
Against All Odds is about the global refugee experience from the time people are forced to leave their countries of origin to the beginning of their new life abroad.



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Social Issues Addressed: global conflict, human rights,

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Where you can play this game: The game lives online and it can be played at: http://www.playagainstallodds.com/



Heifer Village Nepal
Game URL: www.heifervillage.org/nepal/

Developer: Heifer International

Non-Profit: Heifer International

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In this game you learn about the impact goats can have on a small Nepalese village.



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Social Issues Addressed: poverty,

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Akrasia
Game URL: gambit.mit.edu/loadgame/akrasia.php

Developer: Doris Rusch

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Akrasia is a single-player game that challenges game conventions and is intended to make the player think and reflect. It is based on the abstract concept of addiction, which is expressed metaphorically throughout the game.

Full Description
The game is set in a maze that represents the mind. The maze has two states – a normal and a psychedelic state. To enter the game, the player has to collect a pill-shaped object and thus enters the game as "addict". From "chasing the dragon" and the experience of dependency to working your way through "cold turkey stage" where willpower is mapped onto navigation skills, this game models the essential dimensions of the addiction gestalt as identified by its creators. Depending on player behavior and choice, the game can have various outcomes that reflect this behavior. Someone who tries to shake the habit as quickly as possible will find herself in a different situation at the end of the game than someone who indulged in chasing the high. Unlike many other games where the player is forced to learn a specific behavior in order to win the game, this game gives the player a lot of freedom in regard to the realization of the game as text. The interpretation of the game is different depending on how the game is played, thus Akrasia is a prime example of a dynamic, player-dependent meaning generation. The game is meant to be played several times until all the connections between its various elements – the high-score, the life bar with its symbols, the two creatures that inhabit the maze in its two states, etc. – are decoded and its underlying meaning reveals itself. But although every single element in the game supports one specific reading, the beauty of Akrasia is its interpretative richness. All the elements in the game make sense in regard to one reading, but it is not the only possible one. The experiences that shall be conveyed in every single stage of the game do not only fit one experiential gestalt, but a variety of structurally similar experiences. Akrasia takes the notion of "meaningful games" to the next level. Play it, experience it and put on your thinking cap.

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Social Issues Addressed: public health,

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Where you can play this game: The game can be downloaded online. Requirements: Windows 2000/XP/Vista (Windows XP recommended) 700 MHz Pentium III or equivalent 512 MB of RAM 64 MB 3D video card 36 MB HD space



GumBeat
Game URL: gambit.mit.edu/loadgame/gumbeat.php

Developer: GAMBIT-MIT Lab

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In the world of GumBeat, you take the role of a defiant teenage girl who musters up the courage to stand up against the oppressive government.

Full Description
Bubble gum is outlawed across the city! Anyone spotted chewing gum is severely beaten up. But oh, how unfair it is to prevent citizens to enjoy the sweet taste of bubble gum. In this fun and lively casual game, blow bubble gum and gather enough supporters to your cause to topple the anti-gum government. Are you up to the task? GumBeat is a casual Flash game built with the objective of weaving the ideas of political oppression into the heart of gameplay. Commercial games intended for fun rarely deal with the topic of political oppression, but GumBeat seeks to address this topic in a simple, engaging way. By casting the player in the roleof a normal civilian and setting the game in a police state where fun behavior is outlawed, GumBeat seeks to give a fresh take on how simple gameplay can engage with complex ideas.

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Where you can play this game: GumBeat can be downloaded online and requires: CPU: Intel Pentium 4 2.8 GHz or AMD(R) Athlon(TM) 64 3200+ processor Video Card: Nvidia GeForce 6600 (256mb) or better / ATI Radeon x1600 series or better (256mb) RAM: 512MB (1GB for Windows Vista) Hard Disk Space: 10MB for installation OS: Windows XP or Windows Vista Download Size: Approx. 6MB



The Garbage Game
Game URL: www.gothamgazette.com/games/garbage.php

Developer: Gotham Gazette

Non-Profit: Citizens Union Foundation

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Project Lead: Courtney Gross, Amanda B Hickman, Chaleampon Oates Ritthichai, Gail Robinson

Funding Sources: Funding by the John and James L. Knight Foundation

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The Garbage Game allows you to make decisions that effect waste management in New York and helps you understand the funding and distribution issues in order to make educated voting decisions.



Target Audience: New Yorkers

Social Issues Addressed: environment, news, public health,

Purpose:
Educated voters.

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Where you can play this game: This game lives and can be played online.



Traces of Hope
Game URL: www.tracesofhope.com/

Developer: British Red Cross

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Vicious war in Northern Uganda has destroyed Joseph’s home and torn his family apart. He has one goal, to find out from the Red Cross if his mother is alive or dead.

Full Description
Reunite Joseph with his mum in our online game One morning five years ago, 16-year-old Joseph’s village in Northern Uganda was attacked and his father and sister were killed. Hundreds of people from nearby towns and villages fled the violence and, in the chaos, Joseph lost sight of his mother. He had to keep walking until he found safety in a camp for displaced people but he never stopped looking for her. This story is based on tragic events that have happened to real people in any number of conflicts around the world. Joseph’s story forms the basis of an online game, called Traces of Hope, developed by the British Red Cross as part of Civilians and Conflict Month in October 2008. Time is running out to reunite Joseph with his mother – only you can help him by playing Traces of Hope.

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Social Issues Addressed: global conflict,

Purpose:
Fundraising and awareness building.

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Where you can play this game: This game is an ARG. Register online: http://www.tracesofhope.com/




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Laadli
Game URL: http://www.zapakgirls.com/gameplay/1985/21/Premium-Games/Laadli

Developer: Zapak Digital Entertainment Limited

Non-Profit: Population First

Release Date: 10/05/2008

Project Lead: Yashraj Vakil, Saishree Ashwin, Tarun Durga

Funding Sources: Zapak Digital Entertainment Limited

Sponsors/In-kind donations: No Funding

Budget:
Overall: 5000
Secured: 5000

Brief Description
Zapak.com joined hand with Population First, a Mumbai-based NGO, for developing the game ‘Laadli’ on generating awareness against sex selection and female foeticide.

Full Description
Zapak.com intends to educate and engage people of all ages on pressing social issues.Zapak.com joined hand with Population First, a Mumbai-based NGO, for developing the game ‘Laadli’ on generating awareness against sex selection and female foeticide which won Zapak.com the UNFPA- National Creative Excellence Awards for Social Change in June 2008.Earlier Zapak also launched ‘Play it Safe’, a game supporting AIDS awareness. Play it Safe was launched on World AIDS Day on December 1, 2007.

Target Audience: Intenet user in india in the age bracket 13 - 35

Social Issues Addressed: spread message on issues as serious as sex identification and female foeticide in India.,

Purpose:
spreading awareness on abolishing sex identification and female foeticide from the society in India.

Metrics:
How? We are measuring results based on Game Plays

What outcomes have been measured? 5,23,746 gamers have played the laadli game in India


Press Coverage:
http://www.techszone.com/en/gaming/169-laadli-the-social-game-for-a-social-cause-from-zapak.html

Press Release URL:


Public Contact Information
Name: Saishree Ashwin
Email: saishree.ashwin@zapak-corp.com

Press Contact Name: Richa Anand
Press Contact Email: richa.anand@zapak-corp.com

Game Tags: Social Awarness, female foeticide, abolishing sex identification of un born child.

Where you can play this game: Yes the game is currently live on Zapakgirls.com the URL - http://www.zapakgirls.com/gameplay/1985/21/Premium-Games/Laadli



adding audience check boxes
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Aiyiti
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madison
Game URL: maddiecat

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TallyDog Rescue
Game URL: www.TallyDog.com

Developer: Alan Godsy

Non-Profit:

Release Date: 11-17-2008

Project Lead: Alan Godsy

Funding Sources: Private

Sponsors/In-kind donations: none

Budget:
Overall: 10,000
Secured: 10,000

Brief Description
In this game you are a TallyDog. TallyDog finds homes for the sad dogs and cats that are homeless. The homeless dogs and cats will follow you to potential homes if you have a treat.

Full Description
In this game you are a TallyDog. TallyDog finds homes for the sad dogs and cats that are homeless. The homeless dogs and cats will follow you to potential homes if you have a treat.

Target Audience:

Social Issues Addressed: Pet Rescue and Adoption,

Purpose:
Can you imagine being homeless? Is it possible to realize how cold rain would feel on your skin, or what a constantly empty, rumbling stomach would feel like? What is any life worth without love? TallyDog addresses the problem of homeless pets in a fun way, by letting you, the player, be in charge of finding permanent, loving homes for dogs and cats who have been cast out onto the streets. All it takes is someone who cares. TallyDog cares. It is the hope of the creators of TallyDog Rescue to raise awareness of the plight of homeless pets throughout the world. It starts with awareness, and passion. The rest is up to all of us.

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Press Coverage:
www.tallydog.com

Press Release URL: www.tallydog.com


Public Contact Information
Name: Alan Godsy
Email: godsyabc@sbcglobal.net

Press Contact Name: Alan Godsy
Press Contact Email: godsyabc@sbcglobal.net

Game Tags: TallyDog Games, Tally Dog Games, TallyDog Mobile Games, Tally Dog Mobile Games, TallyDog Rescue, Adoption, Adoptions,Pet, Dog, Cat, Dogs, Cats,

Where you can play this game: www.tallydog.com It can be played online in a webpage, or it can be played on mobile phones that have Java.



sam
Game URL: Mia

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maaveupx
Game URL: http://biszomsg.com

Developer: maaveupx

Non-Profit: maaveupx

Release Date: maaveupx

Project Lead: maaveupx

Funding Sources: maaveupx

Sponsors/In-kind donations: maaveupx

Budget:
Overall: maaveupx
Secured: maaveupx

Brief Description
[URL=http://iyevbzli.com]ifreulwp[/URL] iwmgpuwc http://nlthdjei.com yutaiyqt brqpbgdt fndupsrd

Full Description
[URL=http://iyevbzli.com]ifreulwp[/URL] iwmgpuwc http://nlthdjei.com yutaiyqt brqpbgdt fndupsrd

Target Audience:

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Purpose:
maaveupx

Metrics:
How? maaveupx

What outcomes have been measured? [URL=http://iyevbzli.com]ifreulwp[/URL] iwmgpuwc http://nlthdjei.com yutaiyqt brqpbgdt fndupsrd


Press Coverage:
50

Press Release URL: http://biszomsg.com


Public Contact Information
Name: maaveupx
Email: orfmtphr@raiuqmvy.com

Press Contact Name: maaveupx
Press Contact Email: orfmtphr@raiuqmvy.com

Game Tags: maaveupx

Where you can play this game: twxgfkak, roheykzz



Global Conflicts: Latin America
Game URL: www.globalconflicts.eu

Developer: Serious Games Interactive

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Release Date: October 23 2008

Project Lead: Simon Egenfeldt-Nielsen

Funding Sources: Danida, EU Media, own funding

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Global Conflicts: Latin America allows you to experience the everyday challenges facing people living in one of the world’s most turbulent and violent regions. Explore how human rights violations, debt slavery, corruption, trafficking of humans, and pollution threaten the existence of untold numbers of people.

Full Description
Global Conflicts: Latin America (GC:LA) is a 3D- computer game designed to let players explore key problems in Latin American countries. The Latin American region is one of the most turbulent, violent, and poverty-striken places in the world, yet we rarely hear anything about the nations that struggle with the remnants of paramilitary rule, extreme poverty, and exploitation of the population. In a region where politicians and police are feared rather than trusted, desperation runs rampant and all too often the results are terrible. In GC:LA, players assume the role of an investigative journalist on assignment in Bolivia, Guatemala, and Mexico where human rights violations, debt slavery, corruption, trafficking of humans, and pollution threaten the existence of untold numbers of people. Players will experience situations taken form real life and develop an understanding of the conditions under which millions live. The goal of the game is to gather information to be used in confrontational interviews with people central to the conflict. When they are done, players will be given a rating so they might see how well they have done in gathering information and used this to push people to get confessions for their article.

Target Audience:

Social Issues Addressed: environment, global conflict, human rights, news,

Purpose:
Informing and educating students about the key challenges facing people living in many Latin American countries.

Metrics:
How? Number of school purchases and qualitative surveys at selected schools

What outcomes have been measured? No surveys has been conducted yet.


Press Coverage:


Press Release URL: www.seriousgames.dk/new/press.php


Public Contact Information
Name: Mikkel Lucas Overby
Email: info@seriousgames.dk

Press Contact Name: Mikkel Lucas Overby
Press Contact Email: press@seriousgames.dk

Game Tags: Human rights Corruption Pollution Trafficking Border crossings

Where you can play this game: Visit www.globalconflicts.eu to play the demoo



Heifer Virtual Village: Nepal
Game URL: http://heifervillage.org/nepal/

Developer: ForgeFX Heifer Virtual Village: Nepal - Simulation Team

Non-Profit: Heifer and Beaconfire

Release Date: June 2008

Project Lead: Greg Meyers

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Brief Description
Heifer Virtual Village: Nepal is browser-based real-time 3D simulation where the player's character must navigate a virtual Nepalese environment, interact with other characters in the village, and correctly complete tasks associated with the game's goal.

Full Description
In this Serious Game For Change you find yourself in a the simulated village where a few are prosperous, but most struggle with hunger and poverty. The player is Esha, a young girl from a poor family. Your mother's dearest wish is to somehow acquire a goat. A goat would provide your family with milk and the means of making money, which would allow Esha to go to school. Acquiring micro-loans and building animal pens are some of the activities the player engages in while playing the game. By demonstrating some of these activities in an online virtual world, Heifer hopes that the spirit of goodwill that ripples through communities as animals are passed on, will also be spread to some degree digitally.

Target Audience:

Social Issues Addressed: poverty,

Purpose:
Heifer's program of Passing the Gift allows families and individuals who have received animals and education to become donors themselves. In the simulated village, the player's goal is to receive a goat from a neighbor and in the progress learn and understand the challenges that face people in villages like this in Nepal. As the player moves through the simulation, learning about solutions to hunger and poverty, they are able to use their knowledge as building blocks to advance the lives of the characters in the virtual world. Before a player is able to acquire a goat for the family, they must first acquire a loan and build a grazing pen. This pre-requisite system ensures a player will cover all of the material covered in the game, but allows them to interact and progress at their own rate.

Metrics:
How? Site traffic analysis, Google analytics, donations

What outcomes have been measured?


Press Coverage:
http://elianealhadeff.blogspot.com/2008/10/heifer-village-nepal-serious-games.html http://seriousgamesportal.blogspot.com/2008/10/heifer-village-nepal-serious-games.htm

Press Release URL:


Public Contact Information
Name: Greg Meyers
Email: gmeyers@forgefx.com

Press Contact Name: Greg Meyers
Press Contact Email: gmeyers@forgefx.com

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Where you can play this game: http://heifervillage.org/nepal/




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Oiligarchy
Game URL: http://www.molleindustria.org/en/oiligarchy

Developer: molleindustria

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Release Date: 11/9/2008

Project Lead: Paolo Pedercini

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Sponsors/In-kind donations: Addicting Games Sponsorship

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Brief Description
Oiligarchy is a playable commentary on the oil industry. The player takes the role of an "oiligarch" managing the extraction business in the homeland and overseas.

Full Description
Oiligarchy is a playable commentary on the oil industry. The player takes the role of an "oiligarch" managing the extraction business in the homeland and overseas and lobbies the government to keep the carbon-fossil based economy as profitable as possible. Oiligarchy can be considered an extended business sim/tycoon game since the player makes decisions and performs actions that are not always in the domain of business.

Target Audience:

Social Issues Addressed: economics, environment, global conflict, human rights, news,

Purpose:
An extensive explanation can be found here http://www.molleindustria.org/oiligarchy-postmortem

Metrics:
How? Qualitative and quantitative feedback from the casual games portals.

What outcomes have been measured? 2 Millions plays in the first two weeks. Generally positive reactions and many non-trivial discussions among players.


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Public Contact Information
Name: Paolo Pedercini
Email: paolo@molleindustria.it

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Game Tags: oil, management, tycoon, activism, peak oil

Where you can play this game: Online on every flash game portals.




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Heifer Virtual Village: Nepal
Game URL: http://heifervillage.org/nepal/

Developer: Greg Meyers | gmeyers@forgefx.com | 415-788-5725

Non-Profit: Heifer International

Release Date: June 2008

Project Lead: Greg Meyers

Funding Sources: Heifer International

Sponsors/In-kind donations: None

Budget:
Overall:
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Brief Description
Heifer Virtual Village: Nepal is a browser-based real-time 3D simulation where the player's character must navigate a virtual Nepalese environment, interact with other characters in the village, and correctly complete tasks associated with the game's goal.

Full Description
In this Serious Game For Change you find yourself in a simulated village where few people are prosperous, but most struggle with hunger and poverty. The player is Esha, a young girl from a poor family. Her mother's dearest wish is to somehow acquire a goat. A goat would provide her family with milk and the means of making money, which would allow Esha to go to school. Acquiring micro-loans and building animal pens are some of the activities the player engages in while playing the game. By demonstrating some of these activities in an online virtual world, Heifer hopes that the spirit of goodwill that ripples through communities as animals are passed on, will also be spread to some degree digitally.

Target Audience:

Social Issues Addressed: economics, poverty,

Purpose:
Solutions to hunger and poverty are focused on in the game. Collecting fuel, organizing community centers, acquiring micro-loans, building zero-grazing pens, and acquiring livestock are some of the issues the game deals with.

Metrics:
How? No results are being measured yet, though we are hoping to receive feedback and hopefully see an increase in donations to Heifer International.

What outcomes have been measured? None


Press Coverage:
http://elianealhadeff.blogspot.com/2008/10/heifer-village-nepal-serious-games.html http://seriousgamesportal.blogspot.com/2008/10/heifer-village-nepal-serious-games.html

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Public Contact Information
Name: ForgeFX
Email: info@forgefx.com

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Game Tags: Heifer Village, ForgeFX, poverty, hunger, economics, cow, goat, goodwill, good will, micro-loans, community centers

Where you can play this game: http://heifervillage.org/nepal/



Heifer Virtual Village: Nepal
Game URL: http://heifervillage.org/nepal/

Developer: Greg Meyers | gmeyers@forgefx.com | 415-788-5725

Non-Profit: Heifer International

Release Date: June 2008

Project Lead: Greg Meyers

Funding Sources: Heifer International

Sponsors/In-kind donations: None

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Brief Description
Heifer Virtual Village: Nepal is a browser-based real-time 3D simulation where the player's character must navigate a virtual Nepalese environment, interact with other characters in the village, and correctly complete tasks associated with the game's goal.

Full Description
In this Serious Game For Change you find yourself in a simulated village where few people are prosperous, but most struggle with hunger and poverty. The player is Esha, a young girl from a poor family. Her mother's dearest wish is to somehow acquire a goat. A goat would provide her family with milk and the means of making money, which would allow Esha to go to school. Acquiring micro-loans and building animal pens are some of the activities the player engages in while playing the game. By demonstrating some of these activities in an online virtual world, Heifer hopes that the spirit of goodwill that ripples through communities as animals are passed on, will also be spread to some degree digitally.

Target Audience:

Social Issues Addressed: economics, poverty,

Purpose:
Solutions to hunger and poverty are focused on in the game. Collecting fuel, organizing community centers, acquiring micro-loans, building zero-grazing pens, and acquiring livestock are some of the issues the game deals with.

Metrics:
How? No results are being measured yet, though we are hoping to receive feedback and hopefully see an increase in donations to Heifer International.

What outcomes have been measured? None


Press Coverage:
http://elianealhadeff.blogspot.com/2008/10/heifer-village-nepal-serious-games.html http://seriousgamesportal.blogspot.com/2008/10/heifer-village-nepal-serious-games.html

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Public Contact Information
Name: ForgeFX
Email: info@forgefx.com

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Game Tags: Heifer Village, ForgeFX, poverty, hunger, economics, cow, goat, goodwill, good will, micro-loans, community centers

Where you can play this game: http://heifervillage.org/nepal/




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MIke jackson
Game URL: www.woundedemail.com

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nationstates 2
Game URL: http://nationstates2.com

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It is a country sim game that allows platers to make any country they what. nationstates 2 is still the beta stage but nationstates 1 has had millons of nations and will still run after nationstates is all done



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test games
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tjqwvpm
Game URL: http://hqmxlepjhgjb.com/

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2xyqqc zbgxgwqnsnhp, [url=http://xtrcmutphgwa.com/]xtrcmutphgwa[/url], [link=http://qcqgghcfclue.com/]qcqgghcfclue[/link], http://tvkscdylgjpw.com/



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Oiligarchy
Game URL: http://www.molleindustria.org/en/oiligarchy

Developer: molleindustria

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Release Date: 11/9/2008

Project Lead: Paolo Pedercini

Funding Sources: Addicting Games

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Now you can be the protagonist of the petroleum era: explore and drill around the world, corrupt politicians, stop alternative energies and increase the oil addiction. Be sure to have fun before the resources begin to deplete.

Full Description
Oiligarchy is a playable commentary on the oil industry. The player takes the role of an "oiligarch" managing the extraction business in the homeland and overseas and lobbies the government to keep the carbon-fossil based economy as profitable as possible. Oiligarchy can be considered an extended business sim/tycoon game since the player makes decisions and performs actions that are not always in the domain of business. This mixed gameplay is meant to highlight the intricate relations between war, politics, and energy corporations. The purely economical activities range from finding new oil fields to building extraction plants and managing resources. As domestic resources decline, the player is forced to expand their business in foreign countries to meet the demands of the market. The overseas operations could require the political or military support from the government and various crisis management actions.

Target Audience:

Social Issues Addressed: economics, environment, global conflict, human rights,

Purpose:
http://www.molleindustria.org/oiligarchy-postmortem

Metrics:
How?

What outcomes have been measured? About 3 millions plays during the first month


Press Coverage:
http://www.guardian.co.uk/technology/2008/nov/25/games-oiligarchy http://www.livemint.com/2008/12/17120059/Top-10-Games-for-2008.html?pg=1 http://www.neural.it/art/2008/11/oiligarchy_playing_with_the_oi.phtml http://www.lastampa.it/_web/cmstp/tmplrubriche/giochi/grubrica.asp?ID_blog=35&ID_articolo=462&ID_sezione=50&sezione=Over Game

Press Release URL: we don't send press releases


Public Contact Information
Name: Paolo Pedercini
Email: paolo@molleindustria.it

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Game Tags: peak oil, depletion, resources, environment, sustainability, lobby, politics

Where you can play this game: online, on every flash game portal




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Donkey John and the great oil grab
Game URL: www.donkeyjohn.com

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A good satire based on a classic from video gaming history. Draws attention to an issue confronting Asia's poorest nation - East Timor.



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king kong
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Bejeweled and Bejeweled 2
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they are very good games to play and they will work your brain very hard and also they are fun!!



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phoebe_testing_new_game submittions FORM
Game URL: http://myurle.com

Developer: phoebe's company

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phoebe testing new Game Submit Form
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Polyglot Cubed
Game URL: http://www.PolyglotGame.com

Developer: Lindsay Grace

Non-Profit:

Release Date: 9/2008

Project Lead: Lindsay Grace

Funding Sources: none

Sponsors/In-kind donations: none

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Overall: 0.00
Secured: 0.00

Brief Description
Polyglot3 is an educational game prototype for learning languages. The highly modular system was designed at the University of Illinois, Chicago to aid in the retention of listening vocabulary. The game is designed to be modified so that people can learn other people’s language.

Full Description
Polyglot is an educational game prototype for learning languages. It is designed to entertain while enforcing language comprehension. The highly modular system was designed at the University of Illinois, Chicago to aid in the retention of listening vocabulary. Polyglot can be used to improve comprehension of a variety of languages with minimal training. The game is designed around 6 rooms of floating, cubicle tiles. Each tile is assigned a foreign language word, and a pictographic representation of that word. The cubes are clustered by topic, usage, or form of speech to encourage contextual recognition and aid visual memory. The player must match the spoken word with the cube that corresponds to it. http://www.PolyglotGame.com

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Social Issues Addressed: Language Preservation and Retention,

Purpose:
Improving people’s ability to communicate with each other and preserve their language. The hope is that people will create their own games to teach others a few key words from their language. The idea is influenced by my work with Dr Jonathan Amith to preserve an indigenous language Nahautl in Mexico. Simply, bridging language gaps :)

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Press Coverage:
http://www.gamasutra.com/php-bin/news_index.php?story=21467 http://www.igf.com/php-bin/entry2009.php?id=749 http://meaningfulplay.msu.edu/games.html http://www.igf.com/php-bin/entry2009.php?id=749

Press Release URL: http://www.polyglotgame.com/about.htm


Public Contact Information
Name: Lindsay Grace
Email: LGRace@LGrace.com

Press Contact Name: Lindsay Grace
Press Contact Email: LGrace@LGrace.com

Game Tags: Language, Cape Verde, Nahuatl, Language Learning

Where you can play this game: http://www.polyglotgame.com/download.htm



Polyglot Cubed
Game URL: http://www.PolyglotGame.com

Developer: Lindsay Grace

Non-Profit:

Release Date: 9/2008

Project Lead: Lindsay Grace

Funding Sources: none

Sponsors/In-kind donations: none

Budget:
Overall: 0.00
Secured: 0.00

Brief Description
Polyglot3 is an educational game prototype for learning languages. The highly modular system was designed at the University of Illinois, Chicago to aid in the retention of listening vocabulary. The game is designed to be modified so that people can learn other people’s language.

Full Description
Polyglot is an educational game prototype for learning languages. It is designed to entertain while enforcing language comprehension. The highly modular system was designed at the University of Illinois, Chicago to aid in the retention of listening vocabulary. Polyglot can be used to improve comprehension of a variety of languages with minimal training. The game is designed around 6 rooms of floating, cubicle tiles. Each tile is assigned a foreign language word, and a pictographic representation of that word. The cubes are clustered by topic, usage, or form of speech to encourage contextual recognition and aid visual memory. The player must match the spoken word with the cube that corresponds to it. http://www.PolyglotGame.com

Target Audience:

Social Issues Addressed: Language Preservation and Retention,

Purpose:
Improving people’s ability to communicate with each other and preserve their language. The hope is that people will create their own games to teach others a few key words from their language. The idea is influenced by my work with Dr Jonathan Amith to preserve an indigenous language Nahautl in Mexico. Simply, bridging language gaps :)

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Press Coverage:
http://www.gamasutra.com/php-bin/news_index.php?story=21467 http://www.igf.com/php-bin/entry2009.php?id=749 http://meaningfulplay.msu.edu/games.html http://www.igf.com/php-bin/entry2009.php?id=749

Press Release URL: http://www.polyglotgame.com/about.htm


Public Contact Information
Name: Lindsay Grace
Email: LGRace@LGrace.com

Press Contact Name: Lindsay Grace
Press Contact Email: LGrace@LGrace.com

Game Tags: Language, Cape Verde, Nahuatl, Language Learning

Where you can play this game: http://www.polyglotgame.com/download.htm




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3rd World Shooter
Game URL: http://www.lgrace.com/thirdworldshooter/

Developer: Lindsay Grace

Non-Profit:

Release Date: 7/05/09

Project Lead: Lindsay Grace

Funding Sources: none

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Budget:
Overall: 0
Secured: 0

Brief Description
The player is a Cape Verdean recruit in the 1970's era PAIGC, the organization that gained Colonial Independence for Guinea Bissau and Cape Verde in 1974. The player’s missions are centered on the tactics of the PAIGC

Full Description
The player is a Cape Verdean recruit in the 1970's era PAIGC, the organization that gained Colonial Independence for Guinea Bissau and Cape Verde in 1974. The player’s missions are centered on the tactics of the PAIGC 3rd World shooter seeks to create an educational game with an alternate historical perspective. The game's environment, characters, and content are informed by historical events and accounts, but the game's situation is centered on the experience of the people who did not necessarily write the history. The game is a series of episodics, in which player characters die, but their main goal is achieved by the violent and non-violent efforts of allied characters

Target Audience:

Social Issues Addressed: global conflict, public policy,

Purpose:
The player is a Cape Verdean recruit in the 1970's era PAIGC, the organization that gained Colonial Independence for Guinea Bissau and Cape Verde in 1974. The player’s missions are centered on the tactics of the PAIGC. The games situation and scenarios are its most important experience. It is designed to provide alternate player perspective. In response to the tradition of Tom Clancy styled games and narratives, 3rd World Shooter endeavors to make the player the adversary of the 1st world nation, instead of its aide. The environment, situations, and objectives are designed to inform the player about this political history while employing traditionally popular gameplay mechanics. 3rd World Shooter is an FPS designed to explore concepts in propaganda, emotion and perspective. The player is fighting the anti-democratic colonial force. The parallel to current “terrorist” campaigns is important. This is why the protagonists are people with whom the United States did not clearly ally, but in hindsight may have. Interestingly, China, Russia, and Cuba did, but the US remains one the Cape Verde’s largest supporters. There are plenty of analogies to be made, but one of the interesting claims asserted by people reporting about the War of Independence is that the Portuguese effectively lost to the PAIGC because the incumbent Portuguese party was going bankrupt. The game is further complicated by the difficult history the PAIGC created in the aftermath of the war. The game is designed and developed by a Cape Verdean American to encourage a critical distance from which to contemplate contemporary political conflict. As a complete experience it is also designed to emphasize the notion that such conflicts are resolved not by the individual efforts of a single person, but by the aggregate efforts and sacrifice of many. This philosophy is contrary to some traditions in traditional game play, which often posit the player as the lone savior of an entire group.

Metrics:
How? Still in development

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Public Contact Information
Name: Lindsay Grace
Email: Lindsay_Grace@yahoo.com

Press Contact Name: Lindsay Grace
Press Contact Email: LGrace@LGrace.com

Game Tags: Africa, Independence, Global Conflict, Cold War, Proxy War, Terrorist, Fascist, Guinea-Bissau, Cabo Verde,

Where you can play this game: Prototypes may be downloaded from the site: http:/www.LGrace.com/ThirdWorldShooter and played on the PC. When complete, the game can be played through a web browser with a plug-in.



ncrjjjsarvs
Game URL: http://fbfxtopofuyo.com/

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rK4ap8 eoatdlpzpfys, [url=http://unwohhyofqla.com/]unwohhyofqla[/url], [link=http://rkwobukdzcfz.com/]rkwobukdzcfz[/link], http://jmrxsfnigeku.com/



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WolfQuest
Game URL: www.wolfquest.org

Developer: MN Zoo and eduweb

Non-Profit: Monnesota Zoo Foundation

Release Date: December 2007

Project Lead: Grant Spickelmier & David Schaller

Funding Sources: National Science Foundation, Best Buy Children's Foundation, Shakopee Mdewakanton Sioux Community

Sponsors/In-kind donations:

Budget:
Overall: 730,00
Secured: 580,000

Brief Description
WolfQuest is an interactive 3D wildlife simulation computer game. WolfQuest players take on the role of a wolf living in Yellowstone National Park. Through trial and error, instinct and experience, players learn about the life of a wolf as they hunt and interact with other wolves.

Full Description
WolfQuest is an immersive 3D wildlife simulation game. Based on real topographic maps of Yellowstone Park and realistic graphics, players join a wolf pack made up of friends in the multiplayer version or seek to perfect their hunting skills and build their own pack in the single player version. Players find they must balance individual and pack needs in order to increase their collective ability to hunt, defend territory, avoid danger, and protect their young. WolfQuest also includes a very active forum community of over 36,000 WolfQuest players and wolf enthusiasts who can download the latest version of the game, as well as post tips and strategies, ask questions of wolf experts, share personal wolf artwork and stories, and test their wolf knowledge with online polls and quizzes. Episode 1 of WolfQuest includes hunting and the challenge of finding a mate to start a pack, as well as interactions with coyotes, rabbits, and grizzly bears. The next episode of WolfQuest, which is slated to be released in August 2009, will include pups, marking and defending territory, and the temptation of a cattle ranch.

Target Audience:

Social Issues Addressed: environment, Human/animal interactions,

Purpose:
The WolfQuest project lies at the intersection of informal inquiry-based learning, conservation education, and a youth culture centered on digital media. WolfQuest raises awareness of critical biological and ecological concepts and attitudes. It vividly brings alive the social behavior, ecology, and natural history of the gray wolf for millions of young people not normally attentive to ecological concepts and conservation issues. As they respond to challenges presented by their environment, players experientially learn about habitat quality, prey populations, and the impact of human presence on the landscape. As they explore a variety of strategies to succeed in the game, players exercise critical thinking and inquiry skills. WolfQuest’s realistic gameplay creates a strong emotional connection between players and wolves, influencing player’s attitudes towards wolves and habitat conservation in the real world.

Metrics:
How? Online surveys & phone interviews

What outcomes have been measured? Learning and attitude shifts as a result of the game, along with potential behavior change connected to animals, wildlife, and the outdoors.


Press Coverage:
http://minnesota.publicradio.org/display/web/2007/12/20/wolf/ http://www.startribune.com/local/south/12685922.html http://www.startribune.com/entertainment/12683467.html

Press Release URL: http://www.wolfquest.org/pdfs/WolfQuest_Launch.pdf


Public Contact Information
Name: Grant Spickelmier
Email: Gspicke@mail.mnzoo.state.mn.us

Press Contact Name: Grant Spickelmier
Press Contact Email: Gspicke@mail.mnzoo.state.mn.us

Game Tags: simulation, animals, role playing, rpg, nature, conservation, wolves, wolf behavior, wolf game, free game

Where you can play this game: WolfQuest can be downloaded for free at www.wolfquest.org for PC or Mac computers.



Raid Gaza
Game URL: http://www.newgrounds.com/portal/view/476393

Developer: Raitendo

Non-Profit:

Release Date: 12/30/2008

Project Lead: Marcus Richert

Funding Sources: None

Sponsors/In-kind donations: None

Budget:
Overall: 0
Secured: 0

Brief Description
A short game that demonstrates the power imbalance between Israel and Gaza.

Full Description
A short game that demonstrates the power imbalance between Israel and Gaza.

Target Audience:

Social Issues Addressed: global conflict, news,

Purpose:
I wanted to spread awareness of what's going on in Gaza. People are using Hamas' missiles to justify the attacks on Gaza, without realizing the attacks on Gaza are what Hamas are using to justify them shooting their missiles. It's circular reasoning that just doesn't make sense, especially not when the actual statistics from 2007 show that 25 Palestinians were killed for every one Israeli. When I first came across these statistics, I was flabbergasted. This game is my way of spreading this information to more people.

Metrics:
How? Mochibot (www.mochibot.com)

What outcomes have been measured? 650,433 plays since release.


Press Coverage:
Shown on TV in Israel, Greece & Taiwan (was featured in Reuters' video feed) http://www.dailymotion.com/video/x7x687 http://www.guardian.co.uk/technology/gamesblog/2009/jan/07/gameculture-indiegames http://www.jpost.com/servlet/Satellite?cid=1231950856374&pagename=JPost/JPArticle/Printer http://www.alarabiya.net/views/2009/01/12/64075.html http://www.pcworld.com/article/156542/massacre_palestinians_in_raid_gaza_flashbased_game.html/ http://news.yahoo.com/s/mcb_jerusalem/20090106/wl_mcb_jerusalem/jerusalem200901helpraidgazafromyourhomehtml http://g4tv.com/thefeed/blog/post/692248/Raid_Gaza_Is_a_Timely_Editorial_Game.html http://www.escapistmagazine.com/news/view/88497-Gamers-React-To-Gaza-Conflict http://kotaku.com/5120808/gaza-strife-reflected-poorly-in-raid-gaza-flash-game http://www.watercoolergames.org/archives/001014.shtml http://www.neoseeker.com/news/9562-political-satire-and-flash-mix-in-raid-gaza-game/ http://www.destructoid.com/hipsters-it-may-be-time-to-take-off-your-keffiyeh-raid-gaza-is-causing-a-stir-117455.phtml http://www.gamepolitics.com/2009/01/07/new-game-protest-israeli-invasion-gaza In Hebrew: http://www.calcalist.co.il/internet/articles/0,7340,L-3194044,00.html http://www.globes.co.il/news/docView.aspx?QUID=1056,U1232308310696&ID;=&did=1000416686 http://www.ynet.co.il/articles/0,7340,L-3648660,00.html http://gamer.nana10.co.il/Article/?ArticleID=606033 http://www.vgames.co.il/article/3867.html In other languages: http://www.prachatai.com/05web/th/home/15202 http://www.pcworld.pl/news/332639/Raid.Gaza.gra.w.bombardowanie.Strefy.Gazy.html

Press Release URL: None


Public Contact Information
Name: Marcus Richert
Email: superbrightfuture@gmail.com

Press Contact Name: Marcus Richert
Press Contact Email: superbrightfuture@gmail.com

Game Tags: politics, statistics, gaza, israel, palestine, genocide, disproportional violence

Where you can play this game: http://www.newgrounds.com/portal/view/476393 And on a number of other sites.



Raid Gaza
Game URL: http://www.newgrounds.com/portal/view/476393

Developer: Raitendo

Non-Profit:

Release Date: 12/30/2008

Project Lead: Marcus Richert

Funding Sources: None

Sponsors/In-kind donations: None

Budget:
Overall: 0
Secured: 0

Brief Description
A short game that demonstrates the power imbalance between Israel and Gaza.

Full Description
A short game that demonstrates the power imbalance between Israel and Gaza.

Target Audience:

Social Issues Addressed: global conflict, news,

Purpose:
I wanted to spread awareness of what's going on in Gaza. People are using Hamas' missiles to justify the attacks on Gaza, without realizing the attacks on Gaza are what Hamas are using to justify them shooting their missiles. It's circular reasoning that just doesn't make sense, especially not when the actual statistics from 2007 show that 25 Palestinians were killed for every one Israeli. When I first came across these statistics, I was flabbergasted. This game is my way of spreading this information to more people.

Metrics:
How? Mochibot (www.mochibot.com)

What outcomes have been measured? 650,433 plays since release.


Press Coverage:
Shown on TV in Israel, Greece & Taiwan (was featured in Reuters' video feed) http://www.dailymotion.com/video/x7x687 http://www.guardian.co.uk/technology/gamesblog/2009/jan/07/gameculture-indiegames http://www.jpost.com/servlet/Satellite?cid=1231950856374&pagename=JPost/JPArticle/Printer http://www.alarabiya.net/views/2009/01/12/64075.html http://www.pcworld.com/article/156542/massacre_palestinians_in_raid_gaza_flashbased_game.html/ http://news.yahoo.com/s/mcb_jerusalem/20090106/wl_mcb_jerusalem/jerusalem200901helpraidgazafromyourhomehtml http://g4tv.com/thefeed/blog/post/692248/Raid_Gaza_Is_a_Timely_Editorial_Game.html http://www.escapistmagazine.com/news/view/88497-Gamers-React-To-Gaza-Conflict http://kotaku.com/5120808/gaza-strife-reflected-poorly-in-raid-gaza-flash-game http://www.watercoolergames.org/archives/001014.shtml http://www.neoseeker.com/news/9562-political-satire-and-flash-mix-in-raid-gaza-game/ http://www.destructoid.com/hipsters-it-may-be-time-to-take-off-your-keffiyeh-raid-gaza-is-causing-a-stir-117455.phtml http://www.gamepolitics.com/2009/01/07/new-game-protest-israeli-invasion-gaza In Hebrew: http://www.calcalist.co.il/internet/articles/0,7340,L-3194044,00.html http://www.globes.co.il/news/docView.aspx?QUID=1056,U1232308310696&ID;=&did=1000416686 http://www.ynet.co.il/articles/0,7340,L-3648660,00.html http://gamer.nana10.co.il/Article/?ArticleID=606033 http://www.vgames.co.il/article/3867.html In other languages: http://www.prachatai.com/05web/th/home/15202 http://www.pcworld.pl/news/332639/Raid.Gaza.gra.w.bombardowanie.Strefy.Gazy.html

Press Release URL: None


Public Contact Information
Name: Marcus Richert
Email: superbrightfuture@gmail.com

Press Contact Name: Marcus Richert
Press Contact Email: superbrightfuture@gmail.com

Game Tags: politics, statistics, gaza, israel, palestine, genocide, disproportional violence

Where you can play this game: http://www.newgrounds.com/portal/view/476393 And on a number of other sites.



At-Risk - Identify and Refer Students in Mental Distress
Game URL: http://www.kognito.com/atrisk

Developer: Kognito Interactive

Non-Profit: Mental Health Association of New York City providing subject-matter expertise.

Release Date: November 2008

Project Lead: Jenelle Boucher, Kognito Interactive

Funding Sources: Internal funding

Sponsors/In-kind donations: N/A

Budget:
Overall: 185,000
Secured: 185,000

Brief Description
At-Risk is a web-based training simulation designed to help university faculty identify, approach, and refer students in mental distress to the campus counseling center. Utilizing Kognito’s patent-pending Human-Interaction Simulation Platform, users learn by engaging in simulated conversations with virtual characters that posses their own emotions and memory.

Full Description
At-Risk is an interactive web-based training simulation designed to help university faculty and staff identify, approach, and refer students in mental distress. In the simulation, users assume the role of a faculty member in a fictional university where they must analyze students' profiles to identify those who are potentially at-risk, engage those students in simulated conversations, and determine whether and how to refer them to the campus counseling center. The virtual students exhibit behaviors associated with depression, substance abuse, aggression, and thoughts of suicide. The 45-minute simulation is built upon Kognito's patent-pending and award-winning simulation technology, which enables users to practice having conversations with realistic, virtual characters that possess their own memory and emotions. This innovative and highly effective learning approach results in users who are better equipped and more confident to handle similar situations in real life. At-Risk has been developed in partnership with the Mental Health Association of NYC, a leading behavioral health association in New York that administers the National Suicide Prevention LifeLine (1-800-273-TALK) as well as the 9/11 Mental Health and Substance Abuse Programs. Launched in November 2008, At-Risk has already been adopted for over 7,000 faculty members by New York University (NYU), City College, Brooklyn College, John Jay College of Criminal Justice, and Hostos Community College. A demo of the product is available at http://www.kognito.com/atrisk.

Target Audience:

Social Issues Addressed: public health, Mental health, including suicide prevention and referrals to counseling services,

Purpose:
Today's college students face tremendous pressures inside and outside the classroom. According to the 2006 National College Health Assessment, half of all college students report feeling so depressed it is difficult for them to function, and 10% say they have seriously considered suicide in the past year. Students experiencing mental distress tend to exhibit behavioral patterns that are detectable in academic settings. Unfortunately, it is estimated that close to 80% of students who commit suicide go unnoticed, leaving themselves and others at risk. Furthermore, schools realize that early detection of at-risk students can assist in improving their academic performance and retention rates. The 2007 National Survey by the American College Counseling Association indicates that the leading action taken by universities to overcome the increasing number of at-risk students is to train faculty and staff to identify and respond to students in need and make appropriate referrals. Conducting face-to-face training for this population is both expensive and difficult to administer, especially for part-time faculty. With At-Risk, academic institutions can engage their entire staff of faculty, administrators, and resident advisors in effectively identifying and referring at-risk students to the counseling center. Universities that utilize this product will benefit by providing cost-effective, engaging, efficient training for all faculty and staff, ensuring that students in need get immediate help and lowering faculty anxiety about approaching and dealing with students in distress.

Metrics:
How? We are conducting two formal assessments in Spring 2009. One involves hundreds of faculty in a control-experimental design to measure impact on attitude, knowledge, and performance on situational judgments tasks. The second involves a small pool of subjects measuring changes in self-efficacy, attitude, knowledge, and situational judgments as compared with existing training approaches (information brochures). We plan to have results by the end of Spring 2009 so it is very likely that we can share them by the date of the conference.

What outcomes have been measured? We have conducted internal assessments with representative sample groups which have yielded significantly positive satisfaction and utility ratings. In addition, the universities which have already purchased the product have conducted thorough evaluation of it by their counseling center people and sample end users.


Press Coverage:
http://www.ecampusnews.com/press-releases/index.cfm?i=56094;_hbguid=7769e5bc-d0f6-45cb-a53c-9c5ced0b5547 http://www.prweb.com/releases/2009/02/prweb1957064.htm

Press Release URL: http://www.prweb.com/releases/gatekeeper/health/prweb1596044.htm


Public Contact Information
Name: Ron Goldman
Email: ron@kognito.com

Press Contact Name: Ron Goldman
Press Contact Email: ron@kognito.com

Game Tags: mental health, suicide, counseling, health, depression, teacher, faculty, university, college

Where you can play this game: A demo can be viewed at www.kognito.com/atrisk. Full versions are available on a per-license basis.



Operation: Reslient Planet
Game URL: http://www.jason.org/Public/Curriculum/ORPGame.aspx?pos=1

Developer: Filament Games

Non-Profit: National Geographic Society- The JASON Project

Release Date: 28 August 2008

Project Lead: Marjee Chmiel

Funding Sources: Kauffman Foundation

Sponsors/In-kind donations:

Budget:
Overall: 600,000
Secured: 600,000

Brief Description
Sharks! Invasive species! Dismantled oil platforms! Our Resilient Planet is under constant pressure and it needs you to protect and defend our vital ecosystems. Your success depends on your ability to use the right tools, gather the right data and make the right decisions about our planet.

Full Description
The Operation: Resilient Planet game empowers school-aged-children as they travel to some of the most unique underwater ecosystems in the planet and gather cutting -edge data about some of the planet’s most vulnerable creatures. Kids use fun, exciting, and authentic tools like remotely operated vehicles and “Crittercams” to assemble an understanding about some of the most endangered marine species in the world. Together with close collaboration with some of National Geographic’s leading ecologists, players uncover groundbreaking ecological theories that have only recently emerged in scientific journals. The first mission occurs in the Gulf of Mexico. Explosives on an oil platform are in the process of being placed and time is running out. Below the surface of the waves, many species must be protected, and Dr. Bob Ballard (the discoverer of the Titanic, who does the voice acting in the game) is asking for help to save the turtles. The second mission occurs in the pristine Papahanaumokuakea Marine National Monument where two ancient predators seem to be at odds with each other. A leading expert in the area suggests introducing a shark cull, but not so fast! Players investigate the delicate relationships between species in this unique environment and have the power to preserve one of the last pristine ecosystems we have!

Target Audience:

Social Issues Addressed: environment,

Purpose:
Operation: Resilient Planet gives students scientific understanding and insight into the factors leading to species endangerment. The game focuses on four endangered species and offers an exploration on how human behaviors impact species survival. The intended impact is to arm students with empirical data about why biodiversity is essential to the planet and humankind. The game is a call-to-arms against harmful practices such as water pollution, over-fishing, shark culling and uncontrolled CO2 emissions.

Metrics:
How? 1) Number of downloads and plays 2) Time spent playing the game 3) Student survey responses 4) Teacher focus groups 5) Student interviews

What outcomes have been measured? We have data on all of the above. The average middle school student logs in and spends an average of 89 minutes with our game. Feedback from adults and children has indicated that the game is highly usable and engaging. Students understand the content quickly and on deep levels. Students rank the game as "excellent" compared to other games they have played during school hours.


Press Coverage:


Press Release URL: http://www.jason.org/gated/operations/OperationResources.aspx?occ=28


Public Contact Information
Name: Marjee Chmiel
Email: mchmiel@jason.org

Press Contact Name: Marjee Chmiel
Press Contact Email: mchmiel@jason.org

Game Tags: ecology, environment, endangered species,science

Where you can play this game: Create a free username on www.jason.org. Once you have logged in, follow this link: http://www.jason.org/gated/operations/OperationResources.aspx?occ=28&pId=dl to download the game.



Operation: Reslient Planet
Game URL: http://www.jason.org/Public/Curriculum/ORPGame.aspx?pos=1

Developer: Filament Games

Non-Profit: National Geographic Society- The JASON Project

Release Date: 28 August 2008

Project Lead: Marjee Chmiel

Funding Sources: Kauffman Foundation

Sponsors/In-kind donations:

Budget:
Overall: 600,000
Secured: 600,000

Brief Description
Sharks! Invasive species! Dismantled oil platforms! Our Resilient Planet is under constant pressure and it needs you to protect and defend our vital ecosystems. Your success depends on your ability to use the right tools, gather the right data and make the right decisions about our planet.

Full Description
The Operation: Resilient Planet game empowers school-aged-children as they travel to some of the most unique underwater ecosystems in the planet and gather cutting -edge data about some of the planet’s most vulnerable creatures. Kids use fun, exciting, and authentic tools like remotely operated vehicles and “Crittercams” to assemble an understanding about some of the most endangered marine species in the world. Together with close collaboration with some of National Geographic’s leading ecologists, players uncover groundbreaking ecological theories that have only recently emerged in scientific journals. The first mission occurs in the Gulf of Mexico. Explosives on an oil platform are in the process of being placed and time is running out. Below the surface of the waves, many species must be protected, and Dr. Bob Ballard (the discoverer of the Titanic, who does the voice acting in the game) is asking for help to save the turtles. The second mission occurs in the pristine Papahanaumokuakea Marine National Monument where two ancient predators seem to be at odds with each other. A leading expert in the area suggests introducing a shark cull, but not so fast! Players investigate the delicate relationships between species in this unique environment and have the power to preserve one of the last pristine ecosystems we have!

Target Audience:

Social Issues Addressed: environment,

Purpose:
Operation: Resilient Planet gives students scientific understanding and insight into the factors leading to species endangerment. The game focuses on four endangered species and offers an exploration on how human behaviors impact species survival. The intended impact is to arm students with empirical data about why biodiversity is essential to the planet and humankind. The game is a call-to-arms against harmful practices such as water pollution, over-fishing, shark culling and uncontrolled CO2 emissions.

Metrics:
How? 1) Number of downloads and plays 2) Time spent playing the game 3) Student survey responses 4) Teacher focus groups 5) Student interviews

What outcomes have been measured? We have data on all of the above. The average middle school student logs in and spends an average of 89 minutes with our game. Feedback from adults and children has indicated that the game is highly usable and engaging. Students understand the content quickly and on deep levels. Students rank the game as "excellent" compared to other games they have played during school hours.


Press Coverage:


Press Release URL: http://www.jason.org/gated/operations/OperationResources.aspx?occ=28


Public Contact Information
Name: Marjee Chmiel
Email: mchmiel@jason.org

Press Contact Name: Marjee Chmiel
Press Contact Email: mchmiel@jason.org

Game Tags: ecology, environment, endangered species,science

Where you can play this game: Create a free username on www.jason.org. Once you have logged in, follow this link: http://www.jason.org/gated/operations/OperationResources.aspx?occ=28&pId=dl to download the game.



September 12th - A Toy World
Game URL: http://www.newsgaming.com/games/index12.htm

Developer: Newsgaming.com

Non-Profit:

Release Date: September 2003

Project Lead: Gonzalo Frasca

Funding Sources: Self-funded through the commercial work of Powerful Robot Games studio

Sponsors/In-kind donations:

Budget:
Overall: 10.000
Secured: 10.000

Brief Description
Highly controversial at its launch in 2003, September 12th’s describes the post 9-11 world. Created by a team of Uruguayan game developers lead by a former CNN journalist, this game virally exposed the futility of the US-led War on Terror.

Full Description
The New York Times described September 12th as “An Op-Ed composed on of words but of actions”. This newsgame became a viral hit by exposing the futility of the US-led War on Terror. Created by a team of Uruguayan game developers lead by a former CNN journalist, this was the first game of the series that coined the term newsgame. The project’s main idea was to use the language of videogames to describe current events while conveying a timeless maxim: violence begets more violence. The player controls what seems to be a sniper rifle target but, when clicked, launches missiles. The bombs not only kill the terrorists but also generate so-called “collateral damage”. When civilians mourn the innocent dead they soon turn into terrorists. After a couple of minutes, this Middle-Eastern village is destroyed and crawling with terrorists. The player soon realizes that there is no way to win the game through shooting. The game’s main goal was not to convince people that the War on Terror was wrong. Instead, it aimed at triggering discussion among young players. Indeed, that’s what happened in multiple online forums. The game was highly controversial when it launched, generating threats and mild or negative reviews. As the War on Terror went sour, its popularity grew exponentially. Today, September 12th has been exhibited in museums and galleries all over the world and has been used by teachers as a tool for discussing terrorism.

Target Audience:

Social Issues Addressed: economics, global conflict, human rights, news,

Purpose:
This project is a direct consequence of the research work of its lead designer, Gonzalo Frasca. In 2000, Frasca attended to Georgia Tech where he wrote Videogames of the Oppressed, his Masters dissertation exploring game design techniques for social and political change, based in the works of Bertolt Brecht, Paulo Freire and Augusto Boal. September 12th is a Brechtian game in the sense that it sabotages videogame conventions by shortcircuiting player expectations. The main goal of this game was to trigger critical thinking rather than persuasion, in a way that spoke to a new generation of gamers and in a way that could reach millions.

Metrics:
How? We stopped counting after the game reached 2 million unique players. Our rough estimate is that it was played by at least 5 million people.

What outcomes have been measured? We measured number of players, media appearances and


Press Coverage:
'An Op-Ed composed not of words but of actions' - The New York Times "Disturbing rather than fun - but that's the point" - Amnesty International "Fascinating site" ; "Clearly there’s some fresh thinking here" - USA Today "One interesting example (...) of games' growing influence on contemporary art, politics and culture" - The Wall Street Journal "September 12th has a point to make: that our actions have consequences, and that we should try to understand why other people take to arms" - Wired.com "Think of it as SimChomsky" - The Guardian "Newsgaming represents (a) new form of political expression" - MIT Technology Review

Press Release URL:


Public Contact Information
Name: Gonzalo Frasca
Email: frasca@powerfulrobot.com

Press Contact Name: Gonzalo Frasca
Press Contact Email: frasca@powerfulrobot.com

Game Tags: newsgame; war on terror; iraq war; afghanistan war; US foreign policy; 9-11

Where you can play this game: It's available at Newsgaming.com



September 12th - A Toy World
Game URL: http://www.newsgaming.com/games/index12.htm

Developer: Newsgaming.com

Non-Profit: Gonzalo Frasca

Release Date: September 2003

Project Lead: Gonzalo Frasca

Funding Sources: Self-funded through the commercial work of Powerful Robot Games studio

Sponsors/In-kind donations:

Budget:
Overall: 10000
Secured: 10000

Brief Description
Highly controversial at its launch in 2003, September 12th’s describes the post 9-11 world. Created by a team of Uruguayan game developers lead by a former CNN journalist, this game virally exposed the futility of the US-led War on Terror.

Full Description
The New York Times described September 12th as “An Op-Ed composed on of words but of actions”. This newsgame became a viral hit by exposing the futility of the US-led War on Terror. Created by a team of Uruguayan game developers lead by a former CNN journalist, this was the first game of the series that coined the term newsgame. The project’s main idea was to use the language of videogames to describe current events while conveying a timeless maxim: violence begets more violence. The player controls what seems to be a sniper rifle target but, when clicked, launches missiles. The bombs not only kill the terrorists but also generate so-called “collateral damage”. When civilians mourn the innocent dead they soon turn into terrorists. After a couple of minutes, this Middle-Eastern village is destroyed and crawling with terrorists. The player soon realizes that there is no way to win the game through shooting. The game’s main goal was not to convince people that the War on Terror was wrong. Instead, it aimed at triggering discussion among young players. Indeed, that’s what happened in multiple online forums. The game was highly controversial when it launched, generating threats and mild or negative reviews. As the War on Terror went sour, its popularity grew exponentially. Today, September 12th has been exhibited in museums and galleries all over the world and has been used by teachers as a tool for discussing terrorism.

Target Audience:

Social Issues Addressed: economics, global conflict, human rights, news,

Purpose:
This project is a direct consequence of the research work of its lead designer, Gonzalo Frasca. In 2000, Frasca attended to Georgia Tech where he wrote Videogames of the Oppressed, his Masters dissertation exploring game design techniques for social and political change, based in the works of Bertolt Brecht, Paulo Freire and Augusto Boal. September 12th is a Brechtian game in the sense that it sabotages videogame conventions by shortcircuiting player expectations. The main goal of this game was to trigger critical thinking rather than persuasion, in a way that spoke to a new generation of gamers and in a way that could reach millions.

Metrics:
How? We stopped counting after the game reached 2 million unique players. Our rough estimate is that it was played by at least 5 million people.

What outcomes have been measured? We measured number of players, media appearances and email feedback


Press Coverage:
'An Op-Ed composed not of words but of actions' - The New York Times "Disturbing rather than fun - but that's the point" - Amnesty International "Fascinating site" ; "Clearly there’s some fresh thinking here" - USA Today "One interesting example (...) of games' growing influence on contemporary art, politics and culture" - The Wall Street Journal "September 12th has a point to make: that our actions have consequences, and that we should try to understand why other people take to arms" - Wired.com "Think of it as SimChomsky" - The Guardian "Newsgaming represents (a) new form of political expression" - MIT Technology Review

Press Release URL: http://newsgaming.com/press092903.htm


Public Contact Information
Name: Gonzalo Frasca
Email: frasca@powerfulrobot.com

Press Contact Name: Gonzalo Frasca
Press Contact Email: frasca@powerfulrobot.com

Game Tags: newsgame; war on terror; iraq war; afghanistan war; US foreign policy; 9-11

Where you can play this game: Newsgaming.com



September 12th - A Toy World
Game URL: http://www.newsgaming.com/games/index12.htm

Developer: Newsgaming.com

Non-Profit: Gonzalo Frasca

Release Date: September 2003

Project Lead: Gonzalo Frasca

Funding Sources: Self-funded through the commercial work of Powerful Robot Games studio

Sponsors/In-kind donations:

Budget:
Overall: 10000
Secured: 10000

Brief Description
Highly controversial at its launch in 2003, September 12th’s describes the post 9-11 world. Created by a team of Uruguayan game developers lead by a former CNN journalist, this game virally exposed the futility of the US-led War on Terror.

Full Description
The New York Times described September 12th as “An Op-Ed composed on of words but of actions”. This newsgame became a viral hit by exposing the futility of the US-led War on Terror. Created by a team of Uruguayan game developers lead by a former CNN journalist, this was the first game of the series that coined the term newsgame. The project’s main idea was to use the language of videogames to describe current events while conveying a timeless maxim: violence begets more violence. The player controls what seems to be a sniper rifle target but, when clicked, launches missiles. The bombs not only kill the terrorists but also generate so-called “collateral damage”. When civilians mourn the innocent dead they soon turn into terrorists. After a couple of minutes, this Middle-Eastern village is destroyed and crawling with terrorists. The player soon realizes that there is no way to win the game through shooting. The game’s main goal was not to convince people that the War on Terror was wrong. Instead, it aimed at triggering discussion among young players. Indeed, that’s what happened in multiple online forums. The game was highly controversial when it launched, generating threats and mild or negative reviews. As the War on Terror went sour, its popularity grew exponentially. Today, September 12th has been exhibited in museums and galleries all over the world and has been used by teachers as a tool for discussing terrorism.

Target Audience:

Social Issues Addressed: economics, global conflict, human rights, news,

Purpose:
This project is a direct consequence of the research work of its lead designer, Gonzalo Frasca. In 2000, Frasca attended to Georgia Tech where he wrote Videogames of the Oppressed, his Masters dissertation exploring game design techniques for social and political change, based in the works of Bertolt Brecht, Paulo Freire and Augusto Boal. September 12th is a Brechtian game in the sense that it sabotages videogame conventions by shortcircuiting player expectations. The main goal of this game was to trigger critical thinking rather than persuasion, in a way that spoke to a new generation of gamers and in a way that could reach millions.

Metrics:
How? We stopped counting after the game reached 2 million unique players. Our rough estimate based on the server stats is that it was played by at least 5 million people.

What outcomes have been measured? We measured number of players, media appearances and email feedback


Press Coverage:
'An Op-Ed composed not of words but of actions' - The New York Times "Disturbing rather than fun - but that's the point" - Amnesty International "Fascinating site" ; "Clearly there’s some fresh thinking here" - USA Today "One interesting example (...) of games' growing influence on contemporary art, politics and culture" - The Wall Street Journal "September 12th has a point to make: that our actions have consequences, and that we should try to understand why other people take to arms" - Wired.com "Think of it as SimChomsky" - The Guardian "Newsgaming represents (a) new form of political expression" - MIT Technology Review

Press Release URL: http://newsgaming.com/press092903.htm


Public Contact Information
Name: Gonzalo Frasca
Email: frasca@powerfulrobot.com

Press Contact Name: Gonzalo Frasca
Press Contact Email: Frasca@powerfulrobot.com

Game Tags: newsgame; war on terror; iraq war; afghanistan war; US foreign policy; 9-11

Where you can play this game: Available at Newsgaming.com



A Moose's Love
Game URL: http://wingchunsantacruz.com/gamesandart/games/a_mooses_love/

Developer: Mike Treanor, Teale Fristoe and William Manegold

Non-Profit:

Release Date: 2/1/09

Project Lead: Mike Treanor, Teale Fristoe and William Manegold

Funding Sources: None

Sponsors/In-kind donations: None

Budget:
Overall: 0
Secured: 0

Brief Description
A Moose's Love is an allegorical game about a marginalized moose trying to grow his tree of happiness. This was created as an experiment in communicating a message primarily through the rule system.

Full Description
A Moose's Love is an allegorical game about a marginalized moose trying to grow his tree of happiness. This was created as an experiment in communicating a message primarily through the rule system. The player is tasked with growing a tree which is to represent the happiness that he achieved in his life. The tree requires both water and sunlight to grow. 'Romancing' parts the clouds and brings sun, and the player can collect water drops and bring them to the tree. The challenge comes when the player finds that the amount of sunlight depends on who the player is compelled to be with (which is out of his control). However, the rest of the moose aren't happy with the pairing and will keep the water from him if he follows his heart. How can a moose nurture his happiness in a system like this?

Target Audience:

Social Issues Addressed: news, public policy,

Purpose:
A Moose's Love strives to expose the challenging system that homosexual people must face as a result of social and even lawful discrimination (like CA's gay marriage ban). The difficulty of winning and even the arguably sad actions that one must take to win express our understanding of the situation and we hope will strike a blow to anyone who hopes to limit the freedom of homosexual people. The game is our reaction to California's Proposition 8 passing. It was a shock to us that enough people would misunderstand the situation and this game emphasizes some of the core disagreements: the fact that the player doesn't control that he is compelled with someone of the same sex and that discrimination does in fact hurt people.

Metrics:
How? We are not measuring results. If you mean how do we determine a victory condition within the system, success is measured by the size and health of the tree.

What outcomes have been measured? We are not measuring outcomes.


Press Coverage:
Ian Bogost liked it: http://jag.lcc.gatech.edu/blog/2009/02/practical-matters-in-breaking-newsgames.html

Press Release URL:


Public Contact Information
Name: Mike Treanor
Email: micitari@gmail.com

Press Contact Name: Mike Treanor
Press Contact Email: micitari@gmail.com

Game Tags: newsgame, political, short

Where you can play this game: The game can be played by going to this website. It is flash. http://wingchunsantacruz.com/gamesandart/games/a_mooses_love/



September 12th - A Toy World
Game URL: http://www.newsgaming.com/games/index12.htm

Developer: Newsgaming.com

Non-Profit: Gonzalo Frasca

Release Date: September 2003

Project Lead: Gonzalo Frasca

Funding Sources: Self-funded through the commercial work of Powerful Robot Games studio.

Sponsors/In-kind donations:

Budget:
Overall: 10000
Secured: 10000

Brief Description
Highly controversial at its launch in 2003, September 12th’s describes the post 9-11 world. Created by a team of Uruguayan game developers lead by a former CNN journalist, this game virally exposed the futility of the US-led War on Terror.

Full Description
The New York Times described September 12th as “An Op-Ed composed on of words but of actions”. This newsgame became a viral hit by exposing the futility of the US-led War on Terror. Created by a team of Uruguayan game developers lead by a former CNN journalist, this was the first game of the series that coined the term newsgame. The project’s main idea was to use the language of videogames to describe current events while conveying a timeless maxim: violence begets more violence. The player controls what seems to be a sniper rifle target but, when clicked, launches missiles. The bombs not only kill the terrorists but also generate so-called “collateral damage”. When civilians mourn the innocent dead they soon turn into terrorists. After a couple of minutes, this Middle-Eastern village is destroyed and crawling with terrorists. The player soon realizes that there is no way to win the game through shooting. The game’s main goal was not to convince people that the War on Terror was wrong. Instead, it aimed at triggering discussion among young players. Indeed, that’s what happened in multiple online forums. The game was highly controversial when it launched, generating threats and mild or negative reviews. As the War on Terror went sour, its popularity grew exponentially. Today, September 12th has been exhibited in museums and galleries all over the world and has been used by teachers as a tool for discussing terrorism.

Target Audience:

Social Issues Addressed:

Purpose:
This project is a direct consequence of the research work of its lead designer, Gonzalo Frasca. In 2000, Frasca attended to Georgia Tech where he wrote Videogames of the Oppressed, his Masters dissertation exploring game design techniques for social and political change, based in the works of Bertolt Brecht, Paulo Freire and Augusto Boal. September 12th is a Brechtian game in the sense that it sabotages videogame conventions by shortcircuiting player expectations. The main goal of this game was to trigger critical thinking rather than persuasion, in a way that spoke to a new generation of gamers and in a way that could reach millions.

Metrics:
How? We stopped counting after the game reached 2 million unique players. Our rough estimate is that it was played by at least 5 million people.

What outcomes have been measured? We measured number of players, media appearances and email feedback


Press Coverage:
'An Op-Ed composed not of words but of actions' - The New York Times "Disturbing rather than fun - but that's the point" - Amnesty International "Fascinating site" ; "Clearly there’s some fresh thinking here" - USA Today "One interesting example (...) of games' growing influence on contemporary art, politics and culture" - The Wall Street Journal "September 12th has a point to make: that our actions have consequences, and that we should try to understand why other people take to arms" - Wired.com "Think of it as SimChomsky" - The Guardian "Newsgaming represents (a) new form of political expression" - MIT Technology Review

Press Release URL: http://newsgaming.com/press092903.htm


Public Contact Information
Name: Gonzalo Frasca
Email: frasca@powerfulrobot.com

Press Contact Name: Gonzalo Frasca
Press Contact Email: frasca@powerfulrobot.com

Game Tags: newsgame; war on terror; iraq war; afghanistan war; US foreign policy; 9-11

Where you can play this game: Newsgaming.com



September 12th - A Toy World
Game URL: http://www.newsgaming.com/games/index12.htm

Developer: Newsgaming.com

Non-Profit: Gonzalo Frasca

Release Date: September 2003

Project Lead: Gonzalo Frasca

Funding Sources: Self-funded through the commercial work of Powerful Robot Games studio.

Sponsors/In-kind donations:

Budget:
Overall: 10.000
Secured: 10.000

Brief Description
Highly controversial at its launch in 2003, September 12th’s describes the post 9-11 world. Created by a team of Uruguayan game developers lead by a former CNN journalist, this game virally exposed the futility of the US-led War on Terror.

Full Description
The New York Times described September 12th as “An Op-Ed composed on of words but of actions”. This newsgame became a viral hit by exposing the futility of the US-led War on Terror. Created by a team of Uruguayan game developers lead by a former CNN journalist, this was the first game of the series that coined the term newsgame. The project’s main idea was to use the language of videogames to describe current events while conveying a timeless maxim: violence begets more violence. The player controls what seems to be a sniper rifle target but, when clicked, launches missiles. The bombs not only kill the terrorists but also generate so-called “collateral damage”. When civilians mourn the innocent dead they soon turn into terrorists. After a couple of minutes, this Middle-Eastern village is destroyed and crawling with terrorists. The player soon realizes that there is no way to win the game through shooting. The game’s main goal was not to convince people that the War on Terror was wrong. Instead, it aimed at triggering discussion among young players. Indeed, that’s what happened in multiple online forums. The game was highly controversial when it launched, generating threats and mild or negative reviews. As the War on Terror went sour, its popularity grew exponentially. Today, September 12th has been exhibited in museums and galleries all over the world and has been used by teachers as a tool for discussing terrorism.

Target Audience:

Social Issues Addressed: economics, global conflict, human rights, news,

Purpose:
This project is a direct consequence of the research work of its lead designer, Gonzalo Frasca. In 2000, Frasca attended to Georgia Tech where he wrote Videogames of the Oppressed, his Masters dissertation exploring game design techniques for social and political change, based in the works of Bertolt Brecht, Paulo Freire and Augusto Boal. September 12th is a Brechtian game in the sense that it sabotages videogame conventions by shortcircuiting player expectations. The main goal of this game was to trigger critical thinking rather than persuasion, in a way that spoke to a new generation of gamers and in a way that could reach millions.

Metrics:
How? We stopped counting after the game reached 2 million unique players. Our rough estimate is that it was played by at least 5 million people.

What outcomes have been measured? We measured number of players, media appearances and email feedback


Press Coverage:
'An Op-Ed composed not of words but of actions' - The New York Times "Disturbing rather than fun - but that's the point" - Amnesty International "Fascinating site" ; "Clearly there’s some fresh thinking here" - USA Today "One interesting example (...) of games' growing influence on contemporary art, politics and culture" - The Wall Street Journal "September 12th has a point to make: that our actions have consequences, and that we should try to understand why other people take to arms" - Wired.com "Think of it as SimChomsky" - The Guardian "Newsgaming represents (a) new form of political expression" - MIT Technology Review

Press Release URL: http://newsgaming.com/press092903.htm


Public Contact Information
Name: Gonzalo Frasca
Email: frasca@powerfulrobot.com

Press Contact Name: Gonzalo Frasca
Press Contact Email: frasca@powerfulrobot.com

Game Tags: newsgame; war on terror; iraq war; afghanistan war; US foreign policy; 9-11

Where you can play this game: Newsgaming.com



Hurricane Katrina: Tempest in Crescent City
Game URL: tempestincrescentcity.org

Developer: Global Kids and Gamepill

Non-Profit: Global Kids. We produced the game with the youth in our program.

Release Date: August 29th, 2008 - on the anniversary of Hurricane Katrina

Project Lead: Barry Joseph

Funding Sources: Microsoft Partners in Learning and AED

Sponsors/In-kind donations:

Budget:
Overall: 25,000 - just for the game developers - not to run the after school program
Secured:

Brief Description
Global Kids Youth Leaders selected the topic of Hurricane Katrina and worked with game developers Gamepill to create Hurricane Katrina: Tempest in Crescent City. The web-based game recognizes local heroes that emerged during the disaster while educating its players about the essentials of disaster readiness and of reporters.

Full Description
Global Kids Youth Leaders selected the topic of Hurricane Katrina and worked with game developers Gamepill to create Hurricane Katrina: Tempest in Crescent City. The web-based game recognizes local heroes that emerged during the disaster while educating its players about the essentials of disaster readiness and of reporters. Tempest is a side-scrolling platform game set in New Orleans during the Hurricane Katrina Disaster of 2005. The game's main character is Vivica Water, a young woman from New Orleans who moved to New York after surviving the storm. The game takes place in a dream Vivica has where she searches for her mother and helps her neighbors as the hero she wishes she could have been. Vivica can not move to the next level unless she collects local new from residents and passing that information on to the reporter. Between levels the viewer reads headlines based on the collected news. Tempest is meant to be a fun adventure game that also addresses meaningful, accurate and difficult historical situations.

Target Audience:

Social Issues Addressed: economics, environment, human rights, news, poverty, public policy, disaster readiness,

Purpose:
Educational goals: * Teach players about how everyday residents of New Orleans acted heroically to help each other. This is a celebration of New Orleans residents and their culture. * Emphasize what are perhaps the two most important priorities in any disaster: communication and use of local resources, needs, and knowledge. The relief effort in Hurricane Katrina was severely hampered by the poor communication between government agencies and through most media outlets. Top down disaster management also led responders to ignore local resources and knowledge that could have saved many lives. * Draw attention to the continuing struggle in New Orleans as residents fight for housing in 2008.

Metrics:
How? Number of games plays. Number of educators as members of the social network.

What outcomes have been measured?


Press Coverage:
http://www.holymeatballs.org/2008/09/p4k_our_latest_game_wins_award.html http://www.holymeatballs.org/2008/09/p4k_blog_coverage_of_release_o.html

Press Release URL: http://www.holymeatballs.org/2008/08/global_kids_to_launch_online_c.html


Public Contact Information
Name: Barry Joseph
Email: bjinfo2@globalkids.org

Press Contact Name: Sofia
Press Contact Email: sofia@globalkids.org

Game Tags: hurricanekatrina disaster poverty racism

Where you can play this game: tempestincrescentcity.org




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You Have To Defecate Upon King Bhumibol
Game URL: http://www.kongregate.com/games/raitendo/you-have-to-defecate-upon-king-bhumibol

Developer: Raitendo

Non-Profit:

Release Date: 2009-01-22

Project Lead: Marcus Richert

Funding Sources: None

Sponsors/In-kind donations: None

Budget:
Overall: 0
Secured: 0

Brief Description
A news game which parodied Thailand's lèse majesté laws, released only three days after Australian author Harry Nicoalaides was sentenced to 3 years in prison for offending the king in a novel.

Full Description
A news game which parodied Thailand's lèse majesté laws, released only three days after Australian author Harry Nicolaides was sentenced to 3 years in prison for offending the king in a novel. Harry's brother Forde Nicolaides told Melbourne's Herald Sun that he had showed the game to the Thai embassy and warned them "that the best you can do is move this along quickly before more distasteful rubbish comes out."

Target Audience:

Social Issues Addressed: news,

Purpose:
The game was created to spread the news about Harry Nicolaides' unjust incarceration, to lobby for his hasty release and to mock the Thai judicial system/authorities for their bizarre laws. By making a game where you have to defecate on the Thai king, I wanted to show Thai legislators that lèse majesté laws are bizarre and will not be efficient to protect what they are set out to protect. (If the incarceration of Nicolaides' brings about a viral online game where you defecate on the king, the law has obviously only made the situation worse)

Metrics:
How? MochiBot.

What outcomes have been measured? 17,694 plays as of 2009-03-15.


Press Coverage:
http://www.news.com.au/heraldsun/story/0,27574,25006488-2862,00.html http://news.9msn.com.au/article.aspx?id=740364 http://www.gamepolitics.com/2009/01/26/quotdefecate-upon-kingquot-game-protests-thai-free-speech-case http://www.gamasutra.com/news/originals/?story=22109 http://www.gameculture.com/node/1079

Press Release URL: N/A


Public Contact Information
Name: Marcus Richert
Email: superbrightfuture@gmail.com

Press Contact Name: Marcus Richert
Press Contact Email: superbrightfuture@gmail.com

Game Tags: parody, politics, song,

Where you can play this game: http://www.kongregate.com/games/raitendo/you-have-to-defecate-upon-king-bhumibol



From Ellis Island to Orchard Street
Game URL: http://tenement.org/immigrate

Developer:

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Brief Description
From Ellis Island to Orchard Street with Victoria Confino takes you back to 1916…and on a journey to America. The experience begins in Europe, where players create a virtual identity and pack belongings for the trip to New York City. Once on the shores of their new country, players experience the inspection at Ellis Island and head to their new neighborhood: the Lower East Side. Along the way, players get advice from Victoria Confino, a young immigrant who is wise to the ways of America. Victoria even welcomes players into her crowded tenement apartment through a 360-degree panoramic experience, where they make choices about what they will do for money, food and fun in America. The final step is to write a postcard to Victoria about your new life on the Lower East Side- send it to her as an e-card or drop it in the mail! Although From Ellis Island to Orchard Street focuses on immigration history, it can engage players in a conversation about current immigrants and how the process has changed or stayed the same over time.



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Real Lives 2010
Game URL: www.educationalsimulations.com

Developer: Educational Simulations

Non-Profit:

Release Date: July 1, 2009

Project Lead: Bob Runyan

Funding Sources: Self-funded

Sponsors/In-kind donations:

Budget:
Overall:
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Brief Description
Real Lives 2010 is the latest version of the Real Lives simulation that enables you to live a life in any country of the world, all based on real world statistics.

Full Description
Real Lives 2010 is the latest version of the Real Lives simulation that enables you to live a life in any country of the world, all based on real world statistics. This new version features an entirely new user interface, animated 3D graphics, family trees, graphs of personal statistics, the ability to create a business, integrated Google maps and Flickr photos, and many other features requested by users.

Target Audience:

Social Issues Addressed: economics, global conflict, human rights, poverty, public health, ,

Purpose:
The purpose of Real Lives is to increase awareness of, and empathy for, people living in different situations and the opportunities and constraints they face as they make life decisions.

Metrics:
How?

What outcomes have been measured?


Press Coverage:
See website homepage, www.educationalsimulations.com

Press Release URL: www.educationalsimulations.com (when released)


Public Contact Information
Name: Bob Runyan
Email: bobrunyan@educationalsimulations.com

Press Contact Name: Bob Runyan
Press Contact Email: bobrunyan@educationalsimulations.com

Game Tags:

Where you can play this game: www.educationalsimulations.com (2007 version) Beta testers needed for 2010 version to be released July 1, 2009. Beta testing begins June 1, 2009.



"A Day in the Life"
Game URL:

Developer: Karen Petersen

Non-Profit:

Release Date: TBA

Project Lead: TBA

Funding Sources: TBA

Sponsors/In-kind donations: TBA

Budget:
Overall: 250,000
Secured: --

Brief Description
A downloadable, single player, pc game for people with mild to moderate traumatic brain injury or ADD that builds self esteem, to be used in conjunction with traditional on-going therapy and rehabilitation. Critical thinking, problem solving, emotional self-regulation, organizational and follow-through skills are addressed.

Full Description
A downloadable, single player, pc game for people with mild to moderate traumatic brain injury or ADD that builds self esteem, to be used in conjunction with traditional on-going therapy and rehabilitation. Critical thinking, problem solving, emotional self-regulation, organizational and follow-through skills are addressed. This game can also be played by beginners (of any age) new to the world of gaming, and as such is a useful and fun tool for introducing them to various aspects of today’s computer games such as puzzle solving, seek and find games, and navigating through various levels of a landscape. The choice of being the agent playing the game, rather than creating an avatar, was essential. Avatars are one degree removed from direct agency, and a vicarious way to experience the world. For this game’s purpose, being in the world oneself and navigating through it is a direct psychological experience, and hopefully a transformative one. The game can be played more than once; each time around the seek and find objects change and the internal timing which clocks how long it takes to solve a problem shortens, subtly putting some pressure on the player. The player can always opt out and get the seek and find tasks solved with a hint button which puts a light circle around the general vicinity of the object for a second, or if they find a puzzle too difficult altogether can bypass it entirely by using one of the easy bypass credits they have collected while playing the game. The player can quit at any time and the game will be saved. They can return and pick up where they left off. The game is predicated on the assumption that a visual virtual world can be a powerful tool for learning, and the rising and setting of the sun in a day in which one gets up, puts on clothes, eats and does tasks is something that everyone shares. In addition, as a species, curiosity is what drives us forward, and this game takes full advantage of that by adding a mysterious neighbor whose secret is revealed at the end.

Target Audience:

Social Issues Addressed: public health,

Purpose:
A downloadable, single player, pc game for people with mild to moderate traumatic brain injury or ADD that builds self esteem, to be used in conjunction with traditional on-going therapy and rehabilitation.

Metrics:
How? When funded in alpha version, the game will be tested with patient populations currently in TBI day programs, Rehab centers, private patients and through the VA. This will initially be done in the NY area.

What outcomes have been measured? None yet.


Press Coverage:


Press Release URL:


Public Contact Information
Name: Karen Petersen
Email: karen.petersen4@gte.net

Press Contact Name: Karen Petersen
Press Contact Email: karen.petersen4@gte.net

Game Tags: Cognitive rehabilitation, ADD, TBI

Where you can play this game: The game is currently in a paper prototype form, with an attached design document.



Play the News
Game URL: http://playthenewsgame.com/

Developer: ImpactGames LLC

Non-Profit:

Release Date: 3/31/08

Project Lead: Asi Burak

Funding Sources: Innovation Works, Angel Investors

Sponsors/In-kind donations:

Budget:
Overall: 750000
Secured: 500000

Brief Description
"Play the News" is an engaging, community-driven experience - imagine fantasy sports meets the evening news. The platform’s goal is to drive “Interactive News” mini games that change news consumption from passive reading to active engagement. The platform is flexible enough to address a range of global and local content.

Full Description
“Play the News” is a web-based platform to bring interactive gaming elements to the online news media industry, and current event based classroom. Impact Games has created an engine to drive “Interactive News” mini games and community features that change news consumption from passive reading to active engagement. This ability to create a more compelling online news experience presents an opportunity to increase engagement metrics on many dimensions. The Platform is composed of three major components: a web based publishing tool, the interactive game modules, and a community gaming and commenting structure. While still a relatively short and casual experience the games allow for an experience that affects a deeper understanding of issues beyond the headlines. Building on the internationally acclaimed PeaceMaker interface the games integrate broader contextual background information, multiple perspectives, and allow users to role-play critical players in the news. The games are unique and easy for users to share and embed (like a youtube video). The platform’s publishing tools allow quick, easy, and economical repackaging of existing content into an interactive layer in order to address breaking issues in real-time. The community profile and gaming elements promote tracking stories over time, broader content consumption, and engageusers in the building of their own social political profile in relation to current events. ImpactGames created content on a near daily basis from April to October 2008 in a “newsroom 2.0” format. Through this period the company was able to track usage statistics that validated the engagement and value proposition.

Target Audience:

Social Issues Addressed: environment, global conflict, news, public policy,

Purpose:
Increasingly news consumption is becoming about skimming RSS feeds and headlines. Lost in this process is the ability to gain a deeper understanding of the different perspectives of a story and the broader cause and effect relationships that a singular event might be a part of. “Play the News” aims to harness the power of the video game vocabulary and interface to integrate this type of learning into the daily news conversation. PeaceMaker showed that people with this kind of context could understand and relate to the Israeli-Palestinian conflict in 2-4 hours better than from months and even years of consuming the daily headlines. Play the News leverages this notion further while addressing a breadth of subjects and issues and responding to new events as they happen. Through reward systems and social interactions the community gaming component can drive different player motivations and get people to play and learn about issues they may never have engaged with before. The role-playing aspect of the games takes advantage of the idea that people once empowered to make a decision as a leader are then able to engage more effectively in dialogue about the issues. Ultimately this type of consumption will make people more engaged in the events that shape the world around them and hopefully empower them to translate their opinions and actions in the game to real world action. ImpactGames plans to continue to build upon our platform to more effectively activate the community, promote dialogue between players, and extend the reach of the games through new and exciting distribution methods. We also hope that our easy to use publishing tool will empower media organizations, journalists, and community groups to embrace interactive methodology as a way to better engage their audiences without need of programming or game design expertise.

Metrics:
How? We currently track a lot of quantitative data on the user such as time of engagement, return rates to view results and continue to follow stories, and users that engage all new content. We would love to expand our metrics to include more qualitative information such as retention, formulation of viewpoints, comprehension of underlying issues in comparison to other news sources.

What outcomes have been measured? Our engagement metrics have been very positive. One cross section of our data showed an average play duration at 16.6 minutes, with 86% of users engaging all roles available, 15% of users directly responding to email notifications of new content on all subject matter, and 50% responding directly to email notifications of updates on content they had previously engaged.


Press Coverage:
http://poynter.org/column.asp?id=47&aid=158642 http://www.courant.com/entertainment/hc-video-games-cramer.artmar17,0,898358.story http://www.ecrans.fr/L-actualite-comme-terrain-de-jeu,5054.html

Press Release URL:


Public Contact Information
Name: Eric Brown
Email: ericbrown@impactgames.com

Press Contact Name: Eric Brown
Press Contact Email: ericbrown@impactgames.com

Game Tags: news, play the news, newsgaming, current events, interactive, web 2.0, community

Where you can play this game: We are not at present actively publishing new content on our site. We have temporarily closed our newsroom, but aim to begin creating fresh content again in the very near future. You can view the 127 games we created during our initial launch of the platform at PlayTheNewsGame.com. While most of the games have closed due to the story being resolved you are able to review any of the content by clicking review game after you begin.



Play the News
Game URL: http://playthenewsgame.com/

Developer: ImpactGames LLC

Non-Profit:

Release Date: 3/31/08

Project Lead: Asi Burak

Funding Sources: Innovation Works, Angel Investors

Sponsors/In-kind donations:

Budget:
Overall: 750000
Secured: 500000

Brief Description
"Play the News" is an engaging, community-driven experience - imagine fantasy sports meets the evening news. The platform’s goal is to drive “Interactive News” mini games that change news consumption from passive reading to active engagement. The platform is flexible enough to address a range of global and local content.

Full Description
“Play the News” is a web-based platform to bring interactive gaming elements to the online news media industry, and current event based classroom. Impact Games has created an engine to drive “Interactive News” mini games and community features that change news consumption from passive reading to active engagement. This ability to create a more compelling online news experience presents an opportunity to increase engagement metrics on many dimensions. The Platform is composed of three major components: a web based publishing tool, the interactive game modules, and a community gaming and commenting structure. While still a relatively short and casual experience the games allow for an experience that affects a deeper understanding of issues beyond the headlines. Building on the internationally acclaimed PeaceMaker interface the games integrate broader contextual background information, multiple perspectives, and allow users to role-play critical players in the news. The games are unique and easy for users to share and embed (like a youtube video). The platform’s publishing tools allow quick, easy, and economical repackaging of existing content into an interactive layer in order to address breaking issues in real-time. The community profile and gaming elements promote tracking stories over time, broader content consumption, and engageusers in the building of their own social political profile in relation to current events. ImpactGames created content on a near daily basis from April to October 2008 in a “newsroom 2.0” format. Through this period the company was able to track usage statistics that validated the engagement and value proposition.

Target Audience:

Social Issues Addressed: environment, global conflict, news, public policy,

Purpose:
Increasingly news consumption is becoming about skimming RSS feeds and headlines. Lost in this process is the ability to gain a deeper understanding of the different perspectives of a story and the broader cause and effect relationships that a singular event might be a part of. “Play the News” aims to harness the power of the video game vocabulary and interface to integrate this type of learning into the daily news conversation. PeaceMaker showed that people with this kind of context could understand and relate to the Israeli-Palestinian conflict in 2-4 hours better than from months and even years of consuming the daily headlines. Play the News leverages this notion further while addressing a breadth of subjects and issues and responding to new events as they happen. Through reward systems and social interactions the community gaming component can drive different player motivations and get people to play and learn about issues they may never have engaged with before. The role-playing aspect of the games takes advantage of the idea that people once empowered to make a decision as a leader are then able to engage more effectively in dialogue about the issues. Ultimately this type of consumption will make people more engaged in the events that shape the world around them and hopefully empower them to translate their opinions and actions in the game to real world action. ImpactGames plans to continue to build upon our platform to more effectively activate the community, promote dialogue between players, and extend the reach of the games through new and exciting distribution methods. We also hope that our easy to use publishing tool will empower media organizations, journalists, and community groups to embrace interactive methodology as a way to better engage their audiences without need of programming or game design expertise.

Metrics:
How? We currently track a lot of quantitative data on the user such as time of engagement, return rates to view results and continue to follow stories, and users that engage all new content. We would love to expand our metrics to include more qualitative information such as retention, formulation of viewpoints, comprehension of underlying issues in comparison to other news sources.

What outcomes have been measured? Our engagement metrics have been very positive. One cross section of our data showed an average play duration at 16.6 minutes, with 86% of users engaging all roles available, 15% of users directly responding to email notifications of new content on all subject matter, and 50% responding directly to email notifications of updates on content they had previously engaged.


Press Coverage:
http://poynter.org/column.asp?id=47&aid=158642 http://www.courant.com/entertainment/hc-video-games-cramer.artmar17,0,898358.story http://www.ecrans.fr/L-actualite-comme-terrain-de-jeu,5054.html

Press Release URL:


Public Contact Information
Name: Eric Brown
Email: ericbrown@impactgames.com

Press Contact Name: Eric Brown
Press Contact Email: ericbrown@impactgames.com

Game Tags: news, play the news, newsgaming, current events, interactive, web 2.0, community

Where you can play this game: The platform is not currently being used to publish new content, or lock and close existing games. We have temporarily closed our newsroom, but aim to begin creating fresh content again in the very near future. You can view the 127 games we created during our initial launch of the platform at PlayTheNewsGame.com. While most of the games have closed due to the story being resolved you are able to review any of the content by clicking review game after you begin.




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RoboRush!
Game URL: http://www.actonsims.com/games/roborush/index.html

Developer: Acton Foundation for Entrepreneurial Excellence and ViaVivo, Inc.

Non-Profit: Acton Foundation for Entrepreneurial Excellence, Producer

Release Date: 2008

Project Lead: Ben Allen and Joel Hobbs

Funding Sources: Acton Foundation for Entrepreneurial Excellence

Sponsors/In-kind donations:

Budget:
Overall: Less than $250,000
Secured:

Brief Description
RoboRush teaches the process of starting a bootstrap business. The audience is aspiring entrepreneurs.

Full Description
RoboRush! is meant to teach students how to build a business from the ground up. Students will start a small robot-manufacturing business through grassroots methods: pursuing sales, running efficient operations, and learning to say ‘no’ to less-profitable customer requests. As the student progresses they will have the opportunity to scale up the business by making sound decisions and taking risks. In growing the business the student has the opportunity to hire staff, open a storefront, and even open a factory. As they do, they will find that the game play becomes more challenging as they find that managing staff, monitoring demand, and balancing profitability are not as easy as they may have originally imagined. Students will learn to handle issues and decisions that permeate any business: the choice to streamline their product line versus customizing orders, balancing demand with profitability, building a profitable customer base, starting small, and managing growth.

Target Audience:

Social Issues Addressed: economics, Entrepreneurialism,

Purpose:
RoboRush! is a part of AFEE's mission to educate, train and inspire future entrepreneurs. The game's purpose is to teach players how to start and build their business from the ground up. The entrepreneurial journey happens in real time. Decisions are made under the gun. Days are full of deadlines and delays. The Acton Sims Games Lab transports the aspiring entrepreneur into both the real world of business and the real time of the business. The difference is, in this virtual world of business transactions, you don't wait years and years to see the consequences of your choices. You receive instant feedback and immediate input. Collaborative after-action reviews give you the opportunity to compare your results and reshape your paradigms.

Metrics:
How? Acton MBA students are surveyed after playing the game. Their feedback is an indicator of the game's effectiveness. Also, anybody who plays the game online is able to share their feedback by taking our online survey.

What outcomes have been measured?


Press Coverage:
http://clarkaldrich.blogspot.com/2009/02/spend-some-time-engaging-some-of-best.html

Press Release URL:


Public Contact Information
Name:
Email:

Press Contact Name:
Press Contact Email:

Game Tags: Sales, Customer, Entrepreneur, Business

Where you can play this game: It's online for free at the following URL: http://www.actonsims.com/games/roborush/index.html



Fistful of Dollars
Game URL: http://www.actonsims.org/games/wcgame/index.html

Developer: Acton Foundation for Entrepreneurial Excellence and ViaVivo, Inc.

Non-Profit: Acton Foundation for Entrepreneurial Excellence, producer/owner

Release Date: 2008

Project Lead: Ben Allen and Joel Hobbs

Funding Sources: Acton Foundation for Entrepreneurial Excellence

Sponsors/In-kind donations:

Budget:
Overall: Less than $250,000
Secured:

Brief Description
This game teaches the dynamics and challenges of managing working capital; accounts receivable, inventory and accounts payable

Full Description
As manager of Marty Raygun's factory, you must exercise your entrepreneurial intuitions. The goal is to maximize the firm's value. Buy raw materials and choose clients based on your company's means. To help you choose, each client is presented with their credit standing and a rating of company loyalty. If customers default on their payments you lose money. Make sure you keep enough cash in the bank to upgrade equipment and pay other expenses. Maximizing profits and minimizing risk yields a higher firm value and adds more points your score.

Target Audience:

Social Issues Addressed: economics, Entrepreneurialism,

Purpose:
The game is part of AFEE's goal to educate, train and inspire entrepreneurs. Specifically, Fistful of Dollars focuses on the following learning objectives: · Recognize the importance of monitoring cash flow in the system in order to pay bills and stay in business. · Make strategic decisions to improve your financial position: a. Seek longer terms and lower supply price from suppliers. b. Seek shorter terms and higher product price from customers. c. Use cash flow to inform supplier and customer negotiations. · Relate business growth with cash flow risks and essential mitigations. a. Recognize that a longer production line that increases the time before you get paid requires mitigation strategies to be successful. b. Apply and adapt strategies appropriate to dynamic conditions. · Sustain business growth while maintaining necessary working capital.

Metrics:
How? The Acton MBA students are surveyed on their impression of the games. Their feedback is an indicator of the game's success as a learning tool.

What outcomes have been measured?


Press Coverage:
http://clarkaldrich.blogspot.com/2009/02/spend-some-time-engaging-some-of-best.html

Press Release URL:


Public Contact Information
Name:
Email:

Press Contact Name:
Press Contact Email:

Game Tags: Business, Entrepreneur, Economics

Where you can play this game: It's online for free at: http://www.actonsims.org/games/wcgame/index.html



Ars Regendi
Game URL: http://www.ars-regendi.com

Developer: Redmaze

Non-Profit:

Release Date: January 1st 2008

Project Lead: What's that?

Funding Sources: none

Sponsors/In-kind donations: none

Budget:
Overall: 4000
Secured:

Brief Description
Political online game and economic simulation, where the player can found an own state and lead it according to his own potilical ideas.

Full Description
Ars Regendi is a massive multiplayer browser-based game that simulates states in a very realistic way. The virtual regents can watch all consequences of their political and economical decisions in numbers and diagrams, which are generated in a very complex formula system. Also, Ars Regendi became a meeting point for politically interested gamers who discuss at a very high level about alternative political, social and economical concepts. In addition, Ars Regendi will be extended to a complete geopolitical simulator soon.

Target Audience:

Social Issues Addressed: economics, environment, global conflict, human rights, news, poverty, public policy, public health,

Purpose:
Ars Regendi offers a lot of political options for nearly every problem which can occur in a modern. The game does not say: Make it like this, that's the right solution! No, it wants to make the players think of the consequences of their decisions and discuss them in the community. Especcially in economical issues Ars Regendi helps the players to understand how economy works, even far away from the general concepts in reality.

Metrics:
How? I don't think that our success is measureable in numbers.

What outcomes have been measured? Many players who think that Ars Regendi is an excellent game, which helped them to understand better what's going on in the world ;)


Press Coverage:
Not many yet. It's hard to get reviews without much funding :(

Press Release URL: http://www.pr-inside.com/ars-regendi-invites-you-to-rule-r638452.htm


Public Contact Information
Name: Marc Boettenberg
Email: mboettenberg@redmaze.de

Press Contact Name: Marc Boettenberg
Press Contact Email: mboettenberg@redmaze.de

Game Tags: free, independent, realistic, economical, political, social simulation, browser-based online game

Where you can play this game: Well, the server stands in Germany, but it can be played at any place where the internet and a browser are available :)



Connect2Climate
Game URL: www.connect2climate.org

Developer: ZMQ Software Systems

Non-Profit:

Release Date: 5th June 2008

Project Lead: Mr. Hilmi Quraishi

Funding Sources: Funded by the profit of ZMQ and in support partnership with various corporate like Tetra Pak, Philips and Intel

Sponsors/In-kind donations: Tetra Pak, Philips and Intel

Budget:
Overall: 60000
Secured: 25000





Target Audience:

Social Issues Addressed: environment, Climate Change Awareness,

Purpose:
Connect2Climate is a social initiative program to reach out to youth on issues of Environment, Climate Change awareness and Green technologies through the medium of vaiety of Mobile and Desktop games. Initailly 3 mobile phone games namely Polar Teddy, Mission Lighting and DeCarbonator are launched on Mobile networks in India. The Desktop games namely Copenhagen Challenge, Great Save and Climate Mela are launched.

Metrics:
How? In six months of launch of 3 mobile games namely Polar Teddy, Mission Lighting and Decarbonator. It has reached to 13 million subscribers with 2.4 million successful game sessions played.

What outcomes have been measured? Four important measurements for outcomes assessment are: 1. R- Out Reach through Mobile Oprators 2. G- Game Session Played 3. D- Diverse Distribution factor 4. L - Learning Index Achieved Current status of the parameters are: R- 12.9 million G- 2.38 Million L- Increased Learning co-efficient by 0.41 (on a scale of 1) D- 63% distribution in small and medium towns of India.


Press Coverage:
1.http://southasia.oneworld.net/Article/mobiles-games-to-spread-climate-change-message 2. http://www.um.dk/en/servicemenu/News/TheRoadToCopenhagenPassesThroughNewDelhi.htm 3. http://www.animationxpress.com/?file=story&id=8981 4.http://conversations.nokia.com/2008/06/06/eco-conscious-mobile-gaming/

Press Release URL: http://www.freepressreleases.co.uk/Press_Releases/Gaming/_Mobile_Games_on_Climate_Change_Launched_by_Nobel_Laureate_Dr._R.K._Pachauri_2008060321317/


Public Contact Information
Name: Dr. Subhi Quraishi
Email: subhi@zmq.in

Press Contact Name: Sumbul Tariq
Press Contact Email: sumbul@zmq.in

Game Tags: Mobile Games, Environment Games, Climate Change, ZMQ, Connect-2-Climate, Desktop Games, India, TERI, ZMQ Software Systems,

Where you can play this game: Currently the games are live on Indian Mobile Networks of Reliance Infocomm's R-World. On 1st May 2009, the games will go global through a wap portal of Connect2Climate.org. The desktop games will be available on Connect2Climate website (www.connect2climate.org). We can arrange games for demonstration on request.



Heifer Virtual Village: Nepal
Game URL: http://heifervillage.org/nepal/

Developer: ForgeFX

Non-Profit: Beaconfire and Heifer International

Release Date: June 2008

Project Lead: Greg Meyers

Funding Sources: Private

Sponsors/In-kind donations:

Budget:
Overall:
Secured:

Brief Description
Heifer Virtual Village: Nepal is browser-based real-time 3D simulation where the player's character must navigate a virtual Nepalese environment, interact with other characters in the village, and correctly complete tasks associated with the game's goal

Full Description
In this Serious Game For Change you find yourself in a the simulated village where a few are prosperous, but most struggle with hunger and poverty. The player is Esha, a young girl from a poor family. Your mother's dearest wish is to somehow acquire a goat. A goat would provide your family with milk and the means of making money, which would allow Esha to go to school. Acquiring micro-loans and building animal pens are some of the activities the player engages in while playing the game. By demonstrating some of these activities in an online virtual world, Heifer hopes that the spirit of goodwill that ripples through communities as animals are passed on, will also be spread to some degree digitally

Target Audience:

Social Issues Addressed: poverty, Hunger,

Purpose:
Heifer's program of Passing the Gift allows families and individuals who have received animals and education to become donors themselves. In the simulated village, the player's goal is to receive a goat from a neighbor and in the progress learn and understand the challenges that face people in villages like this in Nepal.

Metrics:
How? Site traffic analysis, Google analytics, donations

What outcomes have been measured?


Press Coverage:
http://elianealhadeff.blogspot.com/2008/10/heifer-village-nepal-serious-games.html http://seriousgamesportal.blogspot.com/2008/10/heifer-village-nepal-serious-games.html

Press Release URL: http://elianealhadeff.blogspot.com/2008/10/heifer-village-nepal-serious-games.html


Public Contact Information
Name: ForgeFX
Email: gmeyers@forgefx.com

Press Contact Name: Greg Meyers
Press Contact Email: gmeyers@forgefx.com

Game Tags:

Where you can play this game: http://heifervillage.org/nepal/



LAYOFF
Game URL: http://www.tiltfactor.org/layoff/

Developer: Tiltfactor and Values at Play project. Tiltfactor hired out the programming tasks to a Rochester Institute of Technology Game Design and Development P

Non-Profit: Tiltfactor and Values at Play project. Tiltfactor hired out the programming tasks to a Rochester Institute of Technology Game Design and Development P

Release Date: March 12 2009

Project Lead: Mary Flanagan

Funding Sources: National Science Foundation

Sponsors/In-kind donations: Tiltfactor Assistance outside the funding allotment.

Budget:
Overall: 9K, from National Science Foundation
Secured: 14K, through In-kind work

Brief Description
LAYOFF comments on the current state of the US financial crisis. Part dark humor, mostly grim portent, players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency.

Full Description
Developed by members of the Tiltfactor Lab and the Rochester Institute of Technology (RIT) Game Design and Development program, LAYOFF is an examination of the current financial scandal. In the game, players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency. During the game play, players eliminating many workers in a row find financiers and bankers taking the place of working class jobs. The financiers in this game cannot face layoffs.

Target Audience:

Social Issues Addressed: economics, news, poverty, public policy,

Purpose:
Layoff uses a casual game paradigm to comment on the current financial crisis. Through the game, we hope to raise awareness, spark discussion, and most of all create a sense of empathy for people who are facing severe financial hardship.

Metrics:
How? We worked in a reflective practice methodology called values at play in the development of this game in an iterative process. We are not at this time conducting a study on this game’s players, but may in the future.

What outcomes have been measured? None


Press Coverage:
http://kotaku.com/5170770/layoffs-the-video-game-is-depressing-fun; http://www.forbes.com/2009/03/20/layoff-tracker-unemployment-leadership-report.html; http://www.cnbc.com/id/29775890; For links to more press coverage, please see http://www.tiltfactor.org/layoff/

Press Release URL: http://www.tiltfactor.org/layoff/layoff_pressrelease.pdf


Public Contact Information
Name: Mary Flanagan
Email: mary@maryflanagan.com

Press Contact Name: Mary Flanagan
Press Contact Email: mary@maryflanagan.com

Game Tags: casual, financial crisis, activist

Where you can play this game: The game can be played on the Tiltfactor website (www.tiltfactor.org/layoff).



ECON 201: Principles of Microeconomics
Game URL: http://web.uncg.edu/dcl/dcldemo/econ.html

Developer: Univeristy of North Carolina at Greensboro

Non-Profit: Division of Continual Learning; We are a non-profit, self-supporting division of a public university

Release Date: Fall 2006

Project Lead: Nora Reynolds

Funding Sources: University of North Carolina at Greensboro, Division of Continual Learning

Sponsors/In-kind donations: n/a

Budget:
Overall: 250,000
Secured:

Brief Description
The player lands on a post-apocalyptic earth and learns economics through a variety of subjects. Players must make ethical decisions. They face a disease outbreak, scarcity of resources, even an approaching devastating storm. They are introduced to historical examples of how people on earth handled similar problems in the past.

Full Description
ECON 201 teaches students that economics is a way of thinking. They learn by doing as they play the role of an alien species that crash-lands in a futuristic, post-apocalyptic earth and must learn to survive. As they begin to build a society and evaluate whether to try to return home, students learn to understand tradeoffs and deal with issues such as scarcity, savings and investments and sustainable growth. They begin to anticipate consequences and make decisions based on logical analysis. Our videogame teaches the same core set of economics principles found in a face-to-face introductory course – and more. In fact, it integrates a variety of interdisciplinary subjects that go well beyond economics. For example, students must make ethical decisions as they play the game. They face a disease outbreak. They are introduced to historical examples of how the earth faced similar problems in the past. The ECON 201 game features highly interactive content, with students assuming the role of one of the characters in the game’s overarching narrative. They learn by doing as they tackle challenges, solve problems and master new economics concepts. Unlike traditional courses where students memorize principles but may not fully comprehend them, the game requires students to apply their knowledge, make decisions based on economic principles, experience the immediate consequences and react accordingly.

Target Audience:

Social Issues Addressed: economics, environment, global conflict, human rights, news, poverty, public policy, public health,

Purpose:
ECON201 is a revolutionary new online videogame for college credit. Rather than simply incorporating gaming techniques into the course, the course itself is a game, end-to-end. We’ve long known that it can be a challenge to teach complex concepts in a traditional classroom setting using standard lecture techniques. That’s certainly true of economics, which is one of those theoretical subjects that many students just don’t “get.” Gaming offers a way to enhance teaching and make economics and other complex topics much more understandable. In fact, games are so effective as a learning tool that employers (including the U.S. Military) have begun to use them for training. In addition, today’s college students have a strong interest in gaming. Campus Technology magazine reports that 70% of students play video games, and almost one in three admit they play them in class without a professor’s knowledge. UNC Greensboro believes it can leverage this trend if the class IS the videogame.

Metrics:
How? We compare the results of the online version to the face to face version taught on campus.

What outcomes have been measured? Students do as well or better than their peers in the same face-to-face econ 201 course offered on our campus.


Press Coverage:
http://www.npr.org/templates/story/story.php?storyId=6342324

Press Release URL: http://econ201.uncg.edu


Public Contact Information
Name: Michelle Soler
Email: mlsoler@uncg.edu

Press Contact Name: Linda Edgerton
Press Contact Email: ledgerton@triad.rr.com

Game Tags: online course, videogame for college credit, economics game,

Where you can play this game: It is housed on UNC Greensboro servers. It can be played by registering for the course.



LAYOFF
Game URL: http://www.tiltfactor.org/layoff/

Developer: Tiltfactor and Values at Play project. Tiltfactor hired out the programming tasks to a Rochester Institute of Technology Game Design and Development P

Non-Profit: Yes. Tiltfactor is an academic game design center based in Dartmouth College that is focused on game design for social change. Values at Play is an ac

Release Date: March 12 2009

Project Lead: Mary Flanagan

Funding Sources: National Science Foundation

Sponsors/In-kind donations: Tiltfactor Assistance outside the funding allotment.

Budget:
Overall: 9K, from National Science Foundation
Secured: 14K, through In-kind work

Brief Description
LAYOFF comments on the current state of the US financial crisis. Part dark humor, mostly grim portent, players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency.

Full Description
Developed by members of the Tiltfactor Lab and the Rochester Institute of Technology (RIT) Game Design and Development program, LAYOFF is an examination of the current financial scandal. In the game, players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency. During the game play, players eliminating many workers in a row find financiers and bankers taking the place of working class jobs. The financiers in this game cannot face layoffs.

Target Audience:

Social Issues Addressed: economics, news, public policy,

Purpose:
What impact are you aiming for?): Layoff uses a casual game paradigm to comment on the current financial crisis. Through the game, we hope to raise awareness, spark discussion, and most of all create a sense of empathy for people who are facing severe financial hardship.

Metrics:
How? We worked in a reflective practice methodology called values at play in the development of this game in an iterative process. We are not at this time conducting a study on this game’s players, but may in the future.

What outcomes have been measured? None


Press Coverage:
For links to a wide range of press coverage, please see http://www.tiltfactor.org/layoff/

Press Release URL: http://www.tiltfactor.org/layoff/layoff_pressrelease.pdf


Public Contact Information
Name: Mary Flanagan
Email: Mary.Flanagan@dartmouth.edu

Press Contact Name: Mary Flanagan
Press Contact Email: Mary.Flanagan@dartmouth.edu

Game Tags: casual, financial crisis, activist

Where you can play this game: The game can be played on the Tiltfactor website (www.tiltfactor.org/layoff).



Garbage Glut
Game URL: http://www.gothamgazette.com/article/gamesandquizzes/20071113/201/2343

Developer: Gotham Gazette with Isotope Media

Non-Profit: The game was developed by Gotham Gazette, a publication of the nonprofit Citizens Union Foundation.

Release Date: November 13, 2007

Project Lead: Amanda Hickman

Funding Sources: Knight News Challenge and donors to Citizens Union Foundation

Sponsors/In-kind donations: n/a

Budget:
Overall: 75,000
Secured: 75,000

Brief Description
Garbage Glut is a choose-your-own adventure in waste management, available on Gotham Gazette. The game asks everyone to take a turn as sanitation commissioner, making key decisions about how the city should handle its waste.

Full Description
The Garbage Glut, a web-based game written in PHP and MySQL asks players first to decide how much New Yorkers should be asked to sort, separate and divert their garbage before it reaches the curb. The game then shifts to big picture decisions: how much time and money should the sanitation department spend recovering resources from the waste stream and how much effort should be made to process waste locally. At the game's conclusion the player can see how many truck miles their sanitation plan will require and how much city waste will wind up being landfilled. The game uses a combination of real policy proposals and proposals that aren't currently part of the policy debate. It is designed to walk players through the complex decisions that the Department of Sanitation has to make and to illustrate opportunities to reduce the city's waste.

Target Audience:

Social Issues Addressed: environment, public policy, waste management,

Purpose:
Our goal is to illustrate a complex policy issue with the ultimate aim of arming our readers with better tools to bring with them into policy debates.

Metrics:
How? We use Urchin to measure traffic to the online game, and staff-power to aggregate and assess outside links. The game also tracks player choices throughout.

What outcomes have been measured? We know how many people have visited the game page, as well as how many have started and finished the game.


Press Coverage:
Blue Marble Blog>The Garbage Game http://www.motherjones.com/blue_marble_blog/archives/2007/11/6215_the_garbage_gam.html NRDC>Ian Wilker’s blog>Gaming with Garbage http://switchboard.nrdc.org/blogs/iwilker/gaming_with_garbage.html Garbage Time http://gothamist.com/2007/11/14/garbage_time_1.php Play With Your Virtual Garbage http://www.nydailynews.com/blogs/dailypolitics/2007/11/odds_and_ends_127.html Mark Caserta http://3rliving.blogspot.com/2007/11/garbage-game.html Green With Envy, Ridden with Guilt http://greenguilt.wordpress.com/2007/11/14/garbage-game/ The Garbage Man Can http://www.metafilter.com/66525/The-Garbage-Man-Can The Albany Project http://www.thealbanyproject.com/showDiary.do?diaryId=1588 Going Green on Long Island http://greenlongisland.blogspot.com/2007/11/sanitation-commissioner-for-day.html The Garbage Game http://www.treehugger.com/files/2007/11/the_garbage_game.php

Press Release URL: n/a


Public Contact Information
Name: Amanda Hickman
Email: amanda@gothamgazette.com

Press Contact Name: Sara Stuart
Press Contact Email: sstuart@citizensunionfoundation.org

Game Tags: news, news games, New York City , public policy, sanitation, garbage, recycling, waste management

Where you can play this game: The game can be played on http://www.gothamgazette.com – the exact URL is http://www.gothamgazette.com/article/gamesandquizzes/20071113/201/2343



The Budget Maze
Game URL: http://www.gothamgazette.com/article/issueoftheweek/20080519/200/2525

Developer: Gotham Gazette with Forum One

Non-Profit: The game was developed by Gotham Gazette, a publication of the nonprofit Citizens Union Foundation.

Release Date: May 19, 2008

Project Lead: Amanda Hickman

Funding Sources: Knight News Challenge and donors to Citizens Union Foundation

Sponsors/In-kind donations: n/a

Budget:
Overall: 65,000
Secured: 65,000

Brief Description
Players in Gotham Gazette's web-based Budget Maze navigate a dreary dungeon. At various rooms, the player must find the zombie who holds the answers to a question about the city or state budget process in order to move forward.

Full Description
Gotham Gazette's Budget Maze, written in AJAX, PHP and MySQL, challenges players to make their way through the maze of the city budget as the calendar ticks down to the budget deadline. The game has three levels, the first a fairly simple level where the player must procure funding from a discretionary pool. The third level requires the player to travel to and from the state capital organizing support for their budget proposal. At each level the player navigates a maze to arrive at challenges – questions about the budget process that they must answer to proceed. Too many wrong answers and they budget passes without them. The Budget Maze follows the actual city and state budget process and is designed to gently educate New Yorkers about the budget process by illustrating the steps that go into securing discretionary funding, a line item in the city budget or a change to the tax code.

Target Audience:

Social Issues Addressed: news, public policy,

Purpose:
Our goal is to illustrate a complex policy issue with the ultimate aim of arming our readers with better tools to bring with them into policy debates.

Metrics:
How? We use Urchin to measure traffic to the online game, and staff-power to aggregate and assess outside links.

What outcomes have been measured? Traffic, Game Completion


Press Coverage:
http://www.dmiblog.com/archives/2008/05/gotham_gazettes_new_york_city.html http://www.brownstoner.com/brownstoner/archives/2008/05/closing_bell_ny.php

Press Release URL: n/a


Public Contact Information
Name: Amanda Hickman
Email: amanda@gothamgazette.com

Press Contact Name: Sara Stuart
Press Contact Email: sstuart@citizensunionfoundation.org

Game Tags: News, news games, New York City, public policy, Albany, budget, public finance

Where you can play this game: The game can be played on http://www.gothamgazette.com – the exact URL is http://www.gothamgazette.com/article/issueoftheweek/20080519/200/2525



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TO PLAY



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LAYOFF
Game URL: http://www.tiltfactor.org/layoff/

Developer: Tiltfactor and Values at Play project.

Non-Profit: Tiltfactor is an academic game design center based in Dartmouth College that is focused on game design for social change. Values at Play is an academi

Release Date: March 12 2009

Project Lead: MARY FLANAGAN

Funding Sources: National Science Foundation

Sponsors/In-kind donations: Dartmouth/ Tiltfactor Assistance outside the funding allotment.

Budget:
Overall: 9K
Secured: 14K

Brief Description
LAYOFF comments on the current state of the US financial crisis. Part dark humor, mostly grim portent, players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency.

Full Description
Developed by members of the Tiltfactor Lab and the Rochester Institute of Technology (RIT) Game Design and Development program, LAYOFF is an examination of the current financial scandal. In the game, players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency. During the game play, players eliminating many workers in a row find financiers and bankers taking the place of working class jobs. The financiers in this game cannot face layoffs.

Target Audience:

Social Issues Addressed: economics, public policy,

Purpose:
Layoff uses a casual game paradigm to comment on the current financial crisis. Through the game, we hope to raise awareness, spark discussion, and most of all create a sense of empathy for people who are facing severe financial hardship.

Metrics:
How? In its first week, LAYOFF attracted 1.1 million players and international press coverage. During development, we worked in a reflective practice methodology called values at play in the development of this game in an iterative process. We are not at this time conducting a study on this game’s players, but may in the future.

What outcomes have been measured? Press coverage and blog posts for feedback.


Press Coverage:
see links including usa today, forbes, chronicle of higher education, kotaku, etc: http://www.tiltfactor.org/layoff/

Press Release URL: http://www.tiltfactor.org/layoff/layoff_pressrelease.pdf


Public Contact Information
Name: Mary Flanagan
Email: mary@maryflanagan.com

Press Contact Name: same
Press Contact Email:

Game Tags: casual, financial crisis, activist

Where you can play this game: http://www.tiltfactor.org/layoff/ it is a flash game to be played in the browser.




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data recovery
Game URL: http://www.datadoctor.in

Developer: Data recovery software

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Full Description
Organization ensures quick recovery of data lost due to corrupted digital media, virus attack, formatted storage media etc.

Target Audience:

Social Issues Addressed: computer,

Purpose:


Metrics:
How?

What outcomes have been measured?


Press Coverage:


Press Release URL: http://www.datadoctor.in


Public Contact Information
Name: Data recovery software
Email: meta@datadoctor.in

Press Contact Name: Data recovery software
Press Contact Email: meta@datadoctor.in

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Where you can play this game:



Debt Ski
Game URL: www.debtski.com

Developer: mtvU

Non-Profit: Peter G. Peterson Foundation, partner for the Indebted Campaign

Release Date: April 23, 2009

Project Lead:

Funding Sources: Peter Peterson G. Foundation

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Full Description
As part of the Indebted campaign, mtvU and the Peterson Foundation launched the Indebted Digital Challenge last fall, asking young people everywhere to propose ideas for a viral video game that would raise awareness about the dangers of excessive debt. Brian Haveri of Milburn, NJ took the $10K prize with his side-scrolling game, Debt Ski (www.debtski.com), which features a piggy bank on a personal watercraft who must overcome various obstacles while maximizing his savings, limiting his debt and maintaining his happiness. One of Debt Ski's biggest challenges comes in the form potential spending tsunamis which represent unexpected yet costly life events like losing one's job. To prepare himself for these unforeseen and expensive tsunamis, the piggy bank must build up his savings and stay below his credit limit, while also making sure he's paid for necessities such as housing and food. Reflecting the choices young people encounter in real life, the piggy bank must also wisely decide on the purchase of optional items such as electronics and clothing, which can boost his happiness but also plunge him deep into debt. While traditional side-scrolling games typically encourage players to collect everything they encounter, Debt Ski takes a twist on this concept by pushing players to be thoughtful about the items they collect in order to control spending and ensure a successful financial future. After game play, users are encouraged to learn more and take action to help stop the fiscal crisis facing our nation at indebted.com. Through the power of online gaming, Debt Ski aims to motivate college students everywhere to engage in personal budgeting and advocacy for responsible government spending, in order to change the financial future they are inheriting.

Target Audience:

Social Issues Addressed: economics,

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Public Contact Information
Name: Claudia Bojorquez
Email: Claudia.Bojorquez@mtvstaff.com

Press Contact Name: Janice Gatti
Press Contact Email: Janice.Gatti@mtvstaff.com

Game Tags:

Where you can play this game: The game currently lives online (www.debtski.com)and does not need to be downloaded to be played.



Globaloria Student Produced Games:The Zeitgest; The Ultimate Lunch Tray; Jimmy vs. the Splurge
Game URL: http://www.myglife.org/usa/wv/rtc/en/play

Developer: Globaloria Students (10-24 years): The Zeitgeist: The Five Experimental Ninjas, Randolph Technical Center High School & Marshall Community & Technical

Non-Profit: World Wide Workshop Foundation: The World Wide Workshop Foundation developed the open-source learning platform and curriculum known as Globaloria (www

Release Date: June 2007 & June 2008

Project Lead: The Zeitgeist: James Bohon, Kris Kepner, Brandon Stalnaker, Toby Devine, Clint Higgins; The Ultimate Lunch Tray: Victoria, Arieanna, Leon, Briante, Jo

Funding Sources: Multiple, including West Virginia Governor’s Office, West Virginia Department of Education, Claude Worthington Benedum Foundation, Verizon West Virg

Sponsors/In-kind donations: West Virginia Center for Professional Development

Budget:
Overall: 900,000
Secured: 600,000

Brief Description
These games are all samples of original social-issue web-games students (10-24 years old) create using the Globaloria platform and curriculum. The Globaloria Program is a virtual network for learning social-issue web-game design that empowers youth with the digital literacies to actively participate and lead in today’s new media world.

Full Description
Featured here are games created by students using the Globaloria program. The Zeitgeist, a right-scroll platformer, is a multi-faceted game where each level represents a new historical period. The Zeitgeist was created by WV public high school and community college students to delve deeper into game-making and history. The Rethinkers, a group of 10-17 year olds whose lives were devastated by Hurricane Katrina, used the Globaloria program to develop The Ultimate Lunch Tray as an advocacy tool for healthier cafeterias. They presented their original game to the district school superintendant. Using Globaloria, John Rhea, an American University student, developed Jimmy vs. the Splurge, a vertical shooter, to teach about nutrition and healthy eating. The Globaloria program (www.Globaloria.org) is a social network for learning that invites students and educators to master the tools of social media technology by creating their own web-games, wikis, and blogs. They work individually and collaboratively within an activity-driven, virtual, networked learning community with a specific social-issue thematic focus. The program follows a learning-by-doing curriculum approach to producing web-games using the latest digital communication technology to enable active and transparent participation, exchange, communication, and collaboration online. Through the process of virtual web-game design and creation, young learners master the abilities to originate creative and purposeful digital content, to write as well as read digitally, to express themselves in a networked community, and to innovate and collaborate using social networks and social media technology; the very skills needed to be productive and successful 21st-century citizens.

Target Audience:

Social Issues Addressed: economics, environment, human rights, public policy, public health,

Purpose:
Through the process of virtual social-issue web-game design and creation, young learners master the digital literacies and abilities to be active participants and leaders in today’s digital and global world. Globaloria is unique in cultivating and intertwining six specific competencies: 1.Invention, progression, and completion of an original digital project idea (for an educational web- game or interactive simulation) 2.Project-based learning through online project management in a wiki-based networked environment 3.Publishing and distribution of self-created digital media 4.Social-based learning, participation and exchange in a networked environment 5.Information- based learning, purposeful search, exploration 6.Surfing websites and web applications

Metrics:
How? World Wide Workshop researchers use a variety of methods to evaluate the cognitive, behavioral, and affective impact (the Six Contemporary Learning Abilitities) of our programs. Researchers implement a complex and eclectic methodology, which they consider to be a pilot in and of itself, including the use of: •Pre- and post- program surveys •Real-time statistical and empirical tracking of activities and behaviors •Case studies •Evaluations of work product •Evaluations of wiki participation •Interviews, conference calls, and email exchanges with educators •In-person visits •Videos and transcriptions from site visits

What outcomes have been measured? Based on our impact research (See: http://www.worldwideworkshop.org/reports), as a result of participating in the Globaloria program, students and educators have demonstrated an increase in all Six Contemporary Learning Abilities with Technology (6CLAs), as has their propensity to develop impactful and social-issue focused games.


Press Coverage:
http://www.worldwideworkshop.org/press

Press Release URL: http://www.worldwideworkshop.org/press


Public Contact Information
Name: Idit Harel Caperton
Email: Idit@WorldWideWorkshop.org

Press Contact Name: Amber Oliver
Press Contact Email: Amber@WorldWideWorkshop.org

Game Tags: Social issues, social learning, transparent learning, web-game design and programming, collaborative media-technology, wiki-based participatory learning, digitally-literate participation, 21st-century skills, creativity and original thinking

Where you can play this game: All games currently exist within the Globaloria social network at www.Globaloria.org and can be played, opened, shared, remixed, and explored on the website and on the student developers’ wiki pages: The Zeitgeist: http://www.myglife.org/usa/wv/rtc/en/play/Casual/zeitgeist and http://myglife.org/usa/wv/mctcwiki/index.php/The_Five_Experimental_Ninjas The Ultimate Lunch Tray: http://www.myglife.org/usa/wv/rtc/en/play/Social/ultimatelunchtray and http://www.myhlife.org/usa/la/rethinkwiki/index.php/The_Ultimate_Lunch_Tray Jimmy vs the Splurge: http://www.myglife.org/usa/wv/rtc/en/play/Social/jimmy and http://www.myglife.org/usa/auwiki/index.php/User:Johnrhea



Homeland Guantanamos
Game URL: www.homelandgitmo.com

Developer: Breakthrough/Free Range Studios

Non-Profit: Breakthrough (Producer & Co-Developer)

Release Date: 9/25/2008

Project Lead: Heidi Boisvert (Breakthrough), Jonah Sachs (Free Range Studios)

Funding Sources: Ford Foundation (via Public Interest Project, For Freedom's Fund)

Sponsors/In-kind donations: N/A

Budget:
Overall: 55,000
Secured: 60,000

Brief Description
Homeland Guantanamos is a game designed to spotlight the inhumane conditions faced by 300,000 people in immigrant detention as a result of unfair DHS policies. Players assume the role of an undercover journalist who must uncover the true story of an immigrant who died in ICE custody under questionable circumstances.

Full Description
Homeland Guantanamos is a game designed to spotlight the inhumane conditions being faced by 300,000 people in immigrant detention as a result of unfair Department of Homeland Security policies. Players assume the role of an undercover journalist doing an investigative series who must uncover the true story of Boubacar Bah, an immigrant who died in U.S. Immigration & Customs Enforcement custody under questionable circumstances in 2007. The user experiences a 3D walk-through tour of the facility led by a guide, during which they encounter video stories about actual situations as experienced by former detainees. These testimonials, along with facts, images and stories expose the deplorable medical conditions, abuse, and lack of due process faced by detained immigrants. After the user watches each short video piece, they are asked questions about what they just learned. If the user answers these correctly, they are rewarded with an item to help them solve Boubacar's case. If they find the correct place in the facility to unlock the clue, an event is revealed in the timeline. Once all the events are revealed, the user has solved the mystery and can publish their story. The visitor concludes their tour with a visit to a memorial wall for the 87 women and men who have died in detention.

Target Audience:

Social Issues Addressed: human rights, Immigration,

Purpose:
Homeland Guantanamos launched as part of the Hold DHS Accountable! campaign, a national initiative coordinated by the Rights Working Group, which seeks to expose and reform Department of Homeland Security (DHS) policies that deny fundamental human rights. The purpose of the game, therefore, is to broaden awareness of the deaths and inhumane detention conditions that are the result of a DHS that lacks oversight and codified standards, in order to build support for legislative change.

Metrics:
How? We have integrated an online survey into the website, and additionally created a feedback form for partners utilizing the tool with constituents on the ground, and educators conducting workshops in the classroom.

What outcomes have been measured? Attitudinal Change, and Knowledge Increase.


Press Coverage:
http://www.breakthrough.tv/homeland-guantanamos-in-the-new-york-times http://www.breakthrough.tv/homeland-guantanamos-on-global-voices--2 http://www.breakthrough.tv/game-politics-covers-homeland-guantanamos--2

Press Release URL: www.homelandgitmo.com/media/Gitmo_pressrelease.9-22-08.doc


Public Contact Information
Name: Heidi J. Boisvert
Email: heidi@breakthrough.tv

Press Contact Name: Paula Gottlob
Press Contact Email: PGPR@aol.com

Game Tags: human rights, immigration, due process, medical negligence, DHS, gitmo, immigration detention, guantanamo, breakthrough

Where you can play this game: www.homelandgitmo.com game loads immediately as page is entered.




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Caduceus
Game URL: http://www.g4gmib.org

Developer: FableVision and MIT Education Arcade

Non-Profit: Children's Hospital Boston (Producer and Distributor)

Release Date: May 2008

Project Lead: Alex Chisholm

Funding Sources: Children's Hospital Boston

Sponsors/In-kind donations: Children's Hospital Boston

Budget:
Overall: 2 million
Secured: 2 million

Brief Description
The Caduceus “Game for Good-Make it Better” — g4gMIB — challenge is the nation’s first online game-a-thon for kids aged 8-12. Kids are invited to apply their passions for games and their “powers for good” to help raise money to fuel the discovery of cures and treatments for serious childhood diseases at Children's Hospital Boston.

Full Description
The Caduceus game transports kids to a virtual world where they take on the role of young healers tracking down the source of a mysterious plague. As they solve scientific puzzles, tweens experience the same hurdles that real doctors and scientists face in their work. They are challenged to track down the source of the disease, isolate its causes and mix and match ingredients to find a cure. As kids conquer each of the game levels, portions of their sponsors’ pledges are unlocked and donated to Children’s Hospital Boston. If they complete all five, they cure the virtual plague, earn the title “Master Healer” and win the full donation amount to advance real-world cures for kids. All funds raised go directly to research to find cures and treatments for debilitating childhood illnesses including cancer, diabetes and heart disease. Kids can enter the Generation Cures Game for Good challenge by registering for free on the Generation Cures site (www.kids.generationcures.org). Once registered, kids can reach out to parents, relatives and family friends, asking them to sponsor their game play by making a “Game for Good” pledge of any dollar amount. Generation Cures teaches kids about the power of compassion and giving. In addition to the site’s interactive Caduceus game, Generation Cures features an animated series about a high school rock band that makes a difference through music and moving kid-directed videos filmed by former patients of Children’s Hospital Boston.

Target Audience:

Social Issues Addressed: Fundraising for Pediatric Medical Research,

Purpose:
Inspire kids to cure kids by mobilizing their families — including parents, grandparents, aunts, and uncles — to fund Children’s Hospital Boston’s world-changing childhood disease breakthroughs. Activate a passionate new generation of family-based philanthropists.

Metrics:
How? Site traffic, repeat visits, and fundraising totals.

What outcomes have been measured? Everything!


Press Coverage:
http://www.generationcures.org/press

Press Release URL: http://www.generationcures.org/press


Public Contact Information
Name: Alex Chisholm
Email: alex@generationcures.org

Press Contact Name: Kathleen Bowden
Press Contact Email: kathleen@cxocommunication.com

Game Tags: medical research, fundraising, tweens, learning game, MIT Education Arcade, FableVision, Children's Hospital Boston, g4gmib

Where you can play this game: http://kids.generationcures.org/play



MILLEE: Mobile and Immersive Learning for Literacy in Emerging Economies
Game URL: http://www.cs.cmu.edu/~mattkam/millee

Developer: Matthew Kam and team

Non-Profit: TIER Group - incubation

Release Date: July 2009

Project Lead: Matthew Kam

Funding Sources: MacArthur Foundation, Microsoft, National Science Foundation, Qualcomm, Verizon

Sponsors/In-kind donations: Nokia

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Brief Description
Cellphone-based games that enable poor children in the developing world to acquire language and literacy in immersive, game-like environments. These games target localized language learning needs and aim to make literacy resources more accessible to underprivileged children who face the child labor challenge.

Full Description
Literacy levels in poor countries remain shockingly low. Even more challenging is the tension between regional and “world” languages – that economic opportunities are often closed to those literate only in a regional language. In India for example, the value of English is widely recognized by ordinary Indians, and it is the poorest citizens who are lobbying most strongly to expand English teaching. Whereas regular school attendance is far out of reach for those children who have to work for the family in agricultural fields or households, the growing adoption of cellphones in developing countries hold the potential for mobile learning to make English literacy more widely accessible in places and times more convenient than school. The MILLEE research project, now starting its 6th year, aims to realize this opportunity. MILLEE takes a scientific approach to the design of immersive, enjoyable, language learning games on cellphones. It draws from theory and best practices in second-language learning. It also draws on the traditional village games that rural children are familiar with. It has won several competitive grants, and seen extensive field tests with rural and urban slums children. We are taking the project to the next level: a controlled field experiment with 800 rural children in India and validation against standardized school tests. The lessons will permit the project to be scaled nationwide and replicated in other developing countries for other languages. The project has been featured in India’s major press, a Canadian public television documentary, and soon, ABC News.

Target Audience:

Social Issues Addressed: poverty, Literacy,

Purpose:
In India for example, English is the language of instruction in private schools and all universities, a large fraction of business and government, and the language which is driving India’s service economy. The value of English is widely recognized by ordinary Indians, and it is the poorest citizens who are lobbying most strongly to expand English teaching. For complex reasons, however, English teaching in low-resource public schools is not succeeding. MILLEE aims to complement the formal education system by dramatically expanding English skills in young Indians, which is the fastest way to open the doors for well-paying employment and further education.

Metrics:
How? Performance on tests of English learning

What outcomes have been measured? Demonstrated short-term vocabulary retention and improvements in spelling skills


Press Coverage:
To appear on ABC News. Becoming Literate, One Cellphone at a Time. In Ahmedabad Mirror, India, April 23, 2009. UP Kids Call California for an English Lesson. In Indian Express, India, January 1, 2009. Cell Phone: The Ring Heard Around the World. Television documentary produced by the Canadian Broadcasting Corporation, aired on public television on April 3 and June 5, 2008.

Press Release URL: http://www.hastac.org/node/1881


Public Contact Information
Name: Matthew Kam
Email: mattkam@cs.cmu.edu

Press Contact Name: Matthew Kam
Press Contact Email: mattkam@cs.cmu.edu

Game Tags: Cellphone, Developing countries, Developing world, English as a Second Language, India, Language and literacy, Mobile learning

Where you can play this game: Via cellphones



Guardian of Law
Game URL: http://www.filamentgames.com/projects/guardian-of-law

Developer: Filament Games

Non-Profit: Our Courts - Project Partners and Subject Matter Expertise

Release Date: October 1st, 2009

Project Lead: Dan White

Funding Sources: The John D. and Catherine T. MacArthur Foundation

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Brief Description
Guardian of Law is a video game that explores civic and judicial concepts. The player is a legal professional in a science fiction themed society. Players explore a virtual world and argue civil rights cases. Winning cases shows the effects of civil rights on society.

Full Description
Our Courts is a free, interactive, web-based program designed to teach and engage students in civics. As part of the program, students will be able to play Guardian of Law, a video game that explores civic and judicial concepts. The player is a Guardian of Law, a legal professional, who must establish Rule of Law in a futuristic, multicultural society inhabited by humans, alien species, and intelligent robots. Players explore a virtual world, SkyCity, that uses the American legal system but has regions of lawlessness where specific civil rights are violated. The player meets people who have civil rights cases that must be resolved. After a player takes a case, the player finds case cards to support arguments. When the player has a sufficient number of case cards, the player goes to a courthouse to argue the case. As the player wins cases, rule of law is established, and SkyCity changes to reflect the effects of the civil right on society. Players will also be given the opportunity to argue extreme cases, so they see the dynamics between law and society and see the impact on society that laws may have. Students will not only learn about American history and the American legal system but will also improve their argumentation and civic engagement skills. The project was conceived by retired Associate Justice Sandra Day O'Connor and is being jointly developed by Georgetown Law, Arizona State University, and Filament Games (Madison, Wisconsin).

Target Audience:

Social Issues Addressed: human rights, public policy,

Purpose:
The purpose of Guardian of Law is to teach students, specifically middle school students, about American civics in a new and exciting way. Civics does not receive as much attention as it has in the past. Understanding civics, however, is fundamental for being an effective citizen in a democratic society. Students will learn about legal concepts such as due process and equal protection as well as important case precedents such as Brown v. Board of Education. More importantly, students will apply their knowledge in a way that improves their argumentation skills, which will fundamentally improve both their traditional academic and 21st century skills. Students will also learn about civic engagement by exploring various civil rights topics within the game.

Metrics:
How? The game is still in early stages of development, so specific metrics are under development as well. Students will be assessed within the game itself. Over time, improvements in argumentation can be measured as the student takes cases and argues them in court. Having cases that develop particular issues allows the possibility of gauging student interest in specific civil rights topics and allows students to become expert in topics of personal interest. In the future, students may be able to create their own cases which may be played and critiqued by the community, providing another source by which learning may be measured.

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Press Coverage:
http://www.miamiherald.com/opinion/editorials/story/993232.html#none http://www.google.com/hostednews/ap/article/ALeqM5gD08PL0ySQQku-We3o0HZwBsoIRAD97E9COO0 http://www.nytimes.com/2009/03/22/magazine/22wwln-q4-t.html http://abcnews.go.com/GMA/story?id=7004234&page=1 http://blogs.wsj.com/law/2009/03/04/justice-oconnor-not-only-smart-and-moderate-but-funny/ http://blogs.usatoday.com/ondeadline/2009/03/in-camera-ex-ju.html http://www.ourcourts.org/newsroom?&NEWS_ID=2659 http://abovethelaw.com/2009/01/sandra_day_four_avatars_and_a.php http://www.philly.com/inquirer/education/20081121_Justice_O_Connor_goes_back_to_school.html http://www.splc.org/report_detail.asp?id=1440&edition=46 http://www.aasa.org/publications/content.cfm?PreviewContentItem=52072 http://www.washingtonpost.com/wp-dyn/content/article/2008/06/21/AR2008062100132.html?hpid=topnews http://www.nytimes.com/2008/06/09/arts/09sand.html?partner=permalink&exprod=permalink http://blog.wired.com/games/2008/06/justice-oconnor.html http://www.parade.com/articles/editions/2008/edition_02-24-2008/Courts_O_Connor

Press Release URL: www.filamentgames.com/projects


Public Contact Information
Name: Dan Norton
Email: contact@filamentgames.com

Press Contact Name: Jeffery J. Curley
Press Contact Email: jjc232@law.georgetown.edu

Game Tags: Politics, Politic, Civic, Civics, icivics, Sandra, Day, O'Connor, Filament, Our, Courts, Court, Law, game, edu, educational, education, video, electronic, pc, computer, games, ASU, AZ, Arizona, State, Madison, Wi, Wisconsin, learn, learning, space, kids, school, fun, change, constitution, Guardian, legal, teach, Georgetown, University, MacArthur, serious

Where you can play this game: In Development



Train
Game URL:

Developer: Brenda Brathwaite

Non-Profit:

Release Date: April 30, 2009

Project Lead: Brenda Brathwaite

Funding Sources: self funded

Sponsors/In-kind donations:

Budget:
Overall: 1,200
Secured: 1,200

Brief Description
Train is a non-digital game in which three participants take tokens toward a destination.

Full Description
Train is the first game in the Mechanic is the Message series of non-digital games. Much like photographs, paintings, literature and music are capable of transmitting the full range of the human experience, so too can games. The direct engagement required by game play permits a higher form of communication - a form of procedural rhetoric - and new means for conveying complex aspects of our past, present and future. Through the process of play, participants express their opinions into the ruleset creating a unique form of engagement and complicity not entirely possible in the digital realm.

Target Audience:

Social Issues Addressed: global conflict, human rights, news, public policy, History,

Purpose:
The purpose of Train and the series in which it sits is threefold: a) To use the power of the game mechanic to create meaning through a form of procedural rhetoric. Meaning emerges through play and through repeated play. It is never pressed or didactic. b) To challenge the range of human experience games presently cover. Games are expressively capable of producing deep feeling, empathy while educating in a way no other medium can. c) To harness the tremendous power in the process of engagement. Train also resists commoditization. There is one of each, and they are all non-digital.

Metrics:
How? There was no intent to formally measure outcomes. During playtesting, participants discussed the experience after play. Outcomes have thusfar been identical.

What outcomes have been measured? Outcomes have been measured in a formal way. Informally, Train has consistently produced the following in players - shock, confusion, nausea, exclamation in disbelief, confusion. Those who have explored Train critically note that Train has multiple beginnings and many multiple endings, not all of which end at the Terminus.


Press Coverage:
http://www.escapistmagazine.com/articles/view/conferences/tgc_2009/6021-TGC-2009-How-a-Board-Game-Can-Make-You-Cry

Press Release URL:


Public Contact Information
Name: Brenda Brathwaite
Email: brendabrathwaite@gmail.com

Press Contact Name: Brenda Brathwaite
Press Contact Email: brendabrathwaite@gmail.com

Game Tags: non-digital, analog, Train, Brathwaite

Where you can play this game: It is presently at the Savannah College of Art and Design. There is only one copy of the game, and it is not digital.



LAYOFF
Game URL: http://www.tiltfactor.org/layoff/

Developer: Tiltfactor and Values at Play project.

Non-Profit: Tiltfactor is an academic game design center based in Dartmouth College that is focused on game design for social change. Values at Play is an academi

Release Date: March 12 2009

Project Lead: MARY FLANAGAN

Funding Sources: National Science Foundation

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Brief Description
LAYOFF comments on the current state of the US financial crisis. Part dark humor, mostly grim portent, players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency.

Full Description
Developed by members of the Tiltfactor Lab and the Rochester Institute of Technology (RIT) Game Design and Development program, LAYOFF is an examination of the current financial scandal. In the game, players play from the side of management needing to cut jobs, and match types of workers in groups in order to lay the workers off and increase workforce efficiency. During the game play, players eliminating many workers in a row find financiers and bankers taking the place of working class jobs. The financiers in this game cannot face layoffs.

Target Audience:

Social Issues Addressed: economics, news, poverty, public policy,

Purpose:
Layoff uses a casual game paradigm to comment on the current financial crisis. Through the game, we hope to raise awareness, spark discussion, and most of all create a sense of empathy for people who are facing severe financial hardship. Beyond its links to the economic crisis, the game can question, for example, how the values embedded in the game (such as, business must seek efficiency to succeed) are in play to question larger assumptions. To achieve the multiconsciousness of critical play, game designers—especially of games that incorporate sociopolitical content—must surrender control over the player’s experience.In Boal’s own words: “It is more important to achieve a good debate than a good solution.” (Frasca) Play can be is used as a tool—not as a goal to resolve an argument or persuade players, but rather to open up possibility.

Metrics:
How? Reviews, media, player comments and play count.

What outcomes have been measured?


Press Coverage:
http://www.tiltfactor.org/layoff

Press Release URL: http://www.tiltfactor.org/layoff/layoff_pressrelease.pdf


Public Contact Information
Name: Mary Flanagan
Email: mary@maryflanagan.com

Press Contact Name: LATARSHA GATLIN
Press Contact Email: latarsha.r.gatlin@dartmouth.edu

Game Tags: Economy, Matching, Identification, Layoffs

Where you can play this game: Play online.




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Budgetball
Game URL: http://www.budgetball.org/

Developer: PETLab & Area/Code

Non-Profit: National Academy of Public Administration, content experts

Release Date: February 7, 2009

Project Lead: Colleen Macklin

Funding Sources: Funded through a grant from the Peter G. Peterson Foundation

Sponsors/In-kind donations: Zipcar, Coca Cola

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Brief Description
Budgetball is an active sport of quick passes, tough defense, and bold comebacks designed to increase awareness of the national debt and reward strategic thinking and collaborative problem-solving around issues of fiscal responsibility.

Full Description
Budgetball is a brand new sport designed to raise awareness about the issue of the federal debt and encourage discussion and debate about America's fiscal future. Budgetball is a non-contact sport played with a standard-size volleyball on a basketball court (or similarly sized outdoor field). It is played by two teams of 6 or more players each. Players must pass the ball to move it around the court and to a player in the end zone in order to score. The team with the most points at the conclusion of the game is the winner. The game is punctuated by strategy sessions during which players can take immediate playing advantages that can be paid for by taking sacrifices later in the game, or they may take sacrifices early in order to pay for advantages in later play. At the end of the game (or in the last game of a tournament), any remaining debt reduces a team's final score and any surplus increases a team's final score. Budgetball was designed by PETLab and Area/Code in partnership with the National Academy of Public Administration through a grant from the Peter G. Peterson Foundation. For more on Budgetball visit: http://www.budgetball.org

Target Audience:

Social Issues Addressed: economics, public policy, The federal deficit,

Purpose:
Budgetball takes a bold new approach to the pedagogical task of raising awareness about a serious issue. Rather than attempting to create a simulation of real-world government spending, with all of its complex details, the game takes one central aspect of how the real-world system functions and embodies that aspect at the heart of the game’s dynamic system. Budgetball aims to raise awareness, increase fiscal literacy, and encourage collaborative problem solving. Raise Awareness – Budgetball is a compelling, colorful and entertaining spectator sport that’s also an activist game about confronting the federal deficit. This novel and amusing collision between the physical and the fiscal will be very effective at grabbing headlines, starting conversations, and getting nationwide attention. Fiscal Literacy – We know that budgets and debt is a subject that tends to tune people out. Budgetball encourages players and spectators to consider the heart of the issue by stripping away complicated jargon and confusing details in order to expose the underlying dynamics. The game reveals the simple truth that to avoid disaster we must lower spending and/or increase income – but it also demonstrates how even “simple” truths can be challenging to understand fully and apply wisely. Collaborative Problem-Solving – Budgetball requires team-members and fans to work together, discuss issues, overcome differences through compromise, use logic and persuasion to achieve consensus, develop plans and execute them under tense and uncertain conditions. These are precisely the collaborative problem-solving skills that are needed to solve the real-world issue of our massive national debt.

Metrics:
How? Through pre-game and post-game surveys at each tournament.

What outcomes have been measured? We are still analyzing the results from our large-scale tournament in April at University of Miami (over 300 players)


Press Coverage:
NPR, All Things Considered: http://www.npr.org/templates/story/story.php?storyId=103545811 Credit.com: "New financial literacy game blends fiscal and physical fitness" http://www.credit.com/news/experts/2009-04-27/new-financial-literacy-game-blends-fiscal-and-physical-fitness.html

Press Release URL: http://www.budgetball.org/


Public Contact Information
Name: Colleen Macklin
Email: macklinc@newschool.edu

Press Contact Name: Deborah Kirschner
Press Contact Email: kirschnd@newschool.edu

Game Tags: sports, debt, federal deficit, fiscal literacy, budget

Where you can play this game: Rules for budgetball can be found here: http://www.budgetball.org/playing/rules/ Budgetball is a non-contact sport played with a standard-size volleyball on a basketball court (or similarly sized outdoor field) between two teams of 6 or more players each.




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Participation Nation
Game URL: http://interactive.usc.edu/projects/games/20090327-participat.php

Developer: USC EA Game Innovation Lab

Non-Profit:

Release Date: NA

Project Lead: Game design lead: Tracy Fullerton

Funding Sources: Corporation for Public Broadcasting History and Civics Initiative, Activision

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Brief Description
Participation Nation is a game designed to engage high school students in American constitutional history and civics. Players act as the “Forces of Change” or the “Status Quo” in a debate over Constitutional issues that have shaped the country.

Full Description
Participation Nation is a game designed to engage high school students in American constitutional history and civics. Players act as the “Forces of Change” or the “Status Quo” in a debate over Constitutional issues that have shaped the country. This prototype focuses on the constitutional crisis surrounding school integration in Little Rock, Arkansas in 1957. The player uses people, laws and values from the era to support two out of three points of the argument for or against school integration, addressing questions like “Should the federal government intervene?”, “Is media coverage swaying public opinion?”, and “Are civil rights woth risking a constitutional crisis?” Players can also access an array of primary source materials including historic documents, newspaper articles, and archival footage to give their argument extra power. As in history, there is no right or wrong answer, but rather a play is evaluated on it’s relevancy to each argument. This debate game is part of a larger multi-platform system which includes webisodes, a graphic novel, and a website with social networking features. Participation Nation is a collaboration between KCET, Activision and the USC School of Cinematic Arts’ Interactive Media Division's Game Innovation Lab. The team is a multi-disciplinary cohort including educators, historians, artists, designers, programmers.

Target Audience:

Social Issues Addressed: history, civics,

Purpose:
The game attempts to engage students with critical questions in US Constitutional history by motivating them to interact with primary source materials in meaningful ways. Critical and creative thinking about these materials were a key experience goal, as was the idea of "thinking historically." Rather than the memorization of facts, the game approaches historical thinking as authentic problem solving, pouring over primary sources, rather than consuming existing historical narratives. The collectible card mechanic used for the prototype supported the desired meta experience of collecting, organizing and interpreting the power of cards/historical documents.

Metrics:
How? Pilot tests in Long Beach high school classrooms.

What outcomes have been measured? Probable adoption, alignment with standards & syllabi, engagement


Press Coverage:


Press Release URL:


Public Contact Information
Name: Tracy Fullerton
Email: tfullerton@cinema.usc.edu

Press Contact Name: Tracy Fullerton
Press Contact Email: tfullerton@cinema.usc.edu

Game Tags: history, civics

Where you can play this game: By demonstration




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Mission America: For Crown or Colony?
Game URL: http://electricfunstuff.com/

Developer: Electric Funstuff

Non-Profit: WNET/Channel 13; EDC/Center for Children and Technology—Channel 13 was the lead production partner, CCT was the evaluation partner

Release Date: Fall 2008

Project Lead: WNET/Channel 13

Funding Sources: Corporation for Public Broadcasting (CPB)

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Brief Description
Mission America: For Crown or Colony? is an adventure game that introduces middle school-aged students and game players to historical events, perspectives, and conflicts in colonial Boston on the eve of the American Revolution.

Full Description
Mission America: For Crown or Colony? is an adventure game that introduces middle school-aged students and game players to historical events, perspectives, and conflicts in colonial Boston on the eve of the American Revolution. In the game, students play the role of a fictional character named Nathaniel Wheeler. Nathaniel, a fourteen year-old son of colonial farmers, is sent to Boston in February 1770 in order to become an apprentice to Benjamin Edes, a patriot and publisher of the patriot-leaning Boston Gazette. By completing tasks for the printer and his wife, students explore Boston and learn about the tensions that existed between patriots and loyalists. Through encounters with non-playing characters, students learn why some colonists remained loyal to the British crown, while others rebelled in order to achieve independence. For Crown or Colony? is the first of a proposed series of 4 games that will address key periods in American history for middle school social studies classes. Our poster will present findings from a pilot study conducted in two New York City middle schools in fall 2008, which included three teachers and approximately one hundred twenty-five 7th grade students over five days as they played the game in their regular social studies classes. We will focus on the game’s approach to teaching historical thinking skills, such as understanding cause-and-effect, historical empathy, and contingency, and what the testing indicates is working and needs to be strengthened. We will also include highlights of how teachers integrated the game into their teaching practices, as well as students’ reactions to playing an educational game in the classroom. Implications for integrating games into social studies classes will also be discussed.

Target Audience:

Social Issues Addressed: Education: middle school American history,

Purpose:
Mission America: For Crown or Colony? is a pilot educational video game designed to engage middle school students' interest in the historical world of colonial Boston and improve their understanding of the causes of the American Revolution. The project's central premise is that a well-designed adventure/role-playing game—alone and in combination with classroom activities—can deeply engage students in learning history, improve their understanding of U.S. history events, people, and ideas and foster the development of historical thinking skills.

Metrics:
How? Pre/post tests for content knowledge and "historical empathy" skills

What outcomes have been measured? Content knowledge changes Historical empathy skills


Press Coverage:


Press Release URL:


Public Contact Information
Name: James Diamond
Email: jdiamond@edc.org

Press Contact Name: Michelle Chen
Press Contact Email: ChenM@thirteen.org

Game Tags: history video game social studies video game empathy teacher pedagogy

Where you can play this game: Electric Funstuff



Possible Worlds formative development game testing
Game URL: N/A

Developer: EDC/Center for Children and Technology

Non-Profit: EDC/Center for Children and Technology

Release Date: N/A

Project Lead: EDC/Center for Children and Technology

Funding Sources: U.S. Department of Education, Institute of Education Sciences

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Brief Description
we are conducting exploratory research into aspects of children’s abilities to engage in problem solving and scientific reasoning as they play four commercial video games: Auditorium, World of Goo, Portal, and Crayon Physics. The goal of this work is to achieve greater insight into how children draw on their problem solving and scientific reasoning capacities in order to solve problems they encounter in video games.

Full Description
The Center for Children and Technology and the Center for Science Education of the Education Development Center are developing a suite of Nintendo DS mini-games for middle school life science classes to help students overcome common science misconceptions and develop scientific reasoning skills through an inquiry-based curriculum. The goal of this work is to achieve greater insight into how children draw on their problem solving and scientific reasoning capacities in order to solve problems they encounter in video games. Specifically, we are interested in children’s understanding of game feedback and how it influences their choices about strategies to complete levels in the games. We are also investigating whether players’ explicit framing of game problems helps them develop more successful strategies. Our poster will highlight two aspects of the work: 1) preliminary analyses of developments and changes in children’s game play strategies in World of Goo; and 2) the methods we use to investigate their problem solving strategies as they play video games. We are using microgenetic research methods, which allow us to document developments and changes in players’ thinking strategies as they occur during game play. By frequently recording players’ verbal statements and recording their play in one game, we can observe how learning occurs while players interact with the game environment. Methodological implication for game research will be discussed.

Target Audience:

Social Issues Addressed: Problem solving,

Purpose:


Metrics:
How? Microgenetic research methods Think aloud protocols Content analyses

What outcomes have been measured? Content analyses for problem solving


Press Coverage:


Press Release URL:


Public Contact Information
Name: James Diamond
Email: jdiamond@edc.org

Press Contact Name: Chad Fasca
Press Contact Email: cfasca@edc.org

Game Tags: microgenetic methods problem solving methdodology

Where you can play this game: N/A




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Lit
Game URL: not applicable

Developer: Azadeh Jamalian, Rosanna Lopez, Jessica Mezzei, Nisha Alex, Pazit Levitan

Non-Profit: Rosanna Lopez

Release Date: October 2010

Project Lead: Charles Kinzer

Funding Sources: We are currently seeking funders for the game's development

Sponsors/In-kind donations: We are currently seeking sponsors for the game's development

Budget:
Overall: 500,000
Secured: 0

Brief Description
Nicotine remains the most common form of chemical dependence in the U.S. Among adult smokers, 70% report that they want to quit. More than 40% try to quit each year. Lit helps players achieve their smoking reduction goals through the innovative use of breath control as a central game mechanic.

Full Description
Nicotine dependence remains the most common form of chemical dependence in the U.S. Among adult smokers, 70% report that they want to quit completely. More than 40% try to quit each year (World Health Organization, 2008). While many existing interventions can be effective, we believe that there is room for new approaches to harm-reduction. To that end, we have designed a game, LIT, which helps players achieve their smoking reduction or cessation goals. Nicotine can provide either a stimulant or a sedative effect (Donovan and Marlatt, 2008). LIT reproduces this effect on both the emotional and physiological levels. LIT uses graphics, sounds and gameplay to either excite or relax the player, based on perception research and game research results (Saari et al. 2004). Additionally, LIT requires players to control the game using their breath. Breath interface allows greater scope for biofeedback effects (Fried, 1987), and has been shown to be an effective intervention for smokers in other contexts (O’Connell, 2007). LIT is being developed and distributed for a smart-phone environment. This platform allows players easy, everyday access to our harm-reduction intervention. Additionally, the mobile nature of the platform lets the game occur in the context where players would ordinarily smoke – outside, during brief breaks in their daily schedule. By delivering the intervention in the same place as the behavior that players want to change (Baddeley and Godden, 1975), we expect increased effectiveness from the game.

Target Audience:

Social Issues Addressed: public health,

Purpose:
Smoking reduction and/or cessation

Metrics:
How? biofeedback measurements, saliva based cotinine tests and self reports

What outcomes have been measured? not applicable


Press Coverage:
not applicable

Press Release URL: not applicable


Public Contact Information
Name: Azadeh Jamalian
Email: aj2334@columbia.edu

Press Contact Name: Azadeh Jamalian
Press Contact Email: aj2334@columbia.edu

Game Tags: health, smoking, public health, self regulation, iterative design, breath mechanics, biofeedback

Where you can play this game: iPhone and iTouch devices



Runesinger
Game URL: http://runesinger.com

Developer: Ethan Kennerly et al.

Non-Profit:

Release Date: May 2009

Project Lead: Ethan Kennerly

Funding Sources: Out of pocket

Sponsors/In-kind donations: Andrea Chang composed original music.

Budget:
Overall: 30000
Secured:

Brief Description
Play with Korean. Feed a village. Practice a few nouns and verbs by serving food to villagers during a famine in North Korea. Each villager sings the food they need. Compose the letters into a magic word. Play in virtual environment and user interface that embody Hangul.

Full Description
Runesinger is a demo of a PC videogame to speak and spell Korean. The player practices a few nouns and verbs by serving food to hungry villagers during a North Korean famine. Inspired by melodic intonation therapy, the player sings a jingle. On each musical note, a ball bounces on an iconic syllable. Through a spelling puzzle, the player composes each syllable in Hangul, which is the phonetic alphabet of Korean. Subsequently, the player sings with Korean subtitles. The three-dimensional virtual environment, user interface, and story embody the rules of Hangul. Thus, Runesinger harnesses tropes of videogames to practice a foreign language in a meaningful context.

Target Audience:

Social Issues Addressed: poverty, Famine in North Korea,

Purpose:
Learn a foreign language

Metrics:
How? Pretest and posttest in Korean. Survey of story of the game.

What outcomes have been measured? Excellent pronunciation of Korean. Recognition of words and spelling. Awareness that North Korean villages have suffered severe famines since 1997.


Press Coverage:


Press Release URL:


Public Contact Information
Name: Ethan Kennerly
Email: kennerly@finegamedesign.com

Press Contact Name:
Press Contact Email:

Game Tags: serious game, Korean, same language subtitling, task-based language teaching, assessment-driven design, 한글, Hangul, North Korea, famine

Where you can play this game: http://runesinger.com Download the 20-minute experiment and fill out the 10-minute survey. Contact Ethan to participate in the experiment: kennerly@finegamedesign.com



Civilization IV: Quality of Life
Game URL: http://finegamedesign.com/quality_of_life

Developer: Ethan Kennerly

Non-Profit:

Release Date: May 2009

Project Lead: Ethan Kennerly

Funding Sources:

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Budget:
Overall: 3000
Secured:

Brief Description
Popular government games view citizens as tools to glorify the governor. Instead, what if we score our quality of life? In this Civilization IV mod, your score is the people's health and happiness. This ethical calculus incentivizes restraint and art. Choose your moral values. Discover the policies you are rewarding.

Full Description
Most popular social management games have neglected utilitarian calculus, often viewing citizens as a means to the governor's end. To supplement the pedagogy of ethical theory, a social management game's score of the dominion of a governor can be modified to score the quality of life of the simulated persons. From medical ethics, the quality-adjusted life year (QALY) is adapted to become well-informed, subjective, and extended (WISE). Although a complete formalization is inappropriate, an approximate utilitarian calculus is scripted in Civilization IV. An ethical calculus can incentivize a player to adopt a strategy that complies with some intuitive attributes of a humanistic society: restraint, diplomacy, and art. By customizing the scripted moral values, the student may discover which public policies are incentivized. In order to optimize their quality of life score in the modified Civilization IV, the modern student may be motivated to study ethics.

Target Audience:

Social Issues Addressed: economics,

Purpose:
Adopt strategies that benefit the simulated persons. Consider how moral values incentivize policies.

Metrics:
How? Observing strategies. Interviewing players.

What outcomes have been measured? Players restrain territory, sustainable growth, improve hygiene, propagate plural religions, and prefer liberal civics.


Press Coverage:


Press Release URL:


Public Contact Information
Name: Ethan Kennerly
Email: kennerly@finegamedesign.com

Press Contact Name:
Press Contact Email:

Game Tags: Civilization IV, ethical calculus, happiness economics, Python, quality of life, quality-adjusted life year, QALY, serious game, utilitarianism, social management game, welfare economics

Where you can play this game: http://finegamedesign.com/quality_of_life Download the mod. Download the free trial of Civilization IV.



Free Ranger
Game URL: http://finegamedesign.com/freeranger

Developer: Ethan Kennerly, Hans Vancol, Sharon Volin

Non-Profit:

Release Date: May 2007

Project Lead: Ethan Kennerly

Funding Sources:

Sponsors/In-kind donations:

Budget:
Overall: 10000
Secured:

Brief Description
A better life awaits--for chickens, that is. You are Rex Rooster and you will save your sisters from Kenutky Factory farm. In this casual videogame, experience: Fast puzzle gameplay. Original music. Cartoon animatics. Facts about factory farming.

Full Description
A better life awaits--for chickens, that is. You are Rex Rooster and you will save your sisters from Kenutky Factory farm. In this casual videogame, experience: Fast puzzle gameplay. Original music. Cartoon animatics. Facts about factory farming.

Target Audience:

Social Issues Addressed: Animal welfare,

Purpose:
Raise awareness of the difference in the quality of life between factory farming and free range farming.

Metrics:
How? Interviewing players.

What outcomes have been measured? Chickens have social intelligence and are mutilated in factory farms.


Press Coverage:


Press Release URL:


Public Contact Information
Name: Ethan Kennerly
Email:

Press Contact Name:
Press Contact Email:

Game Tags: free range farming, factory farming, ethical treatment of animals

Where you can play this game: http://finegamedesign.com/freeranger Free download for Windows, Mac, or Linux.



Ninjabi
Game URL: www.ninjabigame.com

Developer: Sean Bouchard & Nahil Sharkasi, USC Interactive Media Division

Non-Profit:

Release Date: April 29, 2009

Project Lead: Sean Bouchard, Nahil Sharkasi

Funding Sources: personal

Sponsors/In-kind donations: none

Budget:
Overall: 0
Secured: 0

Brief Description
Ninjabi is an empowerment fantasy game set in the Muslim world, where a young woman dares to defy the rules and fight for her rights. The main character, Layla, undertakes small acts of rebellion, in order to gather her strength and the strength of her community to fight back against her oppressors.

Full Description
Ninjabi is an empowerment fantasy game set in the Muslim world, where a young woman dares to defy the rules and fight for her rights. The term Ninjabi is a combination of Ninja and Hijabi and is used by Muslim American women to subvert stereotypes. Ninjabi is a superhero who, like many Muslim women, sees her hijab as a symbol of strength. In this platforming and fighting game, the player must collect support from the community by tagging the environment in order to make enemies vulnerable. The main character, Layla, begins the game undertaking small acts of rebellion against the status quo. She sneaks begins her adventure by sneaking out at night, and tagging her neighborhood with her signature. This symbolizes mobility and claim to physical space as the a first step towards freedom. Layla’s adventures attract attention from the women in the neighborhood and she uses their support to confront their oppressors face to face.

Target Audience:

Social Issues Addressed: human rights,

Purpose:
Ninjabi provides an outlet for Muslim women to express and vent anger and frustration over gender inequality, domestic violence, sexual abuse, and the misuse of religion and culture to sanction those abuses.

Metrics:
How? Playtests were conducted in the USC Game Innovation Lab where volunteers were asked if they cared about their feelings towards the character and her mission. Playtests were also conducted with Muslim American women, and Muslim activists who responded positively to being able to act and express aggression in a virtual space.

What outcomes have been measured?


Press Coverage:


Press Release URL:


Public Contact Information
Name: Nahil Sharkasi
Email: sharkasi@usc.edu

Press Contact Name: Nahil Sharkasi
Press Contact Email: sharkasi@usc.edu

Game Tags: Muslim, Islam, Women, Violence, Oppression, Freedom, Rebel, Ninja, Graffiti, Platform, action, activism, hijab, fight, social, community

Where you can play this game: will be posted asap at http://interactive.usc.edu/projects under Intermediate Game Projects Spring '09



Reach the World’s GeoGames
Game URL: http://www.reachtheworld.org/geogames/index.html

Developer: Reach the World and Dangerous Media, with underwriting support from the National Geographic Society Education Foundation

Non-Profit: Reach the World is the sponsoring nonprofit that developed GeoGames. RTW’s mission is to connect children and teachers in under-funded public schoo

Release Date: December 2007

Project Lead: Heather Halstead, Executive Director, Reach the World

Funding Sources: The development and evaluation of GeoGames versions 1.0 and 2.0 were funded in full by a grant to Reach the World from the National Geographic Society

Sponsors/In-kind donations: Dangerous Media donated considerable in-kind services in the lead-up to GeoGames and has provided pro bono support to the product since its launch in 2006.

Budget:
Overall: 250,000 (Reach the World is about to launch the development cycle for GeoGames 3.0. For proposed improvements and additions to GeoGames, please see the descriptions below.)
Secured: 0

Brief Description
Can you build the globe in less than three minutes? Give your world geography skills a test with Reach the World’s GeoGames, an online, interactive suite of geography-learning games based on research at Teachers College, Columbia University and funded originally by the National Geographic Society Education Foundation.

Full Description
Can you build the globe in less than three minutes? Give your world geography skills a test with Reach the World’s GeoGames (v. 2.0), an online, interactive suite of geography-learning games funded originally by the National Geographic Society Education Foundation. RTW’s GeoGames are a proven tool for teaching world geography, backed by academic research from Teachers College, one of the world's leading educational institutions. Reach the World is now embarking upon the development of GeoGames 3.0. RTW envisions transforming GeoGames from a single-player, Flash-based game into a family of educational games for an online community of educators, parents, and students. The development plan includes versions for mobile devices and the addition of video into the gaming experience. In GeoGames 3.0, new games will be developed to address issues such as climate change, macro-economics and population statistics. All countries and capitals will be available on the rotatable/3D globe. Players will be able to create user accounts, track scores, and customize the regions of the Earth that they play with. Reach the World's GeoGames are not just an idea on paper; they are a proven tool that is being used in real classrooms by real teachers. GeoGames 3.0 will be an opportunity to make a meaningful investment in one of the most important areas of education: world geography. The products produced from the next GeoGames development cycle will make a measurable impact on geography education nation- and world-wide.

Target Audience:

Social Issues Addressed: economics, environment, global conflict, poverty, Reach the World's GeoGames v 2.0, currently available online, address basic foundational geography skills. These skills are, we believe, essential to ,

Purpose:
World geography skills are an essential part of the broad set of practical skills needed to create an informed citizenry, especially in today’s global society. In 2004, approximately 20 percent of U.S. GDP resulted from international trade, which points to the fact that many U.S. workers need geographic knowledge to participate in today’s global economy. Geography can also be a door to opportunity; the geospatial technologies industry is now one of the three fastest-growing industries in the U.S. and provides more than 75,000 new job hires per year. If our education system fails to instill in students a deep understanding of world human and physical geography, then they will be unequipped to participate fully in today’s knowledge-driven, global community and economy. Geography is the only subject among the nine core academic disciplines that does not receive federal appropriations under the 2002 No Child Left Behind education law. An increasing number of studies, however, are demonstrating the value of geography not only as a stand-alone subject, but also as a tool for teaching other core subjects, such as literacy. Children begin to develop their vocabulary and reading skills early in life. By the Second Grade, there are tremendous disparities in the numbers of words children know. A good vocabulary is vital to reading comprehension; an impoverished vocabulary negatively affects a student’s progress. Reading and writing are often taught in isolation from the other subjects, but a 2006 study on geography and vocabulary development disputes this approach. This study found that for children whose low reading levels precluded reading to learn, explorations of geography content provided an effective means for them to internalize new vocabulary and read expository texts confidently. Another study, What Works in Geography Education (2006), found that integration of geography and literacy in elementary school improved student achievement in literacy by five percent. The study also showed similar results in mathematics. These and other studies show that integrating geography with reading, writing, and math instruction not only gives children more opportunities to make sense of their world, but can also improve their performance in other core subject areas. Geography education can also have an affective impact on how students think and feel about the peoples and cultures of our world. We live in an increasingly diverse society and an ever more interconnected world. If we expect young students to become responsible adult citizens of their nation and their world, they need knowledge about people different from them. Attitudes affect behavior, and therefore the affective outcomes of learning play a critical, and overlooked, role in students’ development. In 2006, Affective Outcomes of a World Geography Course examined the affective impact of a 9th Grade world geography course on students. The results showed that by the end of the course, there was a statistically significant, positive change in students’ characterizations of five world regions. Of particular interest was the fact that at the beginning of the course, 79.1 percent of the students characterized the Middle East negatively (20 percent more negative than any other region). By the end of the course, only 58.2 percent did so. These percentages point to the affective influence that media can have on how students perceive and relate to world regions. They also show how critical it is for teachers to expose students to even-handed instruction about the world’s cultures, especially those that are in the media’s spotlight. The affective outcomes of learning are not usually stated among the goals of a course. They arguably, however, play an important role in the way students think about, and ultimately relate to, our increasingly global society. This study points to the important role geography education can play in developing students’ tolerance and understanding. At present, many factors make it urgently necessary for programs like Reach the World and games like GeoGames to grow within the public school system. The most important factor is the impact that the No Child Left Behind education law is having on public education. Since the passage of NCLB in 2002, the emphasis on high-stakes testing in low-performing public schools has increased so dramatically that the other subjects are disappearing from the curriculum. A recent survey by the Center on Education Policy (CEP) found that since the passage of NCLB, 71 percent of the nation’s 15,000 school districts had reduced the hours of instructional time spent on other subjects in order to focus more on reading and math. This practice is now so widespread that it has earned its own moniker: “narrowing the curriculum”. The “narrowing the curriculum” trend is strongest in low-performing schools. The CEP study found that 29 percent of elementary school principals reported decreases in time for social studies, civics and geography since the passage of NCLB. This figure rises to 47 percent, however, in high minority elementary schools. The level of funding a school receives is linked to its average scores on the standardized literacy and mathematics tests. As a result, the emphasis on standardized testing is now so strong that many of the struggling public schools bar their lowest-performing students from taking anything except math and reading in an effort to bring their test scores up. This testing culture has led to a rising need for programs like Reach the World that fit into the mandated curriculum and connect at-risk students to engaging, interdisciplinary content about our global community.

Metrics:
How? The ability to interpret maps is considered a fundamental component of geographic literacy, but the ability to “conjure up” such maps has fallen out of favor in recent years. Beginning in 2003, as part of the foundation work for the development of GeoGames, teachers at different New York City elementary and middle schools were asked to have their students respond to the following prompt: “Draw a map of the world. Put in all the important places you can think of.” Although we could have used other assessments, we chose to use freehand maps because it seemed to us that they would elicit what the students really “knew” about world geography. (For existing research on using freehand maps as tools for assessing geographic knowledge, see particularly Wise and Kon 1990, Metz 1990, Wiegand and Stiell 1996, Saarinen 1973 and 2001, all of whom worked with students in higher grades. For concerns about the difficulties in analyzing such maps, see Saveland 1978, and Kitchin and Freundschub 2000.) Since virtually every elementary school classroom in the United States has a world map prominently displayed up on the wall, often with a globe nearby, and since these maps were there for the students to look at as they responded to the prompt, we expected that the results would be rough approximations of the traditional wall map. We immediately found that this was not the case, certainly not for younger students and not even for many upper-elementary and some middle-school students. Instead, as the students struggled to translate what the world “looks like” to paper, they drew maps that had little discernable relationship to the maps up on the wall. It was clear from the hundreds of maps that we collected that by upper elementary school, many (but by no means all) students were beginning to draw traditional maps, but that at all grade levels there was enormous variability, both among the students in any one class and among students at the same grade level in different schools. Some of this variation is cognitive - children do develop at different rates - but some of it is related to academic level, to how geography is taught in the classroom, and to each child’s own life experiences. In the first study report (2005), we analyzed these student maps in terms of six key concepts that we believe that a student needs in order to draw a traditional map. These were the map frame, the shape and placement of objects (i.e., land masses) in the map, the orientation of these objects, the spatial relationships among them, the nesting of objects within objects, and the scale of the different objects. Thus a student who does not understand how to form a map on paper (frame), how to draw continents and countries and where to place them (shape), that North America is above South America (orientation), where the continents are in relation to each other or where the oceans are in relation to land masses (spatial relationships), that a city is a unit within a country and a country is a unit within a continent (nesting), or that some oceans are vastly larger than some continents (scale) - such a student will not be able to draw a “traditional” map. The types of freehand maps drawn by young school children not only provide important insights for researchers in geography learning, but also can be an important tool for geography educators. We also came to believe that this process could be nudged along if students spent more time actively engaged with maps and mapping - not local maps but world maps, not drawing a neighborhood but creating entire worlds. With generous support from the National Geographic Society Education Foundation, we worked to develop an interactive, online set of mapping exercises called GeoGames. In playing GeoGames, the user builds a globe, first adding continents, then countries, cities, rivers, and mountains. The scaffolding, or order of activities, was designed to help students with all six concepts listed above, but particularly with shape, orientation, nesting, as well as with content.

What outcomes have been measured? GeoGames was developed in 2006 and underwent a series of usability tests and revisions, with teachers and then with students, in Spring 2007. In Fall 2007, we began an evaluation in a series of 3rd-, 4th-, and 5th-grade classrooms whose teachers agreed to use GeoGames with their students, comparing them to classrooms at the same grade levels in which the teachers agreed not to use the games. As an assessment of the impact of using GeoGames, students in both sets of classrooms were asked to draw freehand maps of the world, responding to the same prompts used in the previous research, once in Fall 2007, before they began to use GeoGames, and then again in late Spring 2008. As outlined earlier, our data comes from maps drawn at the beginning of the year and again at the end of the year in five 3rd-grade classrooms (two GeoGames, three non-GeoGames), six 4th-grade classrooms (four GeoGames and two non-GeoGames) and four 5th-grade classrooms (two GeoGames and two non-GeoGames). Sample Results: • We looked first at the percent of students who drew non-maps at the beginning of the year and then drew Traditional maps at the end of the year. The data shows that all those classrooms where over 50 percent of the students converted to Traditional maps were GeoGames classrooms, and this was the case whether they had a low or a high percentage of non-maps at the beginning of the year. • If we next look the classrooms where over 50 percent converted one step - from non-maps to Island maps - we see that this was much more common and happened in GeoGames and non-GeoGames classrooms alike. • However, if we look at the remaining one-step conversion - from Island maps to Traditional maps - we see that the highest conversion rates here were also almost entirely in GeoGames classrooms. • If we look at those where there was no conversion - where the students drew non-maps and Island maps at the beginning of the year and again at the end of the year - we see that these were mostly non-GeoGames classrooms. • In terms of the amount of detail and the correct placement of that detail, the Traditional maps drawn by students in non-GeoGames classrooms did not improve overall - and even went backward - while the Traditional maps drawn by the students in GeoGames classrooms included much more detail (more places) and had more examples of correct nesting, even in the 3rd grade, where nesting is a particularly difficult concept. • Looking at the differences between the GeoGames and non-GeoGames classrooms in terms of content, and trying to understand not only the classrooms that progressed but those that hardly progressed at all or even went backwards, suggests that one of the benefits of using GeoGames may be what we can call “stickiness” - the idea that playing the game may help places “stick” in the minds of the students, rather than popping in and fading out again. • Two teachers reported that they had students play against each other and the clock, and found that students came to class early or went on the computer during lunch in order to improve their times. Although we did not have enough maps to make a comparison, their year-end maps included a large percentage of Traditional maps. • Numerous teachers noted that GeoGames had helped the students with difficult concepts. For instance, one 5th-grade teacher wrote that the game helped her students distinguish between countries and cities - something that many of them had been unable to do. All of the teachers wrote that using the mapping exercise and then GeoGames helped them realize how much their students did not know and that they needed to teach more of the basics of geography.


Press Coverage:
http://www.fastcompany.com/blog/alice-korngold/leading-companies-good/gaming-meets-reach-world-meets-geogames-can-you-build-glo

Press Release URL: http://www.reachtheworld.org/geogames/Geogames_Press-Release-2007.html


Public Contact Information
Name: Heather Halstead
Email: heather@reachtheworld.org

Press Contact Name: Heather Halstead
Press Contact Email: heather@reachtheworld.org

Game Tags: geogames, geography, geography games, geography tools, games, gaming, educational games, educational geography games, interactive games, interactive geography games

Where you can play this game: http://www.reachtheworld.org/geogames/index.html Requires Flash enabled browser.



Vexata
Game URL: http://www.tiltfactor.org/?page_id= 610

Developer: Tiltfactor

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Release Date: TBD - Vexata is still in development

Project Lead: Mary Flanagan

Funding Sources: National Science Foundation, Dartmouth College

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Brief Description
Vexata is a board game designed to help middle school students understand how game mechanics can express human values. Players move around a game board periodically adopting new rules that relate to specific values. By reflecting on how the rules and values relate, players improve their game literacy.

Full Description
Because game mechanics are one of the principal ways that games communicate, learning to “read” mechanics is a critical skill for developing game literacy. Vexata is a new game literacy tool that builds off lessons learned from Tiltfactor’s Grow A Game cards and our team’s years of experience working in game design education. While the Grow A Game cards present an open system within which users develop their game designs, Vexata presents the discrete system of a board game to better help middle school students. Players begin Vexata by taking turns rolling the dice to determine who goes first. When the first player begins her turn, she rolls the dice and advances on the board the number she rolled. She will land on one of four types of spaces: Blank, Storm, Sun, or Gear. If the player lands on a Storm, Sun, or Gear space, she draws a card with a corresponding symbol on it. Each Sun card has positive value printed on it and a rule that expresses that value. Storm cards have negative actions or behaviors and corresponding rules. Finally, Gear cards prompt the player to make up her own rule based on certain constraints, or explain how certain Storm and Sun clouds express their concepts. Sun and Storm cards are used immediately after drawing them, while Gear cards can be saved and played at later, strategic times. By using the Sun and Storm clouds, and then reflecting on them and developing their own rules with the Gear cards, players begin to understand how actions within a game can express ideas.

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Social Issues Addressed: human values and game literacy,

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Vexata is designed to help players understand the expressive power of game mechanics. Specifically, we are interested in helping players recognize how human values manifest in games, but the same skills can be used to interpret games in a variety of ways.

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How? Vexata was developed using the iterative critical play method. Metrics will be developed if Vexata is used as part of a formal study.

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Public Contact Information
Name: James Bachhuber
Email: jamesbachhuber@gmail.com

Press Contact Name: James Bachhuber
Press Contact Email: jamesbachhuber@gmail.com

Game Tags: Tiltfactor, values, board game, mechanics, game actions, game literacy, game design

Where you can play this game: The game is a board game prototype at this point. It can be played anywhere with a flat surface.




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Playpower.org: 8-bit Learning Games on $10 Computers
Game URL: Playpower.org

Developer: Open-Source Community Development

Non-Profit: Playpower Foundation

Release Date: Currently Available

Project Lead: Derek Lomas

Funding Sources: MacArthur Foundation HASTAC Digital Media and Learning Grant

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Playpower.org is a global network of content developers making open-source learning games “for the other 90%.” We’re designing innovative games that target the educational needs of developing countries and we’re using a $10 computer that is already available for sale in developing countries around the world.

Full Description
People need affordable learning games. Worldwide, 4.1 billion people earn under $3,000 per year, meaning that even a $100 computer is often out of reach for the world's emerging middle class. Playpower is targeting a $10 platform that makes learning games affordable for "the other 90%." It sounds improbable, but 8-bit "education computers" are currently sold in street markets around the world for as little as $10. Despite the cost, they come with a full keyboard, mouse, game controllers, and game cartridges filled with typing games, BASIC programming, and other games. They are so cheap because they use an existing TV as a screen, they are manufactured at a large scale by dozens of manufacturers in china, and because the patents have run out on the original technology. Working with our global network of open-source contributors, we’re developing multi-lingual, innovative 8-bit learning games and distributing them freely to the manufacturer. 8-bit learning games play an important role in the history of serious games, as numerous titles were produced for 8-bit computers like the Apple II, MSX, Commodore 64, BBC Micro, NES, etc. While 8-bit games are simple, they can be highly expressive--consider the massive use of 8-bit aesthetics in the Indie Games movement. As a result, we continue to build our network of artists, musicians, designers and 6502 fanatics who find 8-bit design constraints exciting and productive. Playpower seeks to revisit the history of 8-bit games and re-imagine its future through the lens of the contemporary serious games movement. Did we mention that we need your help?

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Social Issues Addressed: economics, environment, human rights, poverty, public health, Low quality education, strengthening the global emerging middle class,

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Supplementing low-quality schools, building economically transformative skills, strengthening the global emerging middle class

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How? randomized controlled trials and qualitative, ethnographic observation. Iterative Design. Participatory Design

What outcomes have been measured? In Process


Press Coverage:
http://www.wired.com/gadgetlab/2009/03/12-computers-ba/ http://gadgets.boingboing.net/2009/03/27/the-gaming-computer.html http://www.offworld.com/2009/03/playpower-turning-nesfamicom-c.html http://www.engadget.com/2009/03/30/8-bit-computer-now-available-for-all-your-homebrewing-needs/ http://abcnews.go.com/Technology/AheadoftheCurve/story?id=5529989 http://marketplace.publicradio.org/display/web/2008/08/06/12_dollar_computer/

Press Release URL: playpower.org


Public Contact Information
Name: Derek Lomas
Email: derek@playpower.org

Press Contact Name: Derek Lomas
Press Contact Email: derek@playpower.org

Game Tags: low-cost, 8-bit, open-source, developing countries, learning games

Where you can play this game: Currently available in street markets in India, China, Pakistan, South America, etc. In the USA, it is available through MAKE magazine's Makershed.com http://blog.makezine.com/archive/2009/03/in_the_maker_shed_tv_computer_72_pi.html?CMP=OTC-0D6B48984890



Walking History
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Developer: Matthew Slaats

Non-Profit: Children's Media Project, secured funding and created a year-long program for youth to assist in game development

Release Date: 10/09

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Funding Sources: NY Council on Humanities Jane W. Nuhn Trust Vassar College Good Neighbors Fund Hudson River Foundation Dutchess County Youth Assets Minigrant

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Overall: 55000
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Walking History will explore historic events, oral histories, urban landscapes, environmental and ecological issues, culture, and social changes that have affected Poughkeepsie throughout its history. This project will use GPS-enabled mobile devices, digital technology, images, narrative, sounds and video—also known as Augmented Gaming Reality—to facilitate an exploration of the complex layers that make up Poughkeepsie.

Full Description
The Walking History game will be played using hand-held computers enabled with GPS mapping software and digital technology, images, narrative, sound and video to facilitate an exploration of the Poughkeepsie waterfront district. Game players will walk the gaming area with a hand-held computer (similar in size to an iPod) that triggers interactions at specific gaming destinations. Through game play, the players will encounter challenges as they mediate between the real and virtual, finding meaning and connections from their experiences today to the history that lead us here through this exploration. This project will provide a powerful learning environment to capitalize on the portability, social interactivity, context sensitivity, connectivity, and individuality of ubiquitous devices to bridge real and virtual worlds. This technology allows players to physically explore the urban environment with a handheld computer, while the computer provides a virtual layer of interactive information to enhance the complexity of history and place and of context and perspective. Players take on real-life roles and encounter authentic challenges as they mediate between the real and the virtual, engaging in an experience where meaning is found through their own explorations.

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Social Issues Addressed: economics, environment, human rights, poverty, public policy,

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The project will create opportunities and tools that will facilitate the public’s examination of the meaning of place and the relationship between the diverse communities of Poughkeepsie (past, present, and future) and the Hudson River and its environs. The project will focus on the rich history, vibrant culture, and natural surroundings, while creating a tool to support both current and future generations in their exploration of these themes.

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Name: Nicole Fenichel-Hewitt
Email: nicole@childrensmediaproject.org

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Pixels, Programming, Play and Pedagogy (P4Games)
Game URL: http://p4games.org

Developer: P4Games Research Team

Non-Profit: Colorado Council for the Arts; National Science Foundation - Financial Support

Release Date: 1/1/2007

Project Lead: Prof. Scott Leutenegger; Prof. Rafael Fajardo

Funding Sources: National Science Foundation

Sponsors/In-kind donations: University of Denver, Colorado Council for the Arts

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Pixels, Programming, Play & Pedagogy (P4Games) is a project which explores the creation of interactive videogames (integrating visual arts (pixels), computer programming (programming), and game design (play)) as a holistic, project-based teaching method in high schools.

Full Description
Pixels, Programming, Play & Pedagogy (P4Games) is a project which explores the creation of interactive videogames as a holistic, project-based teaching method in high schools. The creation of videogames requires the integration of visual arts (pixels), computer programming (programming), and game design (play). P4Games has two primary activities: The first is to "teach the teachers" through the Teacher Game Institute (TGI); and the second is to teach videogame creation skills directly to high school students during residential summer camps. The project aims to increase student interest in art, design, math, and technology. P4Games enjoys generous support from the National Science Foundation and the University of Denver.

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Social Issues Addressed: economics, environment, global conflict, human rights, news, poverty, public policy, public health,

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To leverage student interest in games toward teaching students and teachers introductory programming in a project-based inter-disciplinary learning model that focuses on modeling and describing "Humane Games" in order to encourage the broad exploration of different game types.

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How? Self-assessment surveys, programming, art and design assessments, game rubrics.

What outcomes have been measured? Increased student knowledge and confidence in game design, art, and computer science; Increased interest in pursuing computer science in college


Press Coverage:
http://www.du.edu/features/stories/gamers2.html https://www.washingtontimes.com/news/2007/aug/30/video-game-programming/

Press Release URL: N/A


Public Contact Information
Name: Prof. Scott Leutenegger
Email: leut@du.edu

Press Contact Name: Prof. Scott Leutenegger
Press Contact Email: leut@du.edu

Game Tags: education, humane games, Games, High School Teacher Professional Development, Introductory Programming

Where you can play this game: http://p4games.org Example games from previous years: http://www.gamecamp.du.edu/2007examples.html http://p4games.org/mlk_2007




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remote keylogger
Game URL: http://www.keylogger.in

Developer: Keylogger software works in hidden mode in background and not detected by any antivirus software.

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Press Release URL: http://www.keylogger.in


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Name: Keylogger
Email: tecgt@keylogger.in

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acoqnnnmat
Game URL: http://hegvbkiqtnyx.com/

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yIn90k ketemnygswso, [url=http://hvwjbnctfyhu.com/]hvwjbnctfyhu[/url], [link=http://iswdzpcqluav.com/]iswdzpcqluav[/link], http://ypqoubstgeeo.com/



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FirstWords
Game URL: http://www.learningtouch.com/products

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This game has proved to be a very addictive and fun learning experience for a child. The child gets to learn the names of things he sees in everyday life, not only enjoying this learning experience, but also wanting more at the end. An easy to use interface makes adapting to the game very easy and the sound effects keep the user hooked! The target age group for this game is 2-5 year old toddlers and is for the iPhone and iPod Touch platform. Here is a video of one of the game's actual users - http://www.youtube.com/watch?v=hRerpHSyKjI&feature=channel_page



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FirstWords
Game URL: http://www.learningtouch.com/products

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This game has proved to be a very addictive and fun learning experience for the child playing it. The child gets to learn the names of things he sees in everyday life, not only enjoying this learning experience, but also wanting more at the end. An easy to use interface makes adapting to the game very easy and the sound effects keep the user hooked! The target age group for this game is 2-5 year old toddlers and is for the iPhone and iPod Touch platform. Here is a video of one of the game's actual users - http://www.youtube.com/watch?v=hRerpHSyKjI&feature=channel_page



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Panwapa
Game URL: http://www.panwapa.org/

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It's a good fit



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test
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Phoebe's new game
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Phoebe's new game
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testing
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testing



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jgjhg
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jgjhg
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jgjhgjjjjjjjj
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jgjhgjjjjjjjj
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jg
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kljlsf
Game URL: sldkfj sldfj slkfj l

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sldkfgj slfj slfkj



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Domestic Violence
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I volunteer with the VCS-NY Model for Men. This program bases its program on the fact that men throughout history have had the right to batter their partners. This program mandates men through the courts to go to sessions for 23 or 52 weeks a year rather than jail. Wouldn't it be nice to have a video game for the very young and older to show that intimidation, violence against a woman is not acceptable in any society.



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Know Thyself Episode I: Young Heru
Game URL: http://mediabreeze.com/gamedesign.php#KnowThyself

Developer: MediaBreeze Multimedia

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Release Date: July 12, 2009

Project Lead: Nmuta Jones

Funding Sources: direct sales

Sponsors/In-kind donations: none

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Overall: 0.00
Secured: 0.00

Brief Description
Know Thyself Episode I is a fully immersive, 3D video game based on a Kemetic (Ancient Egyptian) story. The plot is very simple: Heru must grow foods that help him to learn about various aspects of good health while fighting off animals that symbolize his own internal struggles. The themes in the game are all metaphors for the challenges facing urban youth and youth in general in today's world.

Full Description
Know Thyself Episode I is a fully immersive, 3D video game for PC and Mac. It is based on an ancient Kemetic (Ancient Egyptian) metaphor where a Queen (Auset, or "Isis") raises her son to manhood by teaching him healty choices in life. The plot is very simple: Heru must grow foods that help him to learn about various aspects of good health: low glycemic foods (blood sugar management), vegetarian protein sources, immune boosting foods, etc. At the same time, Heru must fight off wild animals that symbolize the forces inside of him that would tempt him to make bad choices in life. The enemy without often capitalizes on and seduces the enemy within. The themes in the game are all metaphors for the challenges facing urban youth and youth in general in today's world.

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Social Issues Addressed: environment, global conflict, human rights, public health, Cultural legacy of indigenous peoples,

Purpose:
The goals of this game are: 1. Expose children to African historical literature,folklore, and stories that address timeless, universal issues. 2. Address modern day issues of African American male health (like prostate cancer, diabetes, etc.) in a way that is non confrontational and fun. 3. Raise issues of choices in life. Players will eventually find out that if you defeat the enemies in the game, they come back bigger. The seasoned player recognizes through time that its best to circumvent evil and focus on what is good (planting your crops) to succeed in life. I have been teaching computer science to young urban children for about 10 years total. Its no secret that the majority of video games out there are extremely negative and provide little to no images to urban youth that invoke or reinforce their own legacy of history, culture, and pride. This game series is a small window into African history that will hopefully lead to more in depth study of the marvellous civilizations of antiquity and modern day Africa.

Metrics:
How? I would like to set up focus groups of young people to discuss the issues discussed in the game, before and after their interaction with it. I would also like to engage their parents.

What outcomes have been measured? none yet. the game is brand new.


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none yet

Press Release URL: http://www.youtube.com/watch?v=ukHuBGPV228


Public Contact Information
Name: Nmuta Jones
Email: nmuta1@gmail.com

Press Contact Name: none yet
Press Contact Email: none yet

Game Tags: African American games, Ausar, Auset, Kemet, Egypt, morality, Ma'at, justice, eating, low glycemic foods, blood sugar management, history, culture,

Where you can play this game: CD-Rom and downloadable. It has to be installed on a PC. A Mac version will be out in a couple of weeks.




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Global Conflicts: Child Soldiers
Game URL: www.globalconflicts.eu

Developer: Serious Games Interactive

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Release Date: August 28 2009

Project Lead: Simon Egenfeldt-Nielsen

Funding Sources: Danida

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“Global Conflicts: Child Soldiers” zooms in on child soldiers. It is a 3D role-playing simulation game based on real-life personal accounts. Players work for the International Criminal Court and are sent on an assignment in Uganda, to meet with the feared leader of the rebel Lord’s Resistance Army, Joseph Kony.

Full Description
“Global Conflicts: Child Soldiers” zooms in on child soldiers. More than 25.000 children have been abducted to serve as child soldiers in the local armies in Uganda. Worldwide, the problem concerns hundreds of thousands of children that have been involved in armed conflicts. The game is a 3D role-playing simulation game based on real-life personal accounts from the region. As players work for the International Criminal Court (ICC) and are sent on an assignment in Uganda, to meet with the feared leader of the rebel Lord’s Resistance Army, Joseph Kony. For years the Ugandans have negotiated peace with Kony and allegedly almost succeeded. However the ICC has put out an arrest order for Kony that has made him stop all peace talks. Some locals believe that the ICC should stay away to allow local peace. Others believe that you should fight for international justice. Who do you talk to? How can you help? What do you do? The game focuses on topics such as child soldiers, human rights, and war-crimes.

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Social Issues Addressed: global conflict, human rights,

Purpose:
We wanted players to be able to relate to this terrifying conflict in a more personal way by looking a former child soldier in the eyes and listen to his story. The game offers players a unique opportunity to experience events, which so far they’ve only been able to relate to through the news. Players get to travel through Uganda where the people are caught in a clash between the government forces and the rebel army. Whether or not peace will be restored in the region depends on how much information the player can gather and how this information is used in the final interview with Kony.

Metrics:
How? Test in schools.

What outcomes have been measured? We are currently testing.


Press Coverage:
Please visit http://www.globalconflicts.eu/press

Press Release URL: http://www.globalconflicts.eu/press


Public Contact Information
Name: Mikkel Lucas Overby
Email: mlo@seriousgames.dk

Press Contact Name: Mikkel Lucas Overby
Press Contact Email: mlo@seriousgames.dk

Game Tags: Human rights, civil war, politics, global conflicts, child soldiers, international law

Where you can play this game: It can be played in a browser from www.globalconflicts.eu



phoebe testing ame name
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Developer: phoebe reed

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One Hen
Game URL: www.onehen.org

Developer: Sapient Interactive

Non-Profit: One Hen, Inc

Release Date: March 2008

Project Lead: Amma Sefa-Dedeh, Executive Director

Funding Sources: Schlumberger SEED Foundation, MuriFoundation, Greenlight Fund

Sponsors/In-kind donations: Sapient. Nixon Peabody, New Sector Alliance, Bain, Bridgespan

Budget:
Overall: 550,000
Secured: 220,000

Brief Description
One Hen's mission is to help children become global citizens who succeed in school and beyond and marry that success to helping others. One Hen achieves this by equipping teachers with internet-based and hands-on resources and activities that bring world issues into the classroom and allow children to learn, play and make a difference for others and themselves.

Full Description
One Hen provides educational resources based on the story One Hen: How One Small Loan Made a Big Difference, which introduces children to the principles of microfinance and entrepreneurship. The goal is to inspire children in grades 4-8th in the U.S. and abroad to become global citizens who marry their own success to giving back, and teach them the value of financial responsibility, personal initiative, youth philanthropy, and global citizenship. One Hen resources comprises the book, a website, lesson plans and activities that can be integrated into classroom curriculum, afterschool programs and clubs. The website www.onehen.org uses games to draw kids into the act of giving. Kids earn virtual beads by navigating a maze or catching fish and then invest their beads in the site's virtual market which triggers an actual loan to a real African entrepreneur. True stories of real business owners flip forward on the site as the kids invest their beads, so they can actually see the affect a small loan has on the life of a struggling entrepreneur. Other resources include profiles of micro entrepreneurs from around the world. Organizations in the US, UK, Canada and Ghana are implementing One Hen. In the US, areas of concentration are Boston and New York City. In 2010, plans are to expand into San Francisco Bay Area, Michigan and Baltimore. A second One Hen curriculum series “The Good Garden” scheduled for December 2010 will introduce children to the concept of sustainable agriculture and the global food crises.

Target Audience:

Social Issues Addressed: economics, environment, poverty, entreprepreneurship, microfinance, youth philanthrophy,

Purpose:
One Hen, Inc. a 501 (c)3 organization, believes that by equipping teachers with internet-based and hands-on resources and activities that bring world issues into the classroom, we can allow children to learn, play and make a difference for others and themselves and learn the valuable concepts of financial responsibility, personal initiative, global awareness and the value of giving back. One Hen is unique from other enrichment providers because we bring pertinent world issues into the classroom (microfinance, sustainable agriculture, poverty) and provide multiple curriculum formats that schools, after school, summer programs and clubs can utilize with students. One Hen’s niche in the spectrum of educational offerings is it combines the teaching of social issues with youth philanthropy to instill values of global citizenship.

Metrics:
How? Starting Fall 09, web site metrics, downloads of curriculum, lesson plans and activities, blogs, pre and post evaluations from teacher networks. Funds loaned through One Hen bead funds.

What outcomes have been measured? To date, we were able to track $50,000 of loans to real entrepreneurs. No of beads loaned on site and comments from student and teacher blogs.


Press Coverage:
ABC News profile by Charlie Gibson of Katie Smith Milway 05/ 01/09 http://abcnews.go.com/search?searchtext=Katie Smith&type; Computer World 21st Century Achievement Award video http://www.cwhonors.org/?bcpid=29155250001&bctid=29290488001 http://www.youtube.com/watch?v=qc4y-krRB3k&feature=related http://www.bostonherald.com/business/general/view.bg?articleid=1187237 http://www.almanacnews.com/story.php?story_id=8348

Press Release URL: Microfinance lessons from Africa inspire kids in US to entrepreneurship http://www.free-press-release.com/news/200907/1246937152.html


Public Contact Information
Name: One Hen, Inc
Email: letters@onehen.org

Press Contact Name: Karen Schultz
Press Contact Email: karen@onehen.org

Game Tags: microfinance, entrepreneurship, financial responsibility, youth philanthropy, global citizenship

Where you can play this game: The games live on www.onehen.org



Parking Ticket Game
Game URL: www.ParkingTicketGame.com

Developer: John Staniszewski

Non-Profit:

Release Date: Spet 2009

Project Lead: John Staniszewski

Funding Sources: Self

Sponsors/In-kind donations:

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Overall: 8,000
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Brief Description
Ticket Trap - Parking Ticket Game is currently a five level question and answer game meant to help drivers end the millions of parking tickets, booting, and towing that happens annually all over the world.

Full Description
Ticket Trap™ is a question and answer game abouteducating and building awareness of many of the problems motorists face parking their vehicles everyday. That’s 365 days of the year parking their vehicles on city streets! There are over a dozen question categories incorporated into the game. This is what we at Ticket Trap live with too ... sad, we know. When we say "For Every Driver Everywhere" we mean it! No matter what your experience, Ticket Trap can help educate and amuse anyone who drives or plans to drive. Although parking regulations are similar from city to city, there always several that are unique to a city. We at Ticket Trap™ visit cities and aim to give everyone the chance to experience these as well as highlight many of the common ticket traps motorist are ticketed and towed in a safe computerized environment.

Target Audience:

Social Issues Addressed: economics, environment,

Purpose:
To END expensive parking tickets, booting and towing which in large cities can cost hundreds of dollars. (Ticket Trap - Parking Ticket Game seeks To level the on-street parking playing field and give motorist a fair chance to legally and safely park when dealing with confusing parking regulations.)

Metrics:
How? By checking reported annual parking ticket, booting, and towing numbers.

What outcomes have been measured? NA at this time.


Press Coverage:
Press release is about to happen.

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Public Contact Information
Name: John Staniszewski
Email: info@timemight.com

Press Contact Name: John Staniszewski
Press Contact Email: info@timemight.com

Game Tags: Parking Ticket, Towing, Booting, Car Clamping

Where you can play this game: www.ParkingTicketGame.com Here is a free coupon code for you to see the game. Please insert the coupon code when you click on the game sign up. 1BC57EC4A9




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uxdkzrkj
Game URL: http://hxjuhlprzspz.com/

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akqSVD safxkjszwiit, [url=http://nxkfeooyqtjq.com/]nxkfeooyqtjq[/url], [link=http://odukuzvgdkil.com/]odukuzvgdkil[/link], http://fivszycojwcy.com/



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jobblxwel
Game URL: http://wiojuyrzozlo.com/

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L4RHVM fomcbwzezvky, [url=http://ematopxviyuc.com/]ematopxviyuc[/url], [link=http://pkwbqfiqmsxv.com/]pkwbqfiqmsxv[/link], http://rluiffavhprz.com/



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THE IKON
Game URL: www.truthenginebook.com/ikon_start.html

Developer: The Truth Engine

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The Ikon is a free first-person 3D browser-based adventure game. In the Logician's house, you will discover mysterious paintings, enigmatic machines and old texts. Solve the Ikon's puzzles and learn the secret of the unique method of logic that is the first of three keys to Truth Engine wisdom.

Full Description
The Ikon is a free first-person 3D browser-based (PHP and JavaScript) adventure game. When you go to the Ikon game on the web, you will travel to a time in the distant future, where the great truth engine of the day, the "Gaiapsychologikon," plays a dominant role in society. As you play the game, you will explore the house of the Logician, the director of the Gaiapsychologikon. In the Logician's house, you will discover mysterious paintings that point to a connection between the truth engine and the evolution of the Earth, machines that help reveal truth, ancient texts (from our time), and enigmatic games. You are challenged to solve the Ikon's puzzles and acquire particular knowledge that is a mark of the true Truth-Enginist. You are challenged to learn the secret of the unique method of logic that is the first of three keys to Truth Engine wisdom.

Target Audience:

Social Issues Addressed: General Problem Solving -- all issues,

Purpose:
Good people don’t always know how to bring about good results, even when they think they do. There are good-willed skeptics, believers, liberals, conservatives, romantics and classicists -- the arguments among these good people largely define our society’s controversies. Just imagine: if we could build a good-willed super-mind, then we could use it to help good people come to know how to do good. Actually, we can build such a super-mind. Synergy in debate between any two people brings into being a veritable third person who’s smarter than the first two. Setting strict logical rules for the discussion can maximize the synergy, and can so greatly increase the intelligence of this third person, that a super-mind will emerge. That’s how my Truth Engine works. It forms the basic faculties of the super-mind. And it is a good-willed super-mind, because the Ikon game acts as the super-mind’s intuitive side. Using visual art and metaphor, the Ikon attaches feeling to the very spare, rarefied elemental forms that are instantiated and iterated in the super-mind’s thinking part, the Logos, which is a kind of moderated wiki and which connects to the Ikon via a part called the Logikon (accessible from a computer in the game‘s Theoretics Library). This is how the Ikon keeps the participants of the Logos wiki on track in a search for Truth, Goodness and Beauty. So, my Ikon, a free first-person 3D browser-based (PHP and JavaScript) adventure game, is a central feature in a system that creates, out of itself, a friendly super-mind to help good people make the world a better place.

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Public Contact Information
Name: Richard Crist, Ph.D.
Email: rcrist@truthenginebook.com

Press Contact Name: Richard Crist, Ph.D.
Press Contact Email: rcrist@truthenginebook.com

Game Tags: serious games, free, ikon game, truth engine, ikon, game, truth, logikon, logician, logic, critical thinking, dialectics, argument, browser-based, 3d, first person, graphic adventure, graphic adventure game, adventure game, truth engine spirit, expressive, art game, house of the logician, dinosaur, allosaurus, stegosaurus, pteranodon, aliens, point and click, collaborative argument, web game

Where you can play this game: The Ikon is at www.truthenginebook.com/ikon_start.html To play the game, you don't have to register (unless you want to help write the Logikon). There's nothing to download, and it's free.




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dragon ball z
Game URL: dragon ball Z

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it is a cool fiting game



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hainbb
Game URL: http://qiblenvzosyh.com/

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j2Kjxb pczxrlnulhnn, [url=http://irfgxuppninv.com/]irfgxuppninv[/url], [link=http://dxaczbgezuhr.com/]dxaczbgezuhr[/link], http://qsdizfoqrzdk.com/



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Political Machine 2008.
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This is a fun simulation of the 2008 Presidential election in America and allows you to play the role of campaign manager as you guide your selected candidate, John McCain or Barack Obama to victory. You choose which issues you want to campaign on and appeal to swing voters. You also can play as Hillary, Bill, George W, John Kerry and Mitt Romney and you can also download updates with Palin and Biden included. You will unlock former presidents from George Washington to Ronald Reagan and JFK by advancing and you can download more candidates from the website and create your own. At the same time , you will learn which issues have the most bi-partisan pull.



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City Rain
Game URL: http://www.ovologames.com/cityrain/

Developer: Mother Gaia

Non-Profit: 1% for the Planet - Audit Ovolo to ensure we give at least 1% of the sales to an environmental cause

Release Date: September 28th, 2009

Project Lead: Tùlio Marques Soria

Funding Sources: Initially a student project that won Microsoft Imagine Cup in 2008 then financed by Ovolo in order to go from concept to a full fledge game.

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Overall: 10000
Secured: 10000

Brief Description
City Rain is a puzzle and simulation game based on urban planning and sustainability. Players must rescue cities that are being ‘black listed’ from the World Environment Protection Agency (WEPA) by quickly making decisions to establish and re-organize urban developments that will make cities more sustainable and ‘green’.

Full Description
In City Rain, you play as a member of an elite environmental Swat Force in charge of restructuring cities, before they are penalized by the World Environment Protection agency. City Rain is an action-packed, yet eco-friendly, green city simulation puzzle. As a member of the Rescue And Intervention Non-profit (RAIN) organization, your job is simple. You must rescue cities on the WEPA blacklist before they are punished by the world for being destructive to our irreplaceable natural resources. Ultimately, you must help reorganize cities so that they will become environmentally friendly and inspiring places to live. But it won't be easy. You will be constantly challenged by Bane Industries, one of the last corporations in the world that refuses to submit to WEPA environmental standards for process and production. Are you ready for the challenge? Your work might just save our world!

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Social Issues Addressed: economics, environment,

Purpose:
The purpose of City Rain is educate about the challenge of making balanced choice in the process of creating a sustainable urban community. The game force the player to deal with: - the time constraint to make decision; - the fact that the player (like in real life) doesn't have the choice of the building that are falling from sky; - the challenge of achieving equilibrium between environment, economy, leisure, health, education and security. Here's a excellent summary written by www.playthisthing.com: "Ultimately, though, what´s interesting about this game´s design, and what nobody else has talked about, is how the falling blocks somewhat highlight the chaotic and conflict-ridden nature of urban planning. Only in Stalinist Russia with their planned industrial cities does a vibe akin to Sim City actually play out; otherwise it´s probably closer to Tetris, various parties coming along stochastically, planting new plots with whatever homes, businesses, industries they can, good luck fitting in your municipal services and not screwing your sustainable profile in the process." In the end, our goal is to entertain and educate.

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How? Number of sales and demo played, number of article generated about the game and the environmental theme

What outcomes have been measured? Sales, number of demo downloaded, PR results (number of article)


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Awards: http://www.igf.com/02studentfinalists.html http://www.microsoft.com/Presspass/press/2008/jul08/07-08ICWINNERSPR.mspx http://www.thego.com.au/gaming/item/root/xblindie0911 Quotes from review: "....a bizarre, fantastic pixel-art styled game that combines Tetris and Sim City. I found the demo of this the freshest puzzle game I’ve played in ages." Full review at Rock Paper Shotgun "Two great tastes that taste great together!" Full review at Destructoid "... a damn near perfect envisioning of two great classic games melded into one. Despite borrowing heavily from both Tetris and SimCity, CityRain’s gameplay feels fresh." Full review at DIY Gamer "City Rain is a change from many of the titles out there with the themes focusing on being “Green” and having a “sustainable” living." Full review at Got Game "These features are rather brilliantly meshed, making for a strangely addictive experience..." Full review at Games And Me "Ultimately, though, what´s interesting about this game´s design, and what nobody else has talked about, is how the falling blocks somewhat highlight the chaotic and conflict-ridden nature of urban planning." Full review at Play This Thing "City Rain is a great concept to Mother Gaia Studio have pulled it off pretty well." Full review at Indie Game "...it’s quite simple to get to grips with and, better still, it quickly feels refreshingly unique...it’s the kind of game you play for five minutes then realise an hour or more has suddenly passed." Full review at Resolution Magazine "While City Rain is one big environmentalist pitch to start caring about the environment, it is also a genuinely fun and well-designed game. It’s simple enough that anyone can play but also complex enough that the hardest of the hardcore can challenge themselves to its puzzles." Full review at Gamers Daily news "In what truly amounts to a great amount of polish over a title that wowed audiences earlier this year as a simple student project by a Brazilian university student, City Rain took a great gaming concept and made it better thanks to improved visuals and controls, removal of an annoying announcer in favor of gentle text, and a revamped gameplay modes" Full review from The Go

Press Release URL: http://www.ovologames.com/cityrain/CityRain_Press_Release_Oct1.php


Public Contact Information
Name: Alexandre Renaud
Email: alex@ovologames.com

Press Contact Name: Marisa Cohen
Press Contact Email: marisa.cohen@ovologames.com

Game Tags: urban planning, city sustainable development, green technology, real time puzzle simulation

Where you can play this game: Demo and full version available: Distribution through: Gamersgate: Impulse: Direct2Drive:




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bratz games
Game URL: www.freebratzdressupgames.com/

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because in this site there are alot of things that you do in life and it mostly brings out your creative side and some cooking or working games show kids that you have to work hard to get what you want and to me that is a very imporatant thing in life.



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vnmznnoyysq
Game URL: http://yigpzzsiearw.com/

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kAUidk pndwresaptnx, [url=http://vwjqalxiskhh.com/]vwjqalxiskhh[/url], [link=http://nhknleyatjrw.com/]nhknleyatjrw[/link], http://euhbnjchlanr.com/



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ycckfvv
Game URL: http://tokovgdonrde.com/

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ZhDjSU fgctnpccnvxr, [url=http://fxxfhbaudxto.com/]fxxfhbaudxto[/url], [link=http://cpfqwvmdmqjw.com/]cpfqwvmdmqjw[/link], http://voouukhxizqe.com/



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Arizona Justice Game
Game URL: http://socialactivistgames.com/games/

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Timely



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Rebuild Chile
Game URL: http://www.rebuildchilegame.com/

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Simple Unicef flash/iphone game with solid puzzler gameplay and high production values. Uses viral distribution via social networks and flash game portals. Lets players donate to the rebuilding effort after the 2010 Chilean earthquake via credit card or micropayments.



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jbbmyg
Game URL: http://vbhjrtgbyrlq.com/

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34jtzw caujrzjyblkr, [url=http://qjhomihrtsan.com/]qjhomihrtsan[/url], [link=http://lclytpriejdo.com/]lclytpriejdo[/link], http://thhlnzvdlglw.com/



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xowlzcocgzv
Game URL: http://soqlwndgsllx.com/

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Mv9HqK hkclaulmdclv, [url=http://tqzinmzzzibd.com/]tqzinmzzzibd[/url], [link=http://ifgyvylgciza.com/]ifgyvylgciza[/link], http://yveaveczeqgl.com/



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fwofdzpwj
Game URL: http://ikybslozchgw.com/

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5ZGu5B naubvubfbvhm, [url=http://okztdjcemusv.com/]okztdjcemusv[/url], [link=http://ltmgzmqsaixq.com/]ltmgzmqsaixq[/link], http://msbrttwvkdlf.com/



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Oceanopolis/Greenopolis
Game URL: http://verticalwire.com/releases/1915-social-gaming-goes-green-and-offers-real-rewards-for-virtual-play-with-launch-of-i-oceanopolis-i-beta

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Seems like a G4C to me.



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