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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