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Grantmakers in the Arts Conf

Grantmakers in the Arts Conf. Michelle Byrd. WHY GAMES?. Games are expanding:. - $60B Global business - 97% of teenagers in America * - 60% of casual gamers are women * - 27 is the average age of social gamers. Pew Report, Nielsen.

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Grantmakers in the Arts Conf

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  1. Grantmakers in the Arts Conf Michelle Byrd

  2. WHY GAMES? Games are expanding: - $60B Global business - 97% of teenagers in America* - 60% of casual gamers are women* - 27 is the average age of social gamers Pew Report, Nielsen

  3. Arguably the most dominant media form of the 21st Century

  4. GAMES AND LEARNING Federation of American Scientists & National Science Foundation: “Games offer critical attributes for 21st century learning.”* * National Summit on Educational Games

  5. 21st CENTURY SKILL BUILDING Playing and making games foster critical skills necessary for success in a rapidly changing 21st Century world. + Systems thinking + Digital media literacy + Iterative process + Creativity + Problem solving + Team building + Planning & execution + Collaboration

  6. Computer and video games are being embraced by leading foundations, non-profits, universities, and government agencies to further their public interest and educational goals

  7. Catalyzing Social Impact Through Games

  8. Some Trends to Keep in Mind

  9. MAINSTREAM ADOPTION Vice President Al Gore Supreme Court Justice Sandra Day O’Connor US Chief Technology Officer Aneesh Chopra

  10. DIRECT ACTION GAMES

  11. DEVELOPING WORLD AUDIENCES

  12. YOUTH CREATING GAMES C++ College/ Professional Commercial Modding Tools High School Middle School Elementary School Game Design Programming Scaffolded / Constrained Un-scaffolded / Unconstrained

  13. TRANSMEDIA PROJECTS

  14. Strength of Games

  15. 10 reasons why games are a powerful platform for highly engaged learning and social impact

  16. 1. PARTICIPATORY Games are interactive, ‘lean-forward’: players make decisions with consequences resulting in player agency 2. ROLE PLAYING Games enable players to step into different roles in different worlds, building awareness & empathy 3. CHALLENGES & REWARDS Games engage players deeply through a delicate balance of challenges & rewards leading to highly focused,sustained engagement

  17. 4. FUN TO FAIL Games enable players to try & fail in a safe environment; experimenting at their own pace until they succeed 5. SOCIAL Games are increasingly networked, fostering peer-to-peer, collaborativelearning 6. GAMES AS SERVICE Games are increasingly becoming on-going services that can be continually optimized for engagement and impact

  18. 9. MOTIVATION 7. COMPLEXITY Games require players to navigate and understand complex systems, interfaces & rules 8. BITS AND ATOMS Games are increasingly crossing over into the real-world through new input devices, mobile & location-aware platforms Good games create a deep desire to learn.

  19. 10. UBIQUITY XBOX 360 27M Wii 45M PCs Billions Mobile devices Billions Nintendo DS 96M Sony PSP 42M Play power $10 TV computer Wii Ware XBLA Sony PSN Network Sony PS2 50M Sony PS3 19M

  20. 2 Case Studies

  21. CENTENNIAL OF NY PUBLIC LIBRARY OBJECTIVES: • Draw in demo likely never inside research library (teen to 20s) • Google + Wikipedia ≠ direct real-world engagement with artifacts TACTICS: • Collaborate with game designer + author Jane McGonigal • Create unique, once-in-a-lifetime activation of the concept • Build one experience around live event. Build another for post event. • Make access competitive • Mission: In 2012, I’ll be the first person to… • Stay overnight at the Library • Participate in writing a book for the permanent collection • Complete 100 quests

  22. FIND THE FUTURE IN ACTION

  23. FIND THE FUTURE RESULTS RESULTS - 5,000 applicants • 21,000 interacted with call out – project on FB, You Tube trailer • 500 selected participants (70 teams of approx 7 each) • 800 pg book created over night as part of permanent collection

  24. RIVER TO RIVER FESTIVAL COME OUT & PLAY • MUSIC, FILM, DANCE, THEATER, ART, PLAY • Free, month-long summer outdoor street game series • Lower Manhattan and Governor’s Island • NYC’s physical environment as backdrop for culture, design RESULTS: - 800 + participants over 20 games • 500 on Governor’s Island for day of 15 games • The Commons (aka the “311” game) Real World Game Design winner • Cowgirl Cowhunt (1919 manhunt inspired by team tag) • Running of the Stocks (Running of Bulls thru Wall Street) • Dramatically increased diversity of participants – age, race • 1st incorporation of PLAY by Lower Manhattan Cultural Arts Council

  25. FIELD DAY, GOVERNORS ISLAND

  26. COMMONS, A MOBILE GAME

  27. Funder Due Diligence

  28. ENGAGING QUALIFIED TEAMS Game Design Production Art & Design Business & Fundraising Project Team Content Writing Technology Many fail: team does not have necessary skills to execute

  29. SUSTAINABLE BUSINESS MODELS Game as Product Game as Service Game released, customer support for time-bounded period Game continually updated, enhanced, supported 24/7 Boxed Software Virtual Worlds Downloaded Software Social Networking Many fail: under-resourced, especially games as service that require on-going resources.

  30. PUBLISHING STRATEGY (1) Audience (8) (2) Assessment Context (3) (7) Impact Execution (4) (6) Platform Gameplay (5) Sustaining Many fail: Marketing / distribution / context not baked into design.

  31. A GAME ‘ENGINE’ A tech platform to create multiple titles with clear separation between back-end and content / GUI.

  32. A PORTFOLIO APPROACH Multiple titles, multiple platforms, lowering the risk.

  33. www.gamesforchange.org michelle@gamesforchange.org // @mbyrd

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