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Games for change?

Video Games are an essential part of life in today's culture anywhere in the world. I do play my fair share, and often wondered if by playing games, one could actually affect change on a social level? I came across an article about Games that are designed to educate you on the current tragedies on human rights quite sometime ago. 

For more insight, I've lifted this information from another blog:

http://designactivism.net/archives/154#more-154

Enjoy.


I’m showing my prejudice here, but computer and video games would ordinarily be the last place I would expect to find “socially responsible design.” Yet recent offerings prove me wrong. A range of new “serious games” (instructional, informational and educational) are tackling issues from obesity to climate change.

darfur.jpg

One example is Games for Change (G4C), a group that supports organizations using digital games for social change. I had a go with the game “Darfur is Dying” (note: this previous link loads the game.) In the game you assume the persona of a villager (I chose a young woman) and you have to go and forage for water amid threats from roving militias.

Despite its simplicity, the game did manage to give me a “feeling” of the refugee experience in a way that wouldn’t come through reading any news report. This is the simulation of experience– the interaction — that is so often missing from other communication mechanisms.
G4C has “game channels” covering human rights, economics, public policy, poverty, environment, and global conflict. Games are helpfully given age ranges (the age range is 18 and up for “Darfur is Dying”).

Games for Change has also recently released a “toolkit” for making social issue games, which, as commentators have mentioned, is really more of a tutorial for those who want to commission social issue games, rather than the sofware to create the game.

Persuasive Games, is another group which builds games for “persuasion, instruction and activism.” I had a look at their “Fatworld,” which they describe as a video game about the politics of nutrition. The aim is to help people see cumulative effects of diet and lifestyle over 10 or 20 years in a single game. Among Persuasive’s other offerings are “Food Import Folly” where, as an FDA inspector, you try to protect the country from contaminated foreign imports, and “Activism, The Public Policy Game” in which “players are challenged to balance six public policy issues with limited time and resources.”

Artist Kenneth Tin-Kin Hung has also entered the field with his Gas Zappers series of online games supported by the Tribeca Film Institute. I tried FOUR CO2UNTRIES where the polar bear (a central character across the games) attempts to block CO2 emissions from the 4 top emitting countries of the US, China, Russia and India. I had some trouble playing, perhaps due to a finicky internet connection, but the graphics are something else.

In another vein, “Game Designer” is a 3-year research project funded by the John D. and Catherine T. MacArthur Foundation, to develop educational software “that introduces junior high school kids to the craft of video-game design.” In an article for Metropolis (”The Principles of Play”, by Peter Hall, September 2006), the head of the project, Jim Gee comments, “I was struck by the fact that games are very complex, and often long and difficult. I wondered why kids spend so much time on tasks in these problem-solving spaces yet we have so much trouble getting them to do the same thing at school.” Game Designer aims to change that by putting students in the “producer’s seat” where, through designing games, they use their technical, artistic, cognitive and linguistic skills in ways that are unheard of in a standard curriculum.

It’s clear that the value of “media literacy” and of simulating experience are being applied to public service through, of all things, game design. Many of the games, such as Darfur is Dying, have metrics to try to measure their social impact — how often the game is played (2.5 million times by 1 million people), the amount of press coverage generated (quite a bit), and the estimated number of people who took real world action because of playing the game (25,000)

The whole notion of social issues digital games brings up for me two related areas in other forms of design activism. First, designers, particularly architects, have long used games to elicit user participation in the design process (for example Henry Sanoff’s work). Can they take that work online? Second, there is the issue of general cyberactivism and its various forms. How will these evolve to encompass design disciplines and their versions of activism?

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An article about the value of Activism to Society at large.

Young people who are involved in political activism become more involved in society throughout their lives, with higher rates of voting and volunteering as adults, says psychology professor and researcher James Youniss.

He told several hundred students at Wilfrid Laurier University about a study of people who were activists in the politically turbulent 1960s in the United States. As they moved into middle age, these activists remained more involved in community organizations than the average.

And an astonishing 93 per cent of them voted, said Youniss, who teaches at Catholic University of America in Washington D.C.

"Activism or political involvement in one's youth can have a long-term impact on who you are in terms of your civic behaviour," Youniss told his Waterloo audience, mostly psychology students and their professors.

He said political activity of any kind -- whether it is to save a school that might close or to join an environmental organization -- is beneficial, because it brings you in touch with a group of like-minded people who can pool resources and make change happen.

It also gives you access to an ideological perspective to help you understand the big picture, for example, why people are homeless and what the rest of us can do about it.

Being involved with a group also exposes you to public scrutiny of your views, which is part of a healthy democracy, Youniss said.

Even if you join a violent, negative organization, like a neo-Nazi group, it's better to do that than hold your views in isolation, he said.

Youniss said that if you have neo-Nazi views, it gives you something to think about if you decide to parade through the streets, only to find that "everybody throws eggs at you."

Sometimes, widespread public disagreement with your ideas helps you re-evaluate and become more moderate, Youniss said.

"Better to be in public with your ideas, than on your own in your room, smoking marijuana and imagining that you're God."

In:

Rise


A whole new world opens up to me, a shining dark sky - a free slave, the duplicity my eyes now capture. It's funny to see the small minority rise together, to actually do something of value in this life, in this global village, this spiritual plane. 

Most, all most all of us, caught in the everyday momentum of habit, to put money in the bank, to pay our bills, to go to school, to look after those who are important to us, do our best we can. Nothing to blame and maybe it's my bullshit, my tinted glasses i wear - cause i see. 

Life is what we choose, who we are is the sum of all our experiences... really? 

I don't know what life is really all about, but what i know is : what i am doing with mine.

Let's rise, further than where we have already come, to remove the fence blocking this pathway, to be examples, to live delibertaely for change.