Videos uploaded by user “Games for Change”
#GameOn - 88 Seconds of Video Games
After seeing that the White House produced a video depicting video games as ultra-violent, we felt compelled to share a different view of games. Video games, their innovative creators and the vast community of players are so much more than what is depicted in the White House’s video. We wanted to create our own version, at the same length, to challenge the White House’s misdirected blame being placed upon video games. To all you game developers and players who create and enjoy games – this is for you! #GAMEON Music by Lena Raine (https://radicaldreamland.bandcamp.com) Remix by Jukio Kallio (http://jukiokallio.bandcamp.com) http://www.gamesforchange.org/
Views: 527197 Games for Change
Asi Burak, Games for Change, TEDxGotham 2010
http://www.gamesforchange.org/ Asi Burak, co-President of Games for Change and his talk from TEDxGotham: "With Great Power, Comes Great Responsibility" TEDx (ted.com/​tedx) was created in the spirit of TED's mission, "ideas worth spreading." The program is designed to give communities, organizations and individuals the opportunity to stimulate dialogue through TED-like experiences at the local level. At TEDx events, a screening of TEDTalks videos -- or a combination of live presenters and TEDTalks videos -- sparks deep conversation and connections. TEDx events are fully planned and coordinated independently, on a community-by-community basis.
Views: 1069 Games for Change
Global Game Jam: Jesse Schell Keynote for G4C Locations
Jesse Schell (Schell Games, author of "The Art of Game Design") gives his tips on making games to change the world for the G4C game jam locations for the Global Game Jam in 2013.
Views: 1143 Games for Change
Keynote - The Future of Virtual Reality and Education with Jesse Schell
2016 is the year of VR hype. But will any of that hype translate into meaningful advances in educational and transformational games? In this talk, Jesse Schell will give a guided tour of the next ten years of virtual reality and augmented reality development, and how it is most likely going to impact the worlds of education and gaming. Speaker: Jesse Schell (CEO, Schell Games)
Views: 2855 Games for Change
G4C14: Paolo Pedercini Making Games in an F****d Up World
Molleindustria is a project of re-appropriation of video games, a call for the radicalization of popular culture, an independent game developer. Since 2003, it has produced free, short-form, online games — from satirical business to meditations on labor and alienation, from playable theories to politically incorrect pseudo-games. See the full notes and images from this talk on Molleindustria's blog: www.molleindustria.org/blog/making-games-in-a-fucked-up-world-games-for-change-2014/.
Views: 2080 Games for Change
G4L15: Games for Learning Summit recap
During this day-long summit, hosted by the U.S. Department of Education and Games for Change, and supported by the Entertainment Software Association, participants will identify and share strategies for the broader creation, dissemination, and use of quality video games in classrooms and beyond. Leading video game developers, producers, publishers, educators, students, and other stakeholders will be brought to the table to break down barriers and have meaningful dialogues about what each party wants and needs so we can make progress in video games for learning together.
Views: 541 Games for Change
Panel - The Women of Overwatch: The Journey of Bringing Strong Female Characters to Life
Overwatch voice actresses Anjali Bhimani (Symmetra), Carolina Ravassa (Sombra) and Lucie Pohl (Mercy), as well as Senior Casting Director and Voice Director at Blizzard, Andrea Toyias discuss the process of bringing strong female characters to life. Moderated by Nika Nour, Director, Federal Government Affairs, Entertainment Software Association. Speakers: * Moderator: Nika Nour (Director, Federal Government Affairs, Entertainment Software Association) * Anjali Bhimani (Voice of Symmetra in Overwatch, Actress) * Lucie Pohl (Voice of Mercy in Overwatch, Actress) * Carolina Ravassa (Voice of Sombra in Overwatch, Actress) * Andrea Toyias (Senior Casting & Voice Director, Blizzard Entertainment)
Views: 31329 Games for Change
G4C14: Zoran Popović / Fact or Fiction?
Over the past ten years serious games enjoyed increased promise to change the world in just about every important problem facing humanity today. Despite this promise, it is safe to say that we are very far away from strong evidence for games-induced transformative change, or from true advancement on any of the key world problems. Zoran describes why this is so hard, and suggest a set of strategies we have deployed in our efforts to make deep measurable impact with games on two domains: scientific discovery, and school mastery for every student. He points to a set of surprising and significant results in both scientific discoveries and concept mastery for every school-ready child on a national level. In addition, the talk will introduce a new game that we expect will create a brand new research process in the field of synthetic biology.
Views: 832 Games for Change
Democratizing Bio-Sensing Tools With OpenBCI
Joel Murphy of OpenBCI will give a "neuro-powered" talk about his company and mission and what it means to democratize in the field of brain-computer interface (BCI). Joel will wear an OpenBCI Ultracortex headset that will read his EEG (brainwaves) and EMG (muscle movements) and allow him to control the presentation and slides through it. He will showcase examples of applications that members of its growing community have created and talk about the potential applications of BCI in gaming. A volunteer from the audience will be invited to do a live demo using the headset to control a robotic hand on stage! Speaker: Joel Murphy (President, OpenBCI)
Views: 4729 Games for Change
G4C15: Frank Lantz / eSports
Frank Lantz, director of the NYU Game Lab, highlights the social impact and further potential of eSports, which have transformed digital games into a massively popular spectator sport.
Views: 769 Games for Change
2017 Games for Change Festival trailer
Learn more at http://festival.gamesforchange.org/ The Games for Change Festival is the largest convening for the gaming and impact community that explores the positive power of digital games and virtual technology.
Views: 2230 Games for Change
G4C15: Twine: A Tool for Changing Games
In the past few years, Twine has gone from a mostly-forgotten tool for creating web-based hypertext to being the remarkable center of a new wave of games that includes a remarkably wide range of voices, subjects, and experiences. Hear from some leading Twine creators about ways that Twine has changed the landscape of games, the kinds of skills involved in creating powerful experiences in Twine and what this means for more accessible game creation, and Twine’s potential for impact through personal expression and ease of use. Panelists included Merritt Kopas, creator of games such as Consensual Torture Simulator, HUGPUNX, and Take Care, and Austin Walker, game maker of A(s)century, and acclaimed blogger. The panel was moderated by Naomi Clark, designer of games such as Sissyfight 2000 and Egg vs. Chicken.
Views: 1070 Games for Change
Keynote - How Unique are We? The New Neuroscience of Decision-making and Free Will with Moran Cerf
The neuroscience of our decision making and free will has been progressing in the last couple of years, offering us a new lens on what it means to be human, and allowing for new ways to think about the possibility of expanding human capabilities. This talk sheds light on the new developments and where we are heading with new technologies because of that. Speakers: * Moran Cerf (Professor, Kellogg School of Management)
Views: 454 Games for Change
G4C14: Jenova Chen / Blank Canvas Designing A New Era of Emotional Storytelling Through Games
Jenova Chen's award-winning games have captured the imagination of the next generation of creators and fans alike. Chen discusses in depth the crucial design decisions made in the development of flOw, Flower and Journey that unraveled a blank canvas for new game experiences, emotional storytelling, and player interactions that positively inspire and connect audiences worldwide.
Views: 3418 Games for Change
2016 G4C Student Challenge
Views: 525 Games for Change
Keynote - Into The Future: A World Without Edges with Graeme Devine
As video games begin to tread into territory that blends the lines of virtual and actual reality, how does a developer make an experience where these two realities can understand and work off of one another? Chief Game Wizard Graeme Devine of Magic Leap explains mixed reality and the history of technology and the real world. He proceeds to discuss how videogames can be the path to connect technology back to the real world. Speakers: * Graeme Devine (Chief Game Wizard, Magic Leap)
Views: 4284 Games for Change
G4C15 Mini-Talk: Social-Emotional Learning Games
Dr. Melissa DeRosier (3C Institute), one of the country’s foremost leaders in the highly innovative work of leveraging games to build 21st century social-emotional learning (SEL) skills, shares the innovative R&D process behind her evidence-based work as well as generally about the fast emerging SEL field.
Views: 182 Games for Change
#G4C12: Case study, Inside the Haiti Earthquake
http://gamesforchange.org/festival2012 Michael Gibson will explain the process he used to create a story-based simulation from raw documentary footage of the earthquake in Haiti. He will explain how he integrated subject matter expertise into the narrative and created learning outcomes based on the false assumptions that led to mistakes in the field. He will also explain his use of Propp's typology to create a heroic framework within which to organize the material. Finally, he will explain his concept of Negotiation Clouds which he employed to improve upon fold-back story structure and create meaningful agency for the user without compromising author control. PARTICIPANTS: Michael Gibson, President, Zapdramatic
Views: 290 Games for Change
G4C13: Play to Plan: How Games Can Change Public Participation in Urban Planning
The participants of this discussion argued that games can produce meaningful civic learning. Games can create "learning that develops the skills, knowledge, and dispositions for contributing to civic life," and they can effectively create a context for learning within informal and public environments that are engaging, productive, and conducive to subsequent learning. Speakers focused specifically on the context of participation in urban planning, where quality input and deep engagement is profoundly necessary. Participants: Eric Gordon, PhD - Director, Engagement Game Lab; Fellow at Berkman Center for Internet and Society, Harvard University Stephen Walter - General Manager, Engagement Game Lab
Views: 481 Games for Change
How the Science of Game Design Can Inform the Science of Games for Change
A walk through Valve’s game design process, and how best practices from the creation of games for entertainment can be applied to games for change. In particular, Ambinder will describe how Valve applies the scientific method and iterates through the game design hypotheses. He will provide examples of psychological science that Valve applied, and discuss its emphasis on measuring the behavioral impact of their designs. This talk will serve as an argument for a focus on the ‘game’ side of the equation before the ‘change’ side as a necessary prerequisite to succeed at both. Speaker: Mike Ambinder (Senior Experimental Psychologist, Valve)
Views: 193 Games for Change
Keynote - Into the Future, with Magic Leap's Graeme Devine
Magic Leap’s Chief Game Wizard Graeme Devine shares the startup’s vision for mixed reality in the classroom and making virtual objects appear in real life. Speakers: Graeme Devine (Chief Game Wizard at Magic Leap)
Views: 26841 Games for Change
G4C14: Nick Fortugno / Well Played Series (Papers, Please)
What makes a game good? Bad? Getter? Building on the ETC Press books and journal and the success of live sessions, speakers play a select Game for Change Award finalist game for the audience at the festival to help analyze the gameplay experience and open up a discussion with the unique impact games can have. Introduced by Drew Davidson of Caregie Mellon University, Playmatics' Nick Fortugno will share his analysis and experience of what makes Papers, Please, one of the nominees for a Games for Change Award in the Best Gameplay and Most Innovative categories, an effective game for change. The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. These sessions are not a part of the selection and jurying of the festival game entries, instead they are purely to inspire discussion amongst festival attendees.
Views: 499 Games for Change
Save the Park
Download the free iPhone, iPad and iTouch game here: https://itunes.apple.com/us/app/save-the-park/id1072401536?mt=8 Join national park volunteers on their quest to save the parks in this fast-paced running game. With a unique twist on endless runners, control two characters at the same time to unlock levels, score combos and find hidden objects. More Features: - Race across three beautifully designed and animated park terrains - Jump and flick your way to avoid obstacles and collect power ups - Save the day and be a hero by doing what actual park volunteers do: planting trees, protecting animal habitats, cleaning up the environment and greeting visitors - Buddy up with a Junior Ranger to join the adventure - Find the hidden objects – unlock all 25 secret postcards - Track your impact in the game and share it with your friends - Learn about our national parks and the impact you can make as a volunteer in the real world Please note: - This game is free to play with no in-app purchases, ever! - A network connection is not needed to play. - Find out about volunteer opportunities in the national parks at http://www.nps.gov/volunteer Save the Park was developed in partnership with American Express and the National Park Foundation in celebration of the 2016 Centennial of the National Park Service. The American Express Foundation will make a $1 donation to the National Park Foundation for each download of “Save the Park” occurring on or before December 31, 2016, up to $50,000.
Views: 4742 Games for Change
#G4C12: Dr. James Paul Gee Keynote
http://gamesforchange.org/festival2012 As part of the Games for Learning Institute Day at the Games for Change Festival James Paul Gee is a Presidential Professor at Arizona State University and a member of the National Academy of Education. He is also the Chief Games Researcher in the Center for Games and Impact at Arizona State University. He has published widely on language, learning, and digital media, especially video games. PARTICIPANTS: James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
Views: 1689 Games for Change
#G4C12: Jane McGonigal Keynote, "The Game That Changed My Life"
http://gamesforchange.org/festival2012/ After years of making games to change the world — partnering with organizations like the World Bank, the International Olympic Committee, the American Heart Association, and the New York Public Library — keynote speaker and New York Times bestselling author Jane McGonigal has a new goal: making games to change lives. In this talk, she recounts the personal story of how a game saved her own life — and how it led her to discover the top 5 things that virtually all gamers hope to change about their own lives. PARTICIPANTS: Jane McGonigal, SuperBetter Labs
Views: 2155 Games for Change
#G4C12: Valve and Teach with Portals
http://gamesforchange.org/festival2012 At last year's Games for Change Festival Gabe Newell, co-founder and President of Valve Corporation, proposed that games like Valve's Portal™ franchise are learning tools as much as are "educational games." Following his remarks Valve heard from hundreds of educators that they wanted to learn about and share compelling, engaging and creative content for using Portal and Portal 2 in their science, math, tech, and game design classrooms. Valve is currently collaborating with educators around the just released Portal 2 Perpetual Testing Initiative, or Puzzle Maker. This 3D level design tool and a teacher-created collection of puzzles is available free to any educator who would like to use it in the classroom. Accompanying this educational beta is the website Teach With Portals where educators can access and post lesson plans, and a teachers-only community forum to share experiences. Team members from Valve will describe their work integrating the worlds of game development and education. Introduced by: Ken Perlin PARTICIPANTS: Yasser Malaika, Interaction Designer/Developer/Artist, Valve Leslie Redd, Director of Educational Programs, Valve Ken Perlin, Director, Games for Learning Institute
Views: 1991 Games for Change
Keynote - Amplius Ludo, Beyond the Horizon, with Christopher Weaver
While the universal appeal of games may satisfy our innate desire to play, the powerful dynamics that govern our behavior within them is even more interesting than the play itself. As we broaden our understanding of the subtle mechanisms that govern deep focus and situational learning, how can we apply this knowledge beyond games to other social purpose? Join Christopher Weaver, founder of Bethesda Softworks, who now teaches engineering and computational media at MIT and Wesleyan, as he discusses how games work and why they are such potent tools in areas as disparate as military simulation, childhood education, and medicine. 36:41 - Video Game Pioneers Archive Speaker: Christopher Weaver (Founder of Bethesda Softworks)
Views: 434 Games for Change
Design Lessons from 3 Years at GlassLab
GlassLab was an unprecedented Bill & Melinda Gates and MacArthur Foundation collaborative mission to bring AAA game design together with cutting-edge assessment and data science. This session collects and disseminates learning from that project, emphasizing future-facing topics such as game and learning design collaboration, games as digital maker tools and reversing the player-as-consumer paradigm, approaching game systems design as facilitating, formative assessment, and mapping the future learning game frontier. Speakers: * Erin Hoffman-Jon (CEO, Sense of Wonder)
Views: 61 Games for Change
#G4C12: Psychology of Engagement
http://gamesforchange.org/festival2012 When looking at education, training, healthcare, and virtually all other non-entertainment games and simulations, most efforts to "gamify" are undertaken not out of a burning desire to become a game developer. Fundamentally these projects are to achieve a motivational goal -- namely, deeper sustained engagement by users, along with greater learning and desirable behavior change. Simply put, games and simulations are a means to reaching these more critical goals. It follows that any game or simulation would maximize its chances of success by building its strategy, design, and implementation on a foundation of proven behavioral/motivational science. This talk will review a well-validated model for player motivation and engagement -- the Player Experience of Need Satisfaction (PENS) -- based in decades of behavioral science research on more deeply engaging and sustaining behavior change in multiple domains (such as health care, education, and training). Examples will be drawn from the application of this model to games, as well as to programs and interventions in non-entertainment areas, giving the audience clear take-aways for organizing the goals of their game/simulation project around clear principles of engagement and motivation. PARTICIPANTS: Scott Rigby, Founder and President, Immersyve
Views: 1335 Games for Change
Opening Remarks from Erik Huey
Opening the first day of the 2016 Games for Change Festival, Erik Huey talks about the importance of games in education, and the importance of the games industry in general. Games are quickly becoming the best modern tool for education, and are growing to stretch the industry’s ability to keep up. Erik explains how games are more popular and more accessible than ever, for teachers, students, and consumers. Speaker: Erik Huey (Senior Vice President for Government Affairs, Entertainment Software Association)
Views: 138 Games for Change
G4C13 MinecraftEdu: Digging in a Virtual Sandbox for the Future of Education
Minecraft is one of the most popular games of all time with broad appeal to all age groups, genders, and types of gamers. It also happens to be the most versatile teaching tool since the pencil. The game is being used at thousands of school all over the world to teach science, art, language, history, and much, much more. Find out what happens when an engaging game that kids love gets remixed for the classroom. And learn about the ragtag team of programmers and educators that have made MinecraftEdu a reality. Speaker: Joel Levin - Education Director, TeacherGaming [Read Games for Change's Q&A with Joel Levin here: http://www.gamesforchange.org/2013/05/qa-with-minecraftedu-co-creator-joel-levin/]
Views: 416 Games for Change
Pro Tips for Breaking into the Education Market
With today's technologies, are we poised for a transformation of the school system or are we doomed to be mired in the traditions of the past? Learn about the challenges facing developers, educators, and administrators, and how games can provide transformative experiences in the classroom. Speaker: Sande Chen (Co-author of Serious Games: Games That Educate, Train, and Inform)
Views: 260 Games for Change
Keynote - Chris Graves - How Humans Decide, How to Change Minds, and How to Craft Narratives
On the heels of his two totally sold out talks at SXSW, Christopher Graves takes the audience through historic, accidental discoveries that reveal what everyone working to change behavior should do differently to be more effective. Speakers: * Christopher Graves (President & Founder, Ogilvy Center for Behavioral Science)
Views: 589 Games for Change
G4C14: Dean Karlan / Prediction Games
Learn from Dean Karlan, who literally wrote the book on achieving and evaluating social impact. Professor Karlan shares his expertise on impact assessment and his ideas on prediction games for personal behavior modification, both as a tool to set realistic expectations and as a means to implement personal goals. Dean Karlan takes the stage at 1:47.
Views: 619 Games for Change
Video Games as Meditation
The single most powerful technology we know for transforming consciousness and deepening happiness is an ancient one: meditation. In this talk, we analyze meditation as a game design — one played with the function of revealing and dissolving other games that are played unconsciously. Robin Arnott, the VR "technodelic" designer of SoundSelf, will demonstrate how meditation systems can be adapted to and even improved by modern videogaming technology. Speaker: Robin Arnott (Developer of SoundSelf)
Views: 359 Games for Change
Hacking the Magic Circle: USSR's Mixed Reality
What is the responsibility of immersive storytellers in a #alternativefacts era? This presentation takes a look at the biggest magic circle ever drawn: the Soviet Union. CEO of Aconite (a mixed reality storytelling platform) and daughter of Soviet LARPers, Nadya Lev looks at large-scale narrative immersion through the lens of Russian propaganda, mass manipulation, and dissident culture. Speakers: * Nadya Lev (Co-Founder, Aconite)
Views: 111 Games for Change
Unpacking Unconscious Gender Bias in Media
"The research that The Geena Davis Institute on Gender in Media performs centers around unconscious gender bias in media and how media portrays women and girls. Madeline Di Nonno discusses present research findings from the Institute's new machine learning research software, GD-IQ, Geena Davis Inclusion Quotient. The presentation alsos provide solutions for how content creators can use the data to change the gender inequity in media. Speakers: * Madeline Di Nonno (CEO, Geena Davis Institute on Gender in Media)
Views: 122 Games for Change
Keynote - Gaming the System: The Political Potential of Play with Colleen Macklin
Tennis. Cards Against Humanity. Stardew Valley. What do they have in common? Watch this talk to find out! Depending on your politics, this could be a feel-good romp through a brief history of games that have changed our world for the better, or a march towards of a dystopian future. You decide! Covers: games and systems, play and protest, utopia and dystopia. Speakers: * Colleen Macklin (Professor, Parsons School of Design)
Views: 208 Games for Change
[ 2016 ] G4C Industry Circle: Filament Games
In the second installment of the G4C Industry Circle Hangout series, we chat with Filament Games about how they create and measure the impact of their learning games in the classroom. Read more about the G4C Industry Circle here: www.gamesforchange.org/industry-circle/ Sign up for G4C's newsletter to be notified of future G4C Industry Hangouts: www.gamesforchange.org/connect/#newsletter Read full case study from Filament Games on their game Backyard Engineers: https://www.filamentgames.com/case-learning-games-measurable-results-seen-playing-backyard-engineers-0
Views: 422 Games for Change
Big Picture: A Conversation About Neuroscience
In this conversation Dr. Kevin Ochsner, head of the Social Cognitive and Affective Neuroscience Laboratory at Columbia University, and Asi Burak will discuss the latest opportunities and challenges in neuroscience research, including: our understanding of brain plasticity over the decades; how games could become vehicles for transformation and what other vehicles exist; how the brain deals with habits and the change of habits; how could we train the brain in specific domains and how experiences (through games) differ from reflective thinking and traditional learning. Moderator: Asi Burak (Board Chairman, Games for Change) Speaker: Kevin Ochsner (Professor and Director of Graduate Studies in the Department of Psychology, Columbia University)
Views: 232 Games for Change
G4C17 Lifetime of Play Award: Bernie DeKoven
Bernie DeKoven, game designer and author, accepts Games for Change's Lifetime of Play Award for his dedication to the conversation around play and games for over 50 years. Bernie was awarded the Lifetime of Play Award at the 2017 Games for Change Festival. Congratulations, Bernie!
Views: 214 Games for Change
Panel - Building a Bigger Tent: How to Make Media that Includes All Kids
Learn how producers like Toca Boca use content, art and functionality to create a welcome space for play and learning. Panelists will share their examples for incorporating research, best practices and collaboration to create diverse children's media, using a checklist created by the Kids' Inclusive and Diverse Media Action Project (KIDMAP). Speakers: * Sandhya Nankani (Founder, Literary Safari) * Barbara Chamberlin (Game Designer, Professor, NMSU Learning Games Lab) * Raul Gutierrez (CEO, Tinybop Inc) * Ingrid Simone (Executive Editor, Toca Boca)
Views: 97 Games for Change
UX in Educational Games
Developing an engaging video game is a delicate and complex endeavor. With thousands of games and apps in the market, standing apart from the crowd is increasingly challenging, even for AAA studios with considerable resources. This situation has ramifications for how educational games can be made both attractive to their audience and likely to induce transfer from game play to real world behaviors. This talk will provide an overview of user experience (UX) practices - increasingly used for commercial games - and why these practices should be considered when designing educational games. Speaker: Celia Hodent (Director of User Experience, Epic Games)
Views: 329 Games for Change
Edu-Larps: Live Roleplay in the Classroom
Learn how LARPs are used in the classroom, and how role-playing games can achieve deeper levels of engagement, intrinsic motivation, and self-confidence as students become part of the story. What advantages do these analog games have over digital learning games? Speaker: Aaron Vanek (Larp Designer)
Views: 335 Games for Change
Keynote - Games Reveal Decision Biases: Poker, a Lab for Studying Irrationality, with Annie Duke
When Annie Duke abruptly changed careers from behavioral scientist to poker player, she was mindful of the challenges that kept many poker players from continually learning and improving. Along the way to becoming a champion player, she made some valuable connections between common decision-making errors and learning (or lack thereof). She will share some of what she learned and habits she formed, and how she has applied it in her non-profit, HowIDecide.org. How I Decide is particularly interested in using entertaining games to create and improve healthy habit formation for decision making in youth. They teach how to decide…not what to decide. Speaker: Annie Duke (co-founder - HowIDecide.org, World Champion Poker Player)
Views: 118 Games for Change
VR Brain Jam: Shima (Risk Propensity)
The VR Brain Jam was a collaborative event that paired neuroscience researchers and game developers to explore how VR can be used in neuroscience research and cognitive therapy. The game jam was co-hosted by Games for Change and Carnegie Mellon University's Entertainment Technology Center.
Views: 87 Games for Change
#G4C12: Game Design 101 with Gamestar Mechanic
Get your students started on a pathway to becoming game designers. Gamestar Mechanic is a game design platform and curriculum for youth ages 8-14 designed to foster 21st century learning skills and build important STEM knowledge through the principles of game design. Participants will be introduced to the key concepts of game making through physical and digital activities and will learn how easy it is to build games using Gamestar Mechanic. PARTICIPANTS: Brian Alspach, EVP, General Manager -- Gamestar Mechanic Katya Hott, Learning Content Producer, E-Line Media
Views: 1462 Games for Change
The Promise of Brain Training Games
Imagine if you could see better, hear better, have improved memory and even become more intelligent through training done on your own computer, smartphone, or tablet. Aaron Seitz (UCR Brain Game Center for Mental Fitness and Well-being) discusses recent research that begins to unlock this potential in the context of training vision, and how to apply similar principles to achieve effective training for other cognitive abilities. He discusses the substantial potential of the field, current limitations and paths to overcoming these limitations through on-going research. Speaker: * Aaron Seitz (UCR Brain Game Center for Mental Fitness and Well-being)
Views: 31 Games for Change
Workshop - Gamifying the Classroom: Where the Student Becomes the Hero, with Classcraft
Learn firsthand how a role-playing game can foster stronger student collaboration and classroom management from the creators of Classcraft. This game-making workshop will introduce participants to the core mechanics that make a game engaging in the classroom. Speakers: Devin Young (Chief Creative Officer, Classcraft) Shawn Young (CEO, Classcraft)
Views: 682 Games for Change
Show, Don't Tell: Making Personal Games
Anna Anthropy, creator of Dys4ia once said "video games let you set up goals for the player and make them fail to achieve them. A reader cannot fail a book. It’s an entirely different level of empathy.” This talk will explore how games have the power to communicate complex concepts through playful interactions. Using her capstone project as a case study, Independent Games Festival winner Jenny Jiao Hsia will present the design challenges she has encountered in making a personal game about dieting and body image. Lessons from this project can be applied to all kinds of games for change. Speaker: Jenny Jiao Hsia (Game Developer)
Views: 347 Games for Change

Pubg Hints Tips Guide Pubg Hints Secrets The Upside to Pubg Game Modes Pubg Game Modes Can Be Fun for Everyone When you launch the game for the very first time, you have to first pick a username before going into the character creator interface. If you prefer, you can host a customized game with a group of friends and make your own rules. Unfortunately, theres no game out there which exactly resembles GGO. Games unfortunately are a luxury and not a necessity, so they are most likely likely to be among the very first things to think about when deciding where you have to cut back on so far as your budget is concerned. Because it is a popular game. The British game is different than the majority of the others on the planet at the present time. If you believe there are different games like PUBG which are not on the list, and that we ought to cover, dont hesitate to set them in the comments below. 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