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: 490496 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: 2769 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: 1055 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: 1138 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: 30422 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: 3341 Games for Change
G4C14: Dan Ariely / Who Put the Monkey In the Driver's Seat?
One of the challenges of human life is that what is good for us right now is often not what is good for us in the long term: Dieting for example is not so much fun now, but good for the future; saving is not fun now, but good for the future. This goes on to apply to medical testing, procrastination etc. But wait! There is hope. By understanding where we fall short, there are methods we can use to overcome our natural (and less than desirable) inclinations.
Views: 2740 Games for Change
G4C14: Dr. Adam Gazzaley / Games and the Future of Cognitive Enhancement
Dr. Adam Gazzaley describes an approach developed in his lab that uses custom-designed video games to achieve meaningful and sustainable cognitive enhancement, as well as a vision of the future in which video games are an underlying engine to enhance our brain's information processing systems, reducing our reliance on drugs to treat neurological & psychiatric conditions and allowing us to better target educational efforts.
Views: 714 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: 3984 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: 826 Games for Change
G4C13 Keynote: Ian Bogost
Academic, author, and game designer Ian Bogost keynotes the 10th Anniversary Games for Change Festival, encouraging listeners to create earnest games, rather than "serious" games. He was also on the panel, The Rejected: Censorship of Social Impact Games.
Views: 1551 Games for Change
2016 G4C Student Challenge
Views: 504 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: 4210 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: 2099 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: 331 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: 26400 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: 4675 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: 181 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: 2152 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: 1046 Games for Change
G4C15: Rovio Fun Learning / Angry Birds Transforming Education
Hear from the team behind Rovio Fun Learning and Angry Birds Playground, which is using deep research, a commitment to play-based education, and the legions of Angry Birds players worldwide in an effort to leverage a transformation in education. Sanna Lukander and Lauri Jarvilehto talk about Angry Birds’ strategy for education, where players win when learning and fun are indistinguishable.
Views: 276 Games for Change
How Gaming is Bringing Education to Children in Conflict Zones
An estimated 2.5M Syrian children have had their education disrupted by six years of conflict. Norad - The Norwegian Agency for Development Cooperation has sponsored the development of two free mobile learning games, 'Antura and the Letters' and 'Feed the Monster', to help teach basic Arabic literacy skills to out of school children ages 5-10. Speakers: * Rachel Alves (Digital Strategist, NORAD - Norwegian Agency for Development Cooperation)
Views: 136 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: 662 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: 186 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: 751 Games for Change
G4C13 Game Verbs for Change
This session outlined game design principles for creating games for change. The fundamental approach requires a thoughtful pairing of game verbs to intended social action. The session was a game design primer in creating games that offer effective play rhetoric. Applying the heuristics of successful game design by the presenter and others, this session is supported by nearly a decade's worth of experience teaching game design. Speaker: Lindsay Grace - Armstrong Professor of Interactive Media and director of Games Center at the Armstrong Institute for Interactive Media, Miami University; Founder and Director, Persuasive Play Lab
Views: 1221 Games for Change
G4C14: Deborah Estrin / Small, n=me, data
Social networks, search engines, mobile operators, online games, and e-commerce sites use digital traces for service, marketing and tracking but rarely make these individual traces available to the person who generated them. This broad, personalized data set could be analyzed to draw powerful inferences about an individual, and for that individual. Learn about precedents for small data in mobile health and the opportunities and challenges of small data capture, storage, and use.
Views: 125 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: 46 Games for Change
G4C14: Jane McGonigal / Games for Change in the Year 2024
What will games for change be like a decade from now? Think beyond today's generation of social, mobile, and quest-based games to a world of affordable mainstream virtual reality and sensor-based gameplay. Immerse yourself in the future and celebrate the top award-winning games at the 2024 Games for Change Festival!
Views: 2541 Games for Change
Keynote - Digital Medicine: The Quest for the First FDA-Approved Game, with Dr. Adam Gazzaley
Innovative neuroscientist, Adam Gazzaley, will describe an approach developed in his lab that uses custom-designed video games to achieve meaningful and sustainable cognitive enhancement, as well the next stage of his research program, which uses video games integrated with technological innovations in software (e.g., brain computer interface algorithms, GPU computing) and hardware (e.g., virtual reality headsets, motion capture, mobile EEG) to create personalized closed loop systems. He will share with you his journey from the basic science research that inspired these translational efforts, to the founding of Akili Interactive Labs, to their latest quest for the first FDA-approved action video game. Speakers: Dr. Adam Gazzaley (Neuroscientist and Co-founder of Akili Interactive Labs)
Views: 350 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: 259 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: 1281 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
How High School Students Are Learning to Build VR Content for the Web
"Computer science is both one of the fastest-growing and highest-paying job fields, and has shown to be a route for many out of poverty. How do we ensure that kids are taught this valuable skill in a way that can be applied in the real world? Jordan Budisantoso, a computer science teacher at Washington Leadership Academy Public Charter School, shares the importance of a computer science education that revolves around theory and understanding, and his students share the VR projects that they have been working on in the classroom. Speakers: * Jordan Budisantoso (Teacher, Computer Science, Washington Leadership Academy Public Charter School) * Jamir Grier (Student, 10th Grade, Washington Leadership Academy Public Charter School) * Jerome Foster II (Student, 10th Grade, Founder & CEO of TAU VR, Washington Leadership Academy Public Charter School) * Khalilah Sutton (Student, 10th Grade, Washington Leadership Academy Public Charter School) * Dagmawit Zeleke (Student, 10th Grade, Washington Leadership Academy Public Charter School)
Views: 81 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: 307 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: 313 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: 1652 Games for Change
Case Study: The Meaning of BEEP
BrainPOP and the Institute of Play have gotten to work together in a near-ideal development process for a game-for-learning: classroom teachers working with professional designers and developers, with constant iteration and testing, leading to broad distribution by a respected brand. They’ll share lessons from this case study in collaborative development involving the classroom, including: going from paper to tablets, in-person to multiplayer online; embracing the differences between intended and actual implementation in the classroom; and from a handful of classrooms to many subject areas and millions of users. Speakers: Scott Price (Director of Product, BrainPOP) Brendon Trombley (Game Designer, Institute of Play)
Views: 116 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: 372 Games for Change
Well Played - Walden, a Game
What makes a game good? Or bad? Or better? Building on the Well Played books and journal and the success of lives sessions, we will explore a game at the festival to help analyze the gameplay experience and open up a discussion around the unique positive social impact games can have. The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Speakers: * Drew Davidson (Director & Teaching Professor, Carnegie Melon's Entertainment Technology Center) * Tracy Fullerton (Professor & Director, USC Game Innovation Lab) * Richard Lemarchand (Associate Professor, USC Games)
Views: 125 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: 483 Games for Change
Keynote - Ten Important Findings From The Research On Games For Impact
It has been over a decade since Jim Gee's seminal text "What Video Games Have to Teach Us about Learning and Literacy" was published and the proposition that video games are great learning environments was advanced. Since that time, slowly but surely, games have advanced along the Gartner Hype Cycle from peak of inflated expectations to the slope of enlightenment (Squire, 2016). We now have a decade of research under our belts on what works (and why) in games for learning. We better understand how games specifically can generate learning and behavior change both inside classrooms and out. And we have begun to see third generation products enter the market that blur the distinction between games for impact and games for commercial ends. In this presentation, Steinkuehler highlights ten big findings from the scholarly literature confirm, explain, and sometimes surprise about the nature of games and changing minds. She then draws some observations about the remaining frictions and opportunities in the games for change ecosystem and offers a few admonitions as we shift into the next phase or R&D. Speakers: * Constance Steinkhuehler (Professor, University of California, Irvine)
Views: 325 Games for Change
Playing Outwards - Critical Games in Context
Games for change are often hyped as magical objects with inherent powers: the power to teach something, to change behaviors, to foster empathy, to encourage action. Starting from Molleindustria's recent projects, Paolo Pedercini expands the scope of critical gamemaking beyond the fetishized content and toward the politics of game platforms, play spaces, and gamers. Speakers: * Paolo Pedercini (Molleindustria)
Views: 131 Games for Change
Keynote - Sid Meier and Susanna Pollack, in Conversation
One game that typifies the theme of engagement is Civilization. For 25 years, Sid Meier’s turn-based strategy game has been engaging gamers all over the world. Sid, one of the founders of Firaxis Games, is the legendary designer behind many strategy games, including Pirates!, Railroad Tycoon, and F19 Stealth Fighter. But of all of his games, none has been as memorable and successful as Civilization. Join Sid and Susanna Pollack, President of Games for Change, for a fireside chat to close the first day of the G4C Festival. Speakers: Sid Meier (Co-founder of Firaxis Games) Susanna Pollack (President of Games for Change)
Views: 103 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: 311 Games for Change
The Secret Process for Making Games that Matter
Jesse Schell, author of The Art of Game Design, and Barbara Chamberlin, head of the Learning Games Lab, are collaborating on a project to find best practices for creating educational and transformational games. In this talk they describe what they have discovered about translating how players need to change into games they love to play. Speakers: * Barbara Chamberlin (Game Designer, Professor, NMSU Learning Games Lab) * Jesse Schell (CEO, Schell Games)
Views: 167 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: 105 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: 164 Games for Change
Values at Play Grow-A-Game Workshop
http://www.gamesforchange.org/ Is it possible that designers can be more intentional about the ways in which they integrate human values into their game-based systems? Mary Flanagan from Dartmouth College and Values at Play shows some explores the topic with her audience through some examples.
Views: 238 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: 195 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. Previous and current players can often provide a lot of insight into the advantages and disadvantages of each website, which will be able to help you decide. They start with a pickaxe that can be used to break down objects in the world. They are also limited to only six crate purchases a week. The greater skin value a player increases the pot, the greater chance the player has to win. You may also take items from different players who have died. You dont need to understand different players to have a very good time playing by yourself can be a whole lot of fun, in fact but its a multiplayer-only game that takes a constant connection to the net. It is going to be intriguing to observe how close you were to other players through the full match without ever even knowing. Vital Pieces of Pubg Game Modes Event Mode is going to be unranked, but players will nonetheless earn BP. It will be available for everyone who owns the game, and can be accessed from the main menu. 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