- published: 26 Oct 2015
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Games for Change (also known as G4C) is a movement and community of practice dedicated to using digital games for social change. An individual game may also be referred to as a "game for change" if it is produced by this community or shares its ideals. "Games for Change" is also the name for the non-profit organization which is building the field by providing support, visibility, and shared resources to individuals and organizations using digital games for social change.
Games for Change, founded by Suzanne Seggerman and Benjamin Stokes, is often considered a branch of serious games focused on social issues and social change. Its members represent hundreds of non-profit directors, game developers, artists and academics—a network committed to social change through gaming.
The movement first emerged as Games for Change at a Serious Issues, Serious Games' conference held at New York Academy of Sciences on June 8, 2004. The invitation-only event gathered 40+ foundations, academics and nonprofits for a day "to mobilize support for a medium with growing importance for nonprofits." The event was organized with the support of the Woodrow Wilson Center for International Scholars and Serious Games Initiative, after several nonprofits at their December, 2003 gathering in Washington, DC noted the need for a dedicated space for those working on social change with nonprofit organizations. The NYC event served to jump-start the space, and was organized by Suzanne Seggerman of Web Lab, Benjamin Stokes of NetAid, Barry Joseph of Global Kids, David Rejeski of the Woodrow Wilson Center for International Scholars and Thomas Lowenhaupt of the Queens Community Board.
A game is structured form of play, usually undertaken for enjoyment and sometimes used as an educational tool. Games are distinct from work, which is usually carried out for remuneration, and from art, which is more often an expression of aesthetic or ideological elements. However, the distinction is not clear-cut, and many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games).
Key components of games are goals, rules, challenge, and interaction. Games generally involve mental or physical stimulation, and often both. Many games help develop practical skills, serve as a form of exercise, or otherwise perform an educational, simulational, or psychological role.
Attested as early as 2600 BC, games are a universal part of human experience and present in all cultures. The Royal Game of Ur, Senet, and Mancala are some of the oldest known games.
Change, The Change, or Changing may refer to:
Electronic Arts, Inc. (EA), also known as EA Games, is an American developer, marketer, publisher and distributor of video games headquartered in Redwood City, California. Founded and incorporated on May 28, 1982 by Trip Hawkins, the company was a pioneer of the early home computer games industry and was notable for promoting the designers and programmers responsible for its games. In 2011, Electronic Arts was the world's third-largest gaming company by revenue after Nintendo and Activision Blizzard.
Currently, EA develops and publishes games under several labels including EA Sports titles FIFA, Madden NFL, NHL, NCAA Football, NBA Live, and SSX. Other EA labels produce established franchises such as Battlefield, Need for Speed, The Sims, Medal of Honor, Command & Conquer, as well as newer franchises such as Crysis, Dead Space, Mass Effect, Dragon Age, Army of Two, Titanfall and Star Wars: Knights of the Old Republic, produced in partnership with LucasArts. EA also owns and operates major gaming studios, EA Tiburon in Orlando, EA Canada in Burnaby, BioWare in Edmonton as well as Montreal, and DICE in Sweden.
Description: Games for Change is not only a nonprofit organization, it is a movement. Video games are a pervasive medium, and members of a diverse group of entrepreneurs all across the world are designing games that address a wide range of social issues to help make the world a better place.
See Director of Consulting Stephanie Gioia and Consultant Nina Narelle lead a workshop on Games for Change at the 2016 Association of Change Management Professionals global conference. In 28 minutes you will learn the basics of how XPLANE uses games to activate strategy inside organizations, including: 1. Why games are effective for change 2. How games can be used across the change journey 3. How to play the Barriers to Change card game Learn more here http://x.xplane.com/xplane-barriers-to-change-download
"Designing Games for real-world impact means showing the players the truth so that they can gain a new perspective on the world..." Jason Vandenberghe is a designer, technologist, writer, speaker, and director. He has been making AAA action/adventure games for going on thirteen years now. Jason has carved a career out of bringing excellence to challenging projects. He cut his teeth at Electronic Arts, spending six years making James Bond games: Agent Under Fire, Nightfire, Everything or Nothing (his first lead design role) and (briefly) From Russia With Love. For him, EA was a grand education in the best and worst of large-scale game production & development practices, and further projects like The Godfather and Lord of the Rings: The Third Age were proving grounds for testing these ideas...
A $10,000 game design challenge to help audiences understand and respond to climate change in their everyday lives. Presented by Autodesk and the PoLAR Partnership. Sponsored by Dell, Intel, NVIDIA, and the Columbia Climate Center, with support from NSF. For more info, visit: www.gamesforchange.org -- Editor: Martha Gregory (www.marthagregory.com) -- Attributions: Gameplay footage from Eco by Strange Loop Games (www.strangeloopgames.com/eco) Gameplay footage from Monarch Black by Mirrorfish Media (www.mirrorfishmedia.com) "Middelgruden Offshore Wind Farm in Denmark" (https://www.flickr.com/photos/un_phot...) by United Nations Photo, used under Creative Commons Photo of polar bear: Christopher Michel
Each year we recognize the most impactful, innovative, and engaging social impact games of the year at our Games for Change Awards ceremony. An international panel of experts – including leaders in games, social impact, technology, and media – have played well over a hundred games for change; each game was launched in the past year and submitted to the awards. Nine Awards finalists were selected, and of these, three will win awards for the Most Innovative, Most Impactful, and Best Gameplay of the year, and one will be selected as the Game of the Year. For the first time ever, voting was opened to the public in the Mashable + G4C People's Choice Award. We also presented our annual “Game Changer Award,” which recognizes significant, global contributions of individuals who inspire and mento...
Jane McGonigal, world-renowned designer of alternate reality games and author of the best-selling "Reality is Broken," makes the case to Calit 2's Larry Smarr that children's brains benefit from playing video games. Series: "The Atlantic Meets The Pacific" [12/2012] [Public Affairs] [Show ID: 24357] The Atlantic Meets the Pacific playlist: http://goo.gl/5V8Yb The Atlantic Meets the Pacific on UCTV: http://www.uctv.tv/atlanticpacific UCTV: http://www.uctv.tv
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.
Games for Change featured on ABC news. Learn all you need to know about this non-profit organization that supports a community of those that create social impact video games - in three minutes!
Watch our interview with James Collins at the Office of Educational Technology, U.S. DoE at the Games for Change 2016 festival and Games for Learning Summit in New York City.
10 video games that changed storytelling forever. Subscribe for more videos - http://bit.ly/TopMediaYT
The game has changed, Dan. The game has changed.
This is the most harrowing story I've ever been through... I can honestly say I've never played a game that affected me quite like this one did. Play The Game ► http://gamejolt.com/games/adventure/presentable-liberty/42997/ Subscribe Today ► http://bit.ly/Markiplier Follow my Instagram ► http://instagram.com/markipliergram Follow me on Twitter ► https://twitter.com/markiplier Like me on Facebook ► https://www.facebook.com/markiplier