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Video Games Are Changing the World, Just Not the Way You Think Posted by Laurel Angelica on August 4, 2009 at 1:55 pm

Video games: they encourage violence, enable anti-social behavior, and contribute to weight gain. They further demobilize today’s youth and foster addiction to and dependency on technology…at least that’s what I used to think. But not anymore. Have you ever thought video games could be used to create positive change? Surprised? So was I. There is a movement bubbling in today’s $26 billion gaming industry, and it’s geared at inspiring social action.

Meet Games for Change (G4C), a nonprofit devoted to encouraging the development of digital games for social change. The group provides a platform for developers, gamers, journalists, academics, and nonprofits to connect and exchange ideas on how video games can be used to address some of today’s most pressing social issues. G4C has an annual conference, hosts workshops on creating social issue games, and provides toolkits for nonprofits. They also host local chapters and provide a forum for social networking. They are even working with Microsoft to explore new ways to bring the worlds of digital gaming and social change together.

Though it’s only five years old, the group is growing rapidly and creating a lot of buzz.  They were recently written up in The Christian Science Monitor, SEED Magazine, and The New York Observer. And this month, Social Edge, an online community of social entrepreneurs, is hosting a discussion on the issue of gaming for social good.

Shown here: a whaling game entitled “Harpooned” that seeks to address Japan’s shrouded whaling industry. Catch more highlights of the “serious games” on the market after the jump.

G4C receives funding from some of the country’s largest and most involved foundations, including The John D. and Catherine T. MacArthur Foundation, Microsoft Corporation, John S. and James L. Knight Foundation, and the Robert Wood Johnson Foundation. It’s clear these organizations see the opportunity for social good that the gaming industry presents. According to an AP-AOL Games poll, 40% of Americans play video games–and that was in 2006, so chances are that number is actually much higher. Seems like a perfect opportunity to harness a captive audience for social good.

So what kind of games are we talking about? You name it. From climate change to poverty to the conflict in Darfur, these games seek to educate users about an issue, invest them in the situation, and encourage them take action.

Japan is notorious for its annual whale hunts, conducted under the guise of scientific research. So how about simulating the whale hunt to get a first-hand feel? That’s what the creator of Harpooned was going for with his new game (see video above). Next up, Guantanamo Bay: become an investigative journalist and uncover the story of an inmate’s questionable death. After you’ve had your fill of torture, try becoming president of the European Nations: you must tackle climate change and stay popular enough with the voters to remain in office. That’s the M.O. behind the BBC’s Climate Challenge. Once you’ve solved the climate crisis, play a game developed by a group of Nobel winners to address the issue of nuclear proliferation.

Ever wonder what it’s like living as a woman in the Democratic Republic of Congo? Well, now you can get a better idea with Real Lives, which uses actual statistics to put you in someone else’s shoes.  Among the top picks from G4C is Darfur is Dying, which provides a window into the experiences of the 2.5 million refugees in the Darfur region of Sudan. Even UNICEF has created a game in Swahili to teach people about relationships and HIV/AIDS awareness.  And finally, the award-winning Peacemaker, which highlights the Israeli-Palestinian conflict by placing the player as either the Palestinian president or Israeli prime minister to make decisions with varying outcomes using real life information from the news.

And this is just a sampling. There are hundreds of games on G4C that deal with the most pressing issues of our day, like poverty, human rights, global conflict and climate change. The key to motivating people to take action is in connecting them to the issue, personalizing the matter. And that’s precisely what these “games for change” accomplish. They place players in the middle of the issue, invest them in the situation, and therefore motivate them to take action for positive change. However, some are asking if complicated social issues are best taught through over-simplified video games. Then again, if it’s a way to get people engaged in the issue, perhaps that first step is all that counts. What do you think? Join the debate.


CATEGORIES:  Culture, Education, Environment, Ethics, Global Health, Human Rights, Peace


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Posted by Megan Bedard on August 4, 2009 at 6:59 pm

I think the pros outweigh the cons of addressing heavy issues from a lighter perspective, provided it’s done tastefully. The reality is that social issues are heavy and often depressing, and many people avoid investing in them for that reason. This approach manages to evoke immediate engagement, which is something that a lot of social action efforts lack. I say cheers.

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