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Summary of
Evaluation Findings

      Evaluation conducted by: Cause Communications, Network Impact
Battlestorm Game Evaluation Summary
Games as a Tool for
 Engagement



 Playing games can bring together fundamental
  aspects of psychology, sociology and technology to
  engage people for social change.
 72% of American households play computer and
  video games.
 Have seen the rise of games in popular culture with
  video games and reality television competitions
 Games engage the public’s imagination
Why fund social impact
games?


 Knight Foundation aims to increase the ability of
  individuals to engage in change
 Seeking innovative ways to make that happen
 Research on digital games shows they can improve
  learning and influence behavior
 Knight wanted to see if the same was true for
  games that took place in the real-world, with real-
  people, in real-time
Why fund social impact
games?


 Funded two pilot projects:
   – Battlestorm in Biloxi, MS,
   – Macon Money in Macon, GA
 Macon Money – Knight partnered with local
  organizations and residents on a game that fosters
  new connections between people and with local
  businesses by creating a local currency to spend in
  participating stores and restaurants.
Macon Money
Connecting residents and
spurring economic growth
Goal: Engaging youth and their families
in hurricane preparedness with activities
focused on youth as leaders.
 A new way to engage kids around hurricane
  preparedness and get them interested
  – Give them a new language to use to talk about
    hurricanes
 Influence the behavior of parents and
  community
 Empower youth to act safely and take
  responsibility during dangerous storms and their
  aftermath
Why the Mississippi
 Gulf Coast?


 In the Gulf Coast Region – levels of
  preparedness had not increased in past 5 years
 Could tap into Boys and Girls Clubs’ afterschool
  programming
 Committed to recovery and resiliency through
  previous grantmaking efforts – Gulf Coast
  Community Foundation, Habitat for Humanity,
  Knight Nonprofit Center
Partners and Cities

                                    IP Center


                          Forest
                          Heights               East Biloxi




           Qatar Center
 Hancock
  County
 What can be learned about
  potential uses of real world
  social games?
 How did the game operate
  as a tool for community
  engagement?
 How can this game be used
  as a template for other
  communities or issues?
Advisory Board: Consulted on
Game from Soup to Nuts



 James Paul Gee, Arizona State University,
   Digital Literacies, Situational Learning
 Beth Kolko, Univ of Washington , Berkman Center,
   Digital Games Research Group
 Tracy Fullerton, USC, Electronic Arts Games
   Innovation Lab,
 Ben Stokes, USC, Co-founder, Games for Change
 New game: combination of
  dodgeball and freeze tag
 493 players total in 5
  communities on Gulf Coast
 10 - 14 year-old boys and
  girls, after school at Boys and
  Girls Clubs
 March – May, 2011
Iterative Approach to
Game Design
Iterative Approach to
Game Design
 Tap into community character Intensive
  development process for designing the game
  that started by understanding the community
 Fun is paramount! Kids have to want to play
  the game
 Tap into existing local networks for players,
  team support and big event
 Make hurricane prep a public, social effort.
How to Play



 Youth from different neighborhoods play on teams
  representing the “Town” against Navy See Bees
  representing the “Hurricane”
 Town teams can earn tokens as people in their
  community upload photos of hurricane prep kits to the
  game website
 Tokens can be cashed in to buy extra powers like
  “Shelter” (which goves teams a safe zone on the court)
  or “Flashlight” (which removes a Hurricane player)
 Months of practice culminate in a tournament
Community
Involvement
Community Involvement


 Big Event tournament -- youth played against
  Team Hurricane of Navy Seabees
 Photos of family’s and friend’s prep kits
  uploaded to game website give “power boost” to
 Attendees took home a prep kit from watching
  the tournament and the winning team took an
  additional 500 kits home to their neighborhood
  to hand out
How it worked:
4 Potential Pathways
for Change and Impact
Pathways for Change


 Players would learned about hurricane prep from
  game which would also prepare them for future
  learning
 Game would leverage youth as “superconductors”
  for information for their families and communities
 Parents of players would become more
  knowledgeable and prepared
 Game would trigger conversation, catharsis, healing
Pathway 1:
Knowledge Gain and Prep for
Future Learning


 Least effective results (although important to note
  that game was not designed around learning or
  knowledge gain)
 Surveys confirmed that players learned little about
  hurricane characteristics or behavior
 Game did not prime kids to learn about hurricane
  prep more easily in the future
 Knowledge gains limited
Knowledge Gain and Prep for
Future Learning


 Three exceptions…
  1. Linking game strategy to specific concepts was
     connected to learning retention
  2. Small but significant increase in knowledge of
     hurricane prep kits items
  3. Higher quality of questions asked about hurricanes
     and hurricane prep post-play
Pathway 2:
Youth as “Superconductors”
of Information
Youth as
“Superconductors”
of Information




  Graphic Slide here
Youth as “Superconductors”
of Information



 Research has shown that conversations can
  lead directly to action, which is why this potential
  pathway is so important.
 Game was a trigger for conversation and
  preparation (disaster prep needs a trigger)
Youth as “Superconductors” –
Talking with Parents




 68% of Battlestorm players started/continued
  talking with parents about hurricanes vs. only
  38% in control group
 One third of parents reported learning something
  new about hurricane prep from their child who
  played the game
Youth as “Superconductors” –
Talking with Parents
Youth as “Superconductors” –
Talking with Parents




 Example: After a conversation with his daughter,
  one parent put their family’s important paperwork in
  plastic bags
 Example: One player interviewed his grandparents
  to make sure they had all of the materials they
  needed to make a prep kit
 Example: a girl from East Biloxi told her father that
  she was playing a game about hurricanes, which
  reminded him to update the family’s flood insurance
Youth as “Superconductors” –
Sharing with Friends
Youth as “Superconductors” –
Sharing with Friends




 After the game…
  – 44% of players had spoken with a friend
     about how to be prepared for a hurricane vs.
     only 23% at baseline
  – 40% of players had spoken with a friend
     about what goes into a hurricane kit vs. only
     10% at baseline
Pathway 3:
Parents More Knowledgeable
and Prepared
Parents More Knowledgeable
and Prepared


 25% of parents learned something new from
  watching the game
 Families of players had more hurricane kit items
  after the game
 After the game…
   – 65% of parents had spoken with their kids about how to be
     prepared, what goes into a prep kit, and about having a
     family communication plan
   – 59% of parents had spoken with kids about a family
     evacuation plan
Pathway 4:
Conversation as Catharsis
Conversation as Catharsis



 Talking about games allowed families to process
  experiences and talk about hurricanes in an
  empowered way
   – More than half of Battlstorm parents surveyed confirmed
     that their family was directly effected by Katrina
   – Of those, nearly 1 in 5 said their children continue to
     experience symptoms caused by the storm
   – 75% of players’ parents believe that games like
     Battlestorm can help children withemotional or
     psychological problems related to hurricanes
Conversation as Catharsis
Challenges:
Submit Your Kit
Challenges:
 Submit your Kit

 33% of families received kits at Big Event rather
  than through self-preparation
 Kit assembly component not promoted adequately
  with instructors and families
 Digital divide did play a small role
 Additional training on how to take pictures of kits
  and how to upload photos to the website could have
  helped this component
Challenges:
 Community
    Partner
Engagement
Challenges:
 Community Partner Engagement

 Partner contributions could have been more
  strategically integrated or coordinated
 Participation in the Big Event could have been
  leveraged more effectively in community/with
  partners
 Needed more explicit explanation of game’s goals
  and purpose with audiences such as instructors,
  parents, and partners
Challenges:
Community Partner Engagement



 Positives:
  – Partners did see opportunity to promote
    preparedness AND physical activity at the
    same time
  – Partners saw value of engaging young people
    as levers for community change
Best Practices: Set Up



 Games require significant local staff who have
  both time and talent!
 Multi-stakeholder approach is key in game
  development and implementation (e.g., Game
  designers, foundation, community leaders,
  community partners)
 Don’t leave partnerships to chance - Intra-
  organizational partnerships need orchestration and
  coordination
Best Practices: Game
Design


 Games can be a catalyst for awareness,
  attitudinal, and/or behavior change
 Balance fun and Education - Fun is paramount,
  but tie context and concepts explicitly not implicitly
 Link game strategies to learning outcomes
 Be thoughtful about conveying the social purpose of
  game to players and partners
Best Practices:
Implementation
Best Practices:
 Implementation
 Evaluators can play an important role in
  mid-course corrections; monitoring
  implementation is critical
 Strategic communication can be key to
  engaging players, partners and community
  in game and Big Event
Replication
Recommendations


 Customize for other types of disaster
  preparedness; not “generic hazard”
 Create a discussion guide for instructors to bridge
  in-game and out-of-game experience
 Consider integrating into schools vs. after-
  school programs
 Improve “Submit Your Kit” mechanism with
  early outreach and greater visual clarity; game
  mechanic may still be valid
Replication
Recommendations


 Improve Big Event coordination, logistics, and
  promotion; focus as much on spectator experience
  as on player experience to engage community
 Think about follow-up communications that can
  leverage increased learning preparedness from
  game
  – Could include a scavenger hunt element for kit creation
    that is done as part of team
Battlestorm In Your
Community



 Documentation designed to help anyone
  interested in creating Battlestorm in their
  community can be found at this link
 http://battlestormgame.org/battlestorm-in-your-
  community/
More on Knight and Social
Impact Games




 Please visit: Knightfoundation.org/games/
Evaluation and
Assessment Methodology


 Pre- and post-game survey to players with a control group
 Post-game focus group with players
 Pre- and post-game survey to players’ parents/adults care-
  givers
 Participation observation of game practices and Big Event
 Exit survey to Big Event audience
 Baseline and follow-up interviews with community partners
 Interviews with game advisory board and Area / Code
 Surveys as part of a process to test the game’s effect on
  “preparation for learning”
Questions?

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Battlestorm Game Evaluation Summary

  • 1. Summary of Evaluation Findings Evaluation conducted by: Cause Communications, Network Impact
  • 3. Games as a Tool for Engagement  Playing games can bring together fundamental aspects of psychology, sociology and technology to engage people for social change.  72% of American households play computer and video games.  Have seen the rise of games in popular culture with video games and reality television competitions  Games engage the public’s imagination
  • 4. Why fund social impact games?  Knight Foundation aims to increase the ability of individuals to engage in change  Seeking innovative ways to make that happen  Research on digital games shows they can improve learning and influence behavior  Knight wanted to see if the same was true for games that took place in the real-world, with real- people, in real-time
  • 5. Why fund social impact games?  Funded two pilot projects: – Battlestorm in Biloxi, MS, – Macon Money in Macon, GA  Macon Money – Knight partnered with local organizations and residents on a game that fosters new connections between people and with local businesses by creating a local currency to spend in participating stores and restaurants.
  • 6. Macon Money Connecting residents and spurring economic growth
  • 7. Goal: Engaging youth and their families in hurricane preparedness with activities focused on youth as leaders.
  • 8.  A new way to engage kids around hurricane preparedness and get them interested – Give them a new language to use to talk about hurricanes  Influence the behavior of parents and community  Empower youth to act safely and take responsibility during dangerous storms and their aftermath
  • 9. Why the Mississippi Gulf Coast?  In the Gulf Coast Region – levels of preparedness had not increased in past 5 years  Could tap into Boys and Girls Clubs’ afterschool programming  Committed to recovery and resiliency through previous grantmaking efforts – Gulf Coast Community Foundation, Habitat for Humanity, Knight Nonprofit Center
  • 10. Partners and Cities IP Center Forest Heights East Biloxi Qatar Center Hancock County
  • 11.  What can be learned about potential uses of real world social games?  How did the game operate as a tool for community engagement?  How can this game be used as a template for other communities or issues?
  • 12. Advisory Board: Consulted on Game from Soup to Nuts James Paul Gee, Arizona State University, Digital Literacies, Situational Learning Beth Kolko, Univ of Washington , Berkman Center, Digital Games Research Group Tracy Fullerton, USC, Electronic Arts Games Innovation Lab, Ben Stokes, USC, Co-founder, Games for Change
  • 13.  New game: combination of dodgeball and freeze tag  493 players total in 5 communities on Gulf Coast  10 - 14 year-old boys and girls, after school at Boys and Girls Clubs  March – May, 2011
  • 15. Iterative Approach to Game Design  Tap into community character Intensive development process for designing the game that started by understanding the community  Fun is paramount! Kids have to want to play the game  Tap into existing local networks for players, team support and big event  Make hurricane prep a public, social effort.
  • 16. How to Play  Youth from different neighborhoods play on teams representing the “Town” against Navy See Bees representing the “Hurricane”  Town teams can earn tokens as people in their community upload photos of hurricane prep kits to the game website  Tokens can be cashed in to buy extra powers like “Shelter” (which goves teams a safe zone on the court) or “Flashlight” (which removes a Hurricane player)  Months of practice culminate in a tournament
  • 18. Community Involvement  Big Event tournament -- youth played against Team Hurricane of Navy Seabees  Photos of family’s and friend’s prep kits uploaded to game website give “power boost” to  Attendees took home a prep kit from watching the tournament and the winning team took an additional 500 kits home to their neighborhood to hand out
  • 19. How it worked: 4 Potential Pathways for Change and Impact
  • 20. Pathways for Change  Players would learned about hurricane prep from game which would also prepare them for future learning  Game would leverage youth as “superconductors” for information for their families and communities  Parents of players would become more knowledgeable and prepared  Game would trigger conversation, catharsis, healing
  • 21. Pathway 1: Knowledge Gain and Prep for Future Learning  Least effective results (although important to note that game was not designed around learning or knowledge gain)  Surveys confirmed that players learned little about hurricane characteristics or behavior  Game did not prime kids to learn about hurricane prep more easily in the future  Knowledge gains limited
  • 22. Knowledge Gain and Prep for Future Learning  Three exceptions… 1. Linking game strategy to specific concepts was connected to learning retention 2. Small but significant increase in knowledge of hurricane prep kits items 3. Higher quality of questions asked about hurricanes and hurricane prep post-play
  • 23. Pathway 2: Youth as “Superconductors” of Information
  • 25. Youth as “Superconductors” of Information  Research has shown that conversations can lead directly to action, which is why this potential pathway is so important.  Game was a trigger for conversation and preparation (disaster prep needs a trigger)
  • 26. Youth as “Superconductors” – Talking with Parents  68% of Battlestorm players started/continued talking with parents about hurricanes vs. only 38% in control group  One third of parents reported learning something new about hurricane prep from their child who played the game
  • 27. Youth as “Superconductors” – Talking with Parents
  • 28. Youth as “Superconductors” – Talking with Parents  Example: After a conversation with his daughter, one parent put their family’s important paperwork in plastic bags  Example: One player interviewed his grandparents to make sure they had all of the materials they needed to make a prep kit  Example: a girl from East Biloxi told her father that she was playing a game about hurricanes, which reminded him to update the family’s flood insurance
  • 29. Youth as “Superconductors” – Sharing with Friends
  • 30. Youth as “Superconductors” – Sharing with Friends  After the game… – 44% of players had spoken with a friend about how to be prepared for a hurricane vs. only 23% at baseline – 40% of players had spoken with a friend about what goes into a hurricane kit vs. only 10% at baseline
  • 31. Pathway 3: Parents More Knowledgeable and Prepared
  • 32. Parents More Knowledgeable and Prepared  25% of parents learned something new from watching the game  Families of players had more hurricane kit items after the game  After the game… – 65% of parents had spoken with their kids about how to be prepared, what goes into a prep kit, and about having a family communication plan – 59% of parents had spoken with kids about a family evacuation plan
  • 34. Conversation as Catharsis  Talking about games allowed families to process experiences and talk about hurricanes in an empowered way – More than half of Battlstorm parents surveyed confirmed that their family was directly effected by Katrina – Of those, nearly 1 in 5 said their children continue to experience symptoms caused by the storm – 75% of players’ parents believe that games like Battlestorm can help children withemotional or psychological problems related to hurricanes
  • 37. Challenges: Submit your Kit  33% of families received kits at Big Event rather than through self-preparation  Kit assembly component not promoted adequately with instructors and families  Digital divide did play a small role  Additional training on how to take pictures of kits and how to upload photos to the website could have helped this component
  • 38. Challenges: Community Partner Engagement
  • 39. Challenges: Community Partner Engagement  Partner contributions could have been more strategically integrated or coordinated  Participation in the Big Event could have been leveraged more effectively in community/with partners  Needed more explicit explanation of game’s goals and purpose with audiences such as instructors, parents, and partners
  • 40. Challenges: Community Partner Engagement  Positives: – Partners did see opportunity to promote preparedness AND physical activity at the same time – Partners saw value of engaging young people as levers for community change
  • 41. Best Practices: Set Up  Games require significant local staff who have both time and talent!  Multi-stakeholder approach is key in game development and implementation (e.g., Game designers, foundation, community leaders, community partners)  Don’t leave partnerships to chance - Intra- organizational partnerships need orchestration and coordination
  • 42. Best Practices: Game Design  Games can be a catalyst for awareness, attitudinal, and/or behavior change  Balance fun and Education - Fun is paramount, but tie context and concepts explicitly not implicitly  Link game strategies to learning outcomes  Be thoughtful about conveying the social purpose of game to players and partners
  • 44. Best Practices: Implementation  Evaluators can play an important role in mid-course corrections; monitoring implementation is critical  Strategic communication can be key to engaging players, partners and community in game and Big Event
  • 45. Replication Recommendations  Customize for other types of disaster preparedness; not “generic hazard”  Create a discussion guide for instructors to bridge in-game and out-of-game experience  Consider integrating into schools vs. after- school programs  Improve “Submit Your Kit” mechanism with early outreach and greater visual clarity; game mechanic may still be valid
  • 46. Replication Recommendations  Improve Big Event coordination, logistics, and promotion; focus as much on spectator experience as on player experience to engage community  Think about follow-up communications that can leverage increased learning preparedness from game – Could include a scavenger hunt element for kit creation that is done as part of team
  • 47. Battlestorm In Your Community  Documentation designed to help anyone interested in creating Battlestorm in their community can be found at this link  http://battlestormgame.org/battlestorm-in-your- community/
  • 48. More on Knight and Social Impact Games  Please visit: Knightfoundation.org/games/
  • 49. Evaluation and Assessment Methodology  Pre- and post-game survey to players with a control group  Post-game focus group with players  Pre- and post-game survey to players’ parents/adults care- givers  Participation observation of game practices and Big Event  Exit survey to Big Event audience  Baseline and follow-up interviews with community partners  Interviews with game advisory board and Area / Code  Surveys as part of a process to test the game’s effect on “preparation for learning”