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THE GAMES FOR CHANGE LAB
     Michelle Byrd & Asi Burak
  Aug 31, 2012
G4C MAKERS AND FUNDERS

 Individuals and organizations that are interested in or actively
 pursuing computer & video games to further their mission
  philanthropic public interest, academic, etc

 • Non-profits                    • Government Agencies
 • Foundations                    • Educational Institutions
 • Philanthropists                • Documentary Filmmakers
 • Corporations (CSR)             • Book Publishers
 • Social Entrepreneurs           • Game Companies
WHY GAMES?

             Games are expanding to become the most
             dominant media of the 21st century:

             - $60B Global business

             - 97% of teenagers in America*

             - 60% of casual gamers are women*

             - 27 is the average age of social gamers




                                                Pew Report, Nielsen
GAMES AND LEARNING

Federation of American Scientists &
National Science Foundation*:

“Games offer critical
attributes for 21st century
learning.”




* National Summit on Educational Games
21st CENTURY SKILL BUILDING

  Playing and making games foster critical skills necessary
    for success in a rapidly changing 21st Century world.

  + Systems thinking
  + Digital media literacy
  + Iterative process
  + Creativity
  + Problem solving
  + Team building
  + Planning & execution
  + Collaboration
UBQUITY AND COMPLEXITY




 XBOX 360           Wii       PCs      Mobile devices   Nintendo DS   Sony PSP
   27M             45M      Billions     Billions           96M         42M




Play power $10   Wii Ware   XBLA         Sony PSN        Sony PS2     Sony PS3
 TV computer                             Network           50M          19M
G4C THE 8 STEPS


Our methodology to
  create games that
   have meaningful
       social impact


      Developed in partnership with
(1)
                  Audience
         (8)                     (2)
     Assessment                Context



   (7)                                 (3)
Execution                            Impact



       (6)                        (4)
     Gameplay                  Platform
                     (5)
                  Financials
(1)
                         Audience


                    Who is it designed for?
    Region, age, demographic, psychographic, media and
              gaming accessibility and ability




                            (2)
                          Context


                   When & how is it played?
Moderated vs. un-moderated, home, school, after-school,
               l i b r a r y, c o m m u n i t y c e n t e r
(3)
                                           Impact


                                    What is the goal?
    J o b s k i l l s , 2 1 st c e n t u r y s k i l l s , m o t i v a t i o n , a w a r e n e s s ,
         fundraising, behavior change, real -world action




                                             (4)
                                          Platform


                          What is the right technology?
Console, console download, handheld, PC, Facebook, mobile
(5)
                           Sustainability



                Understanding the financials
 C o s t t o l a u n c h , c o s t t o s u s t a i n , c o s t t o u s e r,
            impact-friendly revenue models




                               (6)
                            Gameplay


                       What is the design?
Organic alignment of what makes game fun and
          what makes game impactful
(7)
                                 Execution


                  From concept to launch & beyond
Te a m - b u i l d i n g , r a p i d p r o t o t y p i n g , t r o u b l e s h o o t i n g ,
               marketing, distribution & support




                                     (8)
                                 Assessment


                        How to measure success?
      Real-time & embedded assessment models,
                portfolio management
G4C OUR OFFERING


    Four packages:
      from concept
    stage to launch
        and beyond
G4C PACKAGE A.

 ORIENTATION TO SOCIAL IMPACT GAMES (2-4 HOURS)
 •   Focus on games around issues and audiences of most
     concern to your organization.
 •   A customized presentation with relevant game examples,
     their impact, and a discussion of where the most
     promising potential lies for new games.
 •   Possible formats: Session for your staff, a panel
     embedded in a larger conference, or an extended panel
     that includes a mini “games expo” and reception.
G4C PACKAGE B.

 CONCEPT WORKSHOP (2-3 WEEKS)
 •   Review of current materials, including: written documents
     and grants, web-site content, films and videos.
 •   Market snapshot.
 •   A half-day customized workshop to walk your organization
     through the 8 Steps Methodology and form a solid concept
     and high-level plan for a game project.
 •   Summary document: conclusions & recommendations to be
     communicated to funders and internal decision makers.
G4C PACKAGE C.

 FROM CONCEPT TO VENDOR SELECTION (1-2 MONTHS)
 •   Concept workshop (package B)
 •   Form project core team
 •   Stakeholder interviews
 •   Customer development
 •   Deep dive into the 8 Steps Methodology
 •   Prepare pitch for funders and internal decision-makers
 •   RFP’s, vendor interviews and selection
G4C PACKAGE D.
 PREMIUM PACKAGE (FULL SUPPORT)
     The full-range of executive producing services, serving as the
     agent of the client in supervising and supporting the project
     from concept phase to launch and beyond:
 •   Discovery phase: market snapshot, core team formation, customer
     development, 8 steps methodology, concept document, RFP, vendor selection.

 •   Development phase: design specs approval, streamlining input from content
     experts, supervising development process, scalability and sustainability plans,
     partnerships formation.

 •   Deployment phase: technical testing, alpha and beta testing with end-users and
     content experts, preparing assessment tools, preparing launch.

 •   Sustainability: hosting, product iterations based on feedback, releasing episodic
     or new content, tweaking financial models as appropriate.
G4C ADVISORY TEAM
                     Co-founder Impact Games, creators of the
                     internationally acclaimed gaming platforms
                     PeaceMaker & Play the News.

                     Veteran game-maker, tech executive, and a
                     social entrepreneur.
      Asi Burak
     Co-President


                     Former Executive Director of IFP (Independent
                     Filmmaker Project)

                     Executive producer of high-quality celebrity
                     attended events, strategic partnerships with
                     corporations, NGOs and government.

     Michelle Byrd
     Co-President
G4C CURRENT PROJECTS

USAID                               HALF THE SKY / NICK KRISTOF
          Portfolio of new games,                A Facebook game and mobile
          re-published games and                 games with Pulitzer Prize-
          development kits aimed                 winning NYT journalists
          to empower youth in the                Nicholas Kristof and Sheryl
          Middle East.                           WuDunn based on their
                                                 bestselling book.


WORLD BANK INSTITUTE                AMERICAN MUSEUM OF NATURAL HISTORY
                                                 Refining the Museum’s
          Game projects aimed at
                                                 strategy around the
          policy makers in
                                                 integration of high-end
          developing countries
                                                 interactive tools into its
          (Asia, Africa and East
                                                 educational and youth
          Europe).
                                                 programmatic initiatives.
Europe (France)
                                                 South Korea
United States (NY)




      Latin America (Brazil)
                                                 Australia
www.gamesforchange.org
  asi@gamesforchange.org // @aburak
michelle@gamesforchange.org // @mbyrd

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Games for Change Lab

  • 1. THE GAMES FOR CHANGE LAB Michelle Byrd & Asi Burak Aug 31, 2012
  • 2. G4C MAKERS AND FUNDERS Individuals and organizations that are interested in or actively pursuing computer & video games to further their mission philanthropic public interest, academic, etc • Non-profits • Government Agencies • Foundations • Educational Institutions • Philanthropists • Documentary Filmmakers • Corporations (CSR) • Book Publishers • Social Entrepreneurs • Game Companies
  • 3. WHY GAMES? Games are expanding to become the most dominant media of the 21st century: - $60B Global business - 97% of teenagers in America* - 60% of casual gamers are women* - 27 is the average age of social gamers Pew Report, Nielsen
  • 4. GAMES AND LEARNING Federation of American Scientists & National Science Foundation*: “Games offer critical attributes for 21st century learning.” * National Summit on Educational Games
  • 5. 21st CENTURY SKILL BUILDING Playing and making games foster critical skills necessary for success in a rapidly changing 21st Century world. + Systems thinking + Digital media literacy + Iterative process + Creativity + Problem solving + Team building + Planning & execution + Collaboration
  • 6. UBQUITY AND COMPLEXITY XBOX 360 Wii PCs Mobile devices Nintendo DS Sony PSP 27M 45M Billions Billions 96M 42M Play power $10 Wii Ware XBLA Sony PSN Sony PS2 Sony PS3 TV computer Network 50M 19M
  • 7. G4C THE 8 STEPS Our methodology to create games that have meaningful social impact Developed in partnership with
  • 8. (1) Audience (8) (2) Assessment Context (7) (3) Execution Impact (6) (4) Gameplay Platform (5) Financials
  • 9. (1) Audience Who is it designed for? Region, age, demographic, psychographic, media and gaming accessibility and ability (2) Context When & how is it played? Moderated vs. un-moderated, home, school, after-school, l i b r a r y, c o m m u n i t y c e n t e r
  • 10. (3) Impact What is the goal? J o b s k i l l s , 2 1 st c e n t u r y s k i l l s , m o t i v a t i o n , a w a r e n e s s , fundraising, behavior change, real -world action (4) Platform What is the right technology? Console, console download, handheld, PC, Facebook, mobile
  • 11. (5) Sustainability Understanding the financials C o s t t o l a u n c h , c o s t t o s u s t a i n , c o s t t o u s e r, impact-friendly revenue models (6) Gameplay What is the design? Organic alignment of what makes game fun and what makes game impactful
  • 12. (7) Execution From concept to launch & beyond Te a m - b u i l d i n g , r a p i d p r o t o t y p i n g , t r o u b l e s h o o t i n g , marketing, distribution & support (8) Assessment How to measure success? Real-time & embedded assessment models, portfolio management
  • 13. G4C OUR OFFERING Four packages: from concept stage to launch and beyond
  • 14. G4C PACKAGE A. ORIENTATION TO SOCIAL IMPACT GAMES (2-4 HOURS) • Focus on games around issues and audiences of most concern to your organization. • A customized presentation with relevant game examples, their impact, and a discussion of where the most promising potential lies for new games. • Possible formats: Session for your staff, a panel embedded in a larger conference, or an extended panel that includes a mini “games expo” and reception.
  • 15. G4C PACKAGE B. CONCEPT WORKSHOP (2-3 WEEKS) • Review of current materials, including: written documents and grants, web-site content, films and videos. • Market snapshot. • A half-day customized workshop to walk your organization through the 8 Steps Methodology and form a solid concept and high-level plan for a game project. • Summary document: conclusions & recommendations to be communicated to funders and internal decision makers.
  • 16. G4C PACKAGE C. FROM CONCEPT TO VENDOR SELECTION (1-2 MONTHS) • Concept workshop (package B) • Form project core team • Stakeholder interviews • Customer development • Deep dive into the 8 Steps Methodology • Prepare pitch for funders and internal decision-makers • RFP’s, vendor interviews and selection
  • 17. G4C PACKAGE D. PREMIUM PACKAGE (FULL SUPPORT) The full-range of executive producing services, serving as the agent of the client in supervising and supporting the project from concept phase to launch and beyond: • Discovery phase: market snapshot, core team formation, customer development, 8 steps methodology, concept document, RFP, vendor selection. • Development phase: design specs approval, streamlining input from content experts, supervising development process, scalability and sustainability plans, partnerships formation. • Deployment phase: technical testing, alpha and beta testing with end-users and content experts, preparing assessment tools, preparing launch. • Sustainability: hosting, product iterations based on feedback, releasing episodic or new content, tweaking financial models as appropriate.
  • 18. G4C ADVISORY TEAM Co-founder Impact Games, creators of the internationally acclaimed gaming platforms PeaceMaker & Play the News. Veteran game-maker, tech executive, and a social entrepreneur. Asi Burak Co-President Former Executive Director of IFP (Independent Filmmaker Project) Executive producer of high-quality celebrity attended events, strategic partnerships with corporations, NGOs and government. Michelle Byrd Co-President
  • 19. G4C CURRENT PROJECTS USAID HALF THE SKY / NICK KRISTOF Portfolio of new games, A Facebook game and mobile re-published games and games with Pulitzer Prize- development kits aimed winning NYT journalists to empower youth in the Nicholas Kristof and Sheryl Middle East. WuDunn based on their bestselling book. WORLD BANK INSTITUTE AMERICAN MUSEUM OF NATURAL HISTORY Refining the Museum’s Game projects aimed at strategy around the policy makers in integration of high-end developing countries interactive tools into its (Asia, Africa and East educational and youth Europe). programmatic initiatives.
  • 20. Europe (France) South Korea United States (NY) Latin America (Brazil) Australia
  • 21. www.gamesforchange.org asi@gamesforchange.org // @aburak michelle@gamesforchange.org // @mbyrd