====== Educational/ecological games ====== //Notes from a session held at the Luminous Green Retreat, 29th of April 2007// Angelo Vermeulen ===== Examples ===== * Darfour is dying, http://www.darfurisdying.com/ * Darfour live role playing game, Bart was involved * Make your own Bush speech, [[http://www.razoric.com/games/Make-Your-Own-George-W-Bush-Speech|here]] * Escape from Woomera: controversial due to its stance on detention of immigrants and its funding by the Australian government, http://escapefromwoomera.com/ * Climate Challenge, http://www.red-redemption.com/press/ ===== Different types of educational games: ===== * short (Flash) games: viral nature through internet distribution, disadvantage: oversimplification of the actual problems * more complex games: most NGOs prefer this, disadvantage: should not be overdidactical * virtual worlds (Second Life): games but also protests etc. * physical games, extra games > Question: not everyone plays games, isn’t that a problem? >> Not really, games simply address a gamer audience which is a large 'target' group ===== Tools for creating educational games: ===== * modding as an interesting option: advantage: known game environment, disadvantage: hard to twist into a completely different experience * Flash is not available for Linux * Processing (programming language) offers interesting possibilities Good educational games only come out of teams with an adequate combination of different skills: apart from educators, people with a good understanding of gameplay and game culture are also needed; they need not necessarily to be aware of the specific issues addressed in the game. ==== Project Bart: ==== * Darfour live role playing game with different types of characters, objects and possible interactions * even for 16 year olds, the game was rather complex * the youngest participants never wanted to pick up the role of victim * there was a lack of knowledge about the actual conflict * the included book and cd-rom were too elaborate * suggested solution: create two games, an intro game providing information, and a second game reflecting the actual complexity ==== Project Tapio: ==== * India * video arcades with a lot of broken machines * use these to program new games with local content * collaborating with local programmers# ===== Promising prospects: ===== * extra games: games incorporating activities in the real world (running, GPS locations etc.) * ecology in games: day/night cycles, animal behavior, etc. (STALKER) ==== Some factors that make an educational game successful: ==== * compose a TEAM with different skills, include game enthousiasts, preferably also people without knowledge of the specific problem * decide from the onset what TYPE of game you want to make * AESTHETICS are very important, often most of the time is taken up by content creation and visuals are rather generic * easy LEARNING of the game mechanics, quick intro, can become more complex during the course of the game * good REWARDING system, gratifying, could be a score but also a visual * concise but adequate BACKGROUND information * BUZZ (people talking about it), viral (= not necessarily the same) * “Rules of Play”, Katie Salen & Eric Zimmerman, reader on all sorts of games and gameplay