Education

The VAP team, led by Dr. Mary Flanagan, will be heading to Pittsburg tomorrow night to rock the Future of Interactive Technology for Peace conference. Our team will be facilitating a Grow A Game workshop and a discussion about how and activists and media makers can use games as an expressive medium, and why they'd want to. Workshop members will also get the chance to experience how empowering and fun the game design process can be by playing with Grow A Game cards. Participants will learn how they can use critical play to develop innovative solutions. We have pictures from our workshop at the Grassroots Media Conference here. The Future of Interactive Technology for Peace April 2-3, 2008 Carnegie Mellon, Pittsburgh, Pennsylvania University Center The Future of Interactive Technology for Peace Conference (April 2&3, 2008) is a day and one-half day national conference providing a forum for discussing the impact and the potential that interactive technology holds for peace and peacemaking. Using the highly successful game "PeaceMaker" [http://impactgames.com] as a jumping-off point, the key aim of the conference is to explore new directions in the application of interactive technology for conflict resolution, diplomacy, and international affairs.

Professor Flanagan was at South By Southwest last week to speak on the Games For Change panel. The group of speakers was a solid collection of some of serious gaming's most influencial thinkers and practicioners including: Suzanne Seggerman, Pres, Games for Change, Eric Zimmerman, Co-Founder,...

dsc02083.JPG This weekend’s Grassroots Media Conference was a big success, with over 900 registrants and a solid turnout for the VAP Grow A Game workshop. Dr. Mary Flanagan began the session with a brief presentation on why activists would want to express their messages through games, and what some of the challenges to doing so are. There is a common misconception among people outside the gaming field that technical hurdles are the biggest barriers to developing activist games. Mary stressed that creating a great design that is on message is far more difficult than finding a programmer. It’s because of this belief that Values At Play team’s work is focused on creating design tools, not technical tools. The Grow A Game cards are the most recent asset released by Values At Play, and we’ve found them to be a great help during brainstorming sessions. After Mary concluded her introduction, it was time to get down to business.
gagpic.jpg Designing a great game requires a subtle grace. Even the loudest, most garish, monster slaughter of a first person shooter requires a deft hand and critical eye in the design phase. While I respect and enjoy big sandbox games, massive RPGs, and photorealistic car racing, there is no question that the greatest games of all time are the simplest. One of the oldest board games, Go, uses a grid and two sets of monochromatic stones. It is also a game of such sprawling complexity and boundless emergence that scientists have yet to build the computer to defeat the best human players. Checkers, poker, Tetris, these are games of few rules and endless entertainment. It is important that we as game designers think about these examples, and take a minute to contemplate the process of game design.
gmc.jpg via: Grassroots Media Coalition The Mainstream Media is a propaganda mind control operation owned by an elite cartel for the benefit of the global oligarchy. I wish that were hyperbole, but it isn’t. Luckily, alternative media, independent media, is going strong and growing every year. The annual Grassroots Media Conference is a chance for media activists to come together, compare notes, and stratagize. It’s always worth attending. This year, Tiltfactor Lab will be facilitating a game design workshop to help participants better understand how to analyze existing games and consciously embed values in their own games.
The Nintendo Wii has been out for some months now, so you may have heard about the phenomenon of the Wii and the elderly. Yes, the elderly and the Wii. If you need a refresher, take a look at this article.
A possible problem lurking in every “educational” video game is the game’s inherent unfunness. An entry on Slashdot examines this idea.