Social Media & Social Change: Games & Immersive Worlds

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Presentation on the role of games & immersive worlds as vehicles for social change. Presented to Shannon Mattern's Understanding Media Studies class at the New School on 3 May 2011.

Transcript of Social Media & Social Change: Games & Immersive Worlds

Social Media & Social Change

Josephine Dorado Understanding Media Studies, 2 May 2011josephine@funksoup.com, Twitter: @funksoup

Games & Immersive Worlds

Game culture(Mis)perception #1: Gamers are youngAverage gamer is 35 yrs old & 25% of game players are over the age of 50

(Mis)perception #2: Gamers are mostly males40% of all players are women

Machinima

8-bit musicchiptunes

GamesforChange.org

Social issues games /Serious games

CostofLife.org

Immune Attack

http://immuneattack.org

http://www.darfurisdying.com

http://www.icivics.org

Geocaching Foursquare

Virtual goods Real-world relief

Players raised over $1.5 million in just five

days

http://xeodesign.com/whyweplaygames.html

Info & audio recording: http://bit.ly/sxswgftwSlides: http://slidesha.re/CauseGamesFTW

#GamesFTW

Nonprofit Commons

http://nonprofitcommons.org

Consent!

Second Life Relay for Lifehttp://relayforlife.org/secondlife Raised $222,804 for American Cancer Society last

year

WoW: online => offline collaboration

WoW: online => offline collaboration

Strangers in the fight

Structured collaborations with friends & strangers

Parties, raids, friends list; guilds, battlegrounds, duels and trades

Random acts of fun

International exchange

Cultural awareness

Inspiration

Knowledge

Tolerance

Curiosity

Problem

Not everybody can go abroad

Virtual cultural exchange

Opening the window

Mixed reality

Exploring identity

Exploring communities

Differences…

and sameness

What can I do?

Fractor: news+actions

Mashup: (news+actions)*game

reACTor: playing the news

Neighborhood news inspires action

Bring the game on

To play the news…

The question goes back to “What can I do?”

Here’s what’s around me and here’s what I can do.

And if you can have fun while doing it, then the question is “What are you waiting for?”

Inspiration

Incubation

Play

Refinement

Making each of us superheroes500 million global gamers

3 billion hours are spent each week playing games

“Make it as easy to save the world in real life as it is to save the world in online games…” Jane McGonigal

Social Media & Social Change

Josephine Dorado Understanding Media Studies, 2 May 2011josephine@funksoup.com, Twitter: @funksoup

Games & Immersive Worlds