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GAMES FOR CHANGE: CASE STUDIES
        Michelle Byrd, Asi Burak
  August 31, 2012
Case #1:
Games in the
  classroom
iCIVICS

  REACH (since August 2009):
  - 1.2 million players
  - 12,000 classrooms
  - 50 states and Washington DC

  EVALUATION:
  - 78% of students gained a better understanding of how their
    government worked.
  - 47% continued playing at home for fun!
Case #2:
   Games in the
developing world
FREEDOM HIV / AIDS

 REACH:
 - 67 million devices
 - 10.3 million play sessions
 - India and 6 East African countries

 EVALUATION:
 - Significant increase in learning
 - Changes in attitude and safer sex practices
Case #3:
Direct action
       games
FREE RICE

  HOW DOES IT WORK?
  A multiple choice quiz, for every question you get correct,
  10 grains of rice are donated to the World Food Programme.


 ON A DAILY BASIS:
 - 8 million page views
 - 45 million grains of rice: enough to feed 2,500 people
Case #4:
The power of
   the many
FOLD IT

  TIME MAGAZINE:
  [In only 10 days,] U.S. gamers … have helped unlock the
  structure of an AIDS-related enzyme that the scientific
  community had been unable to unlock for a decade. The
  solution represents a significant step forward in the quest to
  cure retroviral diseases like AIDS.

  September 9 2011
Case #5:
        Youth
making games
C++
    College/
Professional
                     Commercial
      High            Modding
    School              Tools



    Middle
    School


Elementary
    School
                    Game Design                   Programming

               Scaffolded / Constrained   Un-scaffolded / Unconstrained
NATIONAL STEM CHALLENGE
SCHOLASTIC ART & WRITING AWARDS
Case #6:
 Evaluation &
brain research
RE-MISSION

 CONCLUSIONS:
 The video-game intervention significantly improved treatment
 adherence and indicators of cancer-related self-efficacy and
 knowledge in adolescents and young adults who were
 undergoing cancer therapy.

 August 2008 edition of the medical journal Pediatric.
RE-MISSION

 BRAIN RESEARCH:
 Several key brain regions were activated when playing
 Re-Mission, including neural structures involved in
 emotion and motivation, and learning and memory…

 10th International Congress of Behavioral Medicine (ICBM)
Your Game Here_
www.gamesforchange.org
michelle@gamesforchange.org // @mbyrd
  asi@gamesforchange.org // @aburak

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Games for Change Case Studies

  • 1. GAMES FOR CHANGE: CASE STUDIES Michelle Byrd, Asi Burak August 31, 2012
  • 2. Case #1: Games in the classroom
  • 3.
  • 4. iCIVICS REACH (since August 2009): - 1.2 million players - 12,000 classrooms - 50 states and Washington DC EVALUATION: - 78% of students gained a better understanding of how their government worked. - 47% continued playing at home for fun!
  • 5. Case #2: Games in the developing world
  • 6.
  • 7. FREEDOM HIV / AIDS REACH: - 67 million devices - 10.3 million play sessions - India and 6 East African countries EVALUATION: - Significant increase in learning - Changes in attitude and safer sex practices
  • 9.
  • 10. FREE RICE HOW DOES IT WORK? A multiple choice quiz, for every question you get correct, 10 grains of rice are donated to the World Food Programme. ON A DAILY BASIS: - 8 million page views - 45 million grains of rice: enough to feed 2,500 people
  • 11. Case #4: The power of the many
  • 12.
  • 13. FOLD IT TIME MAGAZINE: [In only 10 days,] U.S. gamers … have helped unlock the structure of an AIDS-related enzyme that the scientific community had been unable to unlock for a decade. The solution represents a significant step forward in the quest to cure retroviral diseases like AIDS. September 9 2011
  • 14. Case #5: Youth making games
  • 15. C++ College/ Professional Commercial High Modding School Tools Middle School Elementary School Game Design Programming Scaffolded / Constrained Un-scaffolded / Unconstrained
  • 17. SCHOLASTIC ART & WRITING AWARDS
  • 18. Case #6: Evaluation & brain research
  • 19.
  • 20. RE-MISSION CONCLUSIONS: The video-game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. August 2008 edition of the medical journal Pediatric.
  • 21. RE-MISSION BRAIN RESEARCH: Several key brain regions were activated when playing Re-Mission, including neural structures involved in emotion and motivation, and learning and memory… 10th International Congress of Behavioral Medicine (ICBM)