⏰ Less Than 48 H Left to Buy Early Bird Passes for #G4C18 Festival

Less than 48 hours left!

Time is running out to get Early-Bird Passes for the #G4C18 Festival and #XR4C Summit

 

The early-bird discount for the Games for Change Festival expires on Wednesday, April 11th. Don’t forget: special rates still apply for students, educators, indie developers and non-profits. Buy your tickets for the #G4C18 Festival and save big bucks!

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#G4C18 Speakers

We recently announced our first round of speakers for the Games for Change Festival and XR for Change Summit, including presentations from: Jeffrey Burrel (Head of Corporate Social Responsibility at Riot Games); KateEdwards (CEO & Principal

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Say No to FoMO in Gamification?

Let’s start at the beginning.

What is FoMO?

FoMO stands for Fear Of Missing Out. In our gamification elements, it is often related to Loss Aversion and Curiosity.


If we start with Loss Aversion, used carefully, loss aversion can be a great way to encourage certain positive behaviours. Consider teaching kids how to save, for instance. If they feel they have earned the money, they will (normally) have a stronger desire NOT to lose it! However, physical items are not all that people want to avoid losing. Far more important motivations lie around social interaction, connections, status … Read the rest

UCSC Launching Professional Master’s Program In Serious Games This Fall


Scott Brandt, UCSC Vice Chancellor for Research, anticipates launching a Professional Master’s Program in Serious Games this fall, according to his article “Silicon Valley Campus raising profile”, posted last March.

“This program will formalize and expand work already being done in the Games and Playable Media Program such as Peace and Order, a virtual reality game by GPM student Chelsea Manzano, which explores the human consequences of the drug war in the Philippines,” he said.

The UCSC MS in Games & Playable Media and MS in Serious Games are 5 quarter, intensive programs .The Silicon Valley Campus is home to Read the rest

What Kids Say About Games, and Can We Listen?

 

 

When designing games, focus groups may playtest and offer feedback to designers. The goal, of course, is to create the most meaningful and fun experience possible for the end users: the players. But what about educational games?
 

What Kids Say About Games & Can We Listen? was the subject of a panel at South by Southwest Education (SXSW EDU) this March, moderated by Games for Change’s president Susanna Pollack. Panelists included iCivics’ Louise Dube’, middle school teacher Steve Isaacs, and myself—Matthew Farber, an assistant professor at the University of Northern Colorado.
 


 
Harnessing Student VoiceRead the rest

Teaching the Value of Money with Games

We don’t give our daughters pocket money. There are many reasons for this, but one of them is a concern about their understanding of the value of money. This is especially true for our eldest daughter who has dyscalculia. This means she struggles with, among other things, understanding magnitude.

This, added to the fact she is 11, means that money is a very abstract concept for her. As soon as she has it, it needs to be spent. This is not much different from any other kids if we are honest, but it is particularly bad for her … Read the rest

G4C Industry Circle: Yogome on Developing an EdTech Strategy

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2017-18 INDUSTRY CIRCLE WEBINAR WITH YOGOME ON YOUTUBE LIVE

On April 19th, join the third installment of the Games for Change 2017-2018 Industry Circle. The Industry Circle is a program that acknowledges the achievements and opportunities in the impact games sector by highlighting leading studies that have made a significant contribution to our community. Industry Circle member Yogome shares an article below about developing an inclusive EdTech strategy to reach a diverse and global education community. We hope the following article from the Yogome Team inspires your questions for the Webinar and Q&A taking place April 19 at 2

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Client vs User Needs – The Solution Sweet Spot

I have spoken a great deal about looking carefully at the needs of a project and exploring what the real issue is that you are trying to solve. The aim has been to get you to consider the Why of a solution more than that What or the How!

I wanted to give you one more way to consider this question, I just can’t stress how important it is for the gamification industry as a whole for us to get better at answering it!

When you are doing your research, you will discover and analyze the needs of … Read the rest

#G4C18 INITIAL SPEAKER ANNOUNCEMENT 🚀

 



#G4C18: INITIAL SPEAKER ANNOUNCEMENT

 

Be part of Games for Change’s 15th anniversary as we celebrate the groundbreaking work from the games for impact community over the years. From June 28 – 30, you will also have the unique opportunity to explore the latest developments that continue to push social impact games and immersive technology forward.

 

G4C is pleased to announce that the annual Games for Change Festival will feature Keynote presentations from Jeffrey Burrel (Head of Corporate Social Responsibility at Riot Games); Kate Edwards ((CESO & Principal Consultant at Geogrify); Rajesh Anandan (Senior Vice President Unicef Ventures, UNICEF USA). Learn

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How to use Gamification to Influence Your Friends

How to use Gamification to Influence Your Friends You can usually tell when someone is trying to persuade or influence you. However, I actually like the idea of being influenced or persuaded to do things that I want to do.  Is this true for you? In general, it feels good to be included in interesting, … Continue reading How to use Gamification to Influence Your Friends

The post How to use Gamification to Influence Your Friends appeared first on Yu-kai Chou: Gamification & Behavioral Design.

Author: Erik Mechelen
Source: http://yukaichou.com/behavioral-design/how-to-use-gamification-to-influence-your-friends/Read the rest

Serious Games Conference: 100+ Speakers On The Future Of Serious Games

Serious Play Conference, now in its 10th year, brings together Serious Game developers, instructional designers, training leads and others implementing learning programs in government, corporations, healthcare institutions, museums, K12 and higher education. Sam Adkins, CEO of analyst firm Metaari, will highlight his new five year forecast report on the global market for Serious Games.

Game developers can advance their knowledge of the needs of each market and rub shoulders with purchasers. Educational sessions for developers include sessions on the use of virtual reality in different types of games, an expert on how to prove game efficacy, an attorney offering legal Read the rest