games for change case studies
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GAMES FOR CHANGE: CASE STUDIES
Michelle Byrd, Asi Burak
August 31, 2012
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Case #1:Games in the
classroom
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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!
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Case #2:Games in the
developing world
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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
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Case #3:Direct action
games
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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
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Case #4:The power of
the many
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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
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Case #5:Youth
making games
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College/Professional
High School
Middle School
Elementary School
Game Design
Commercial Modding
Tools
C++
Programming
Scaffolded / Constrained Un-scaffolded / Unconstrained
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NATIONAL STEM CHALLENGE
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SCHOLASTIC ART & WRITING AWARDS
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Case #6:Evaluation &
brain research
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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.
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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)
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Your Game Here_