Last panel of the con! I may post some photos but otherwise I am DONE.
Let's get Serious: Games are changing, get involved!
Jane Cocks [University of Sunshine Coast], Izzy Gramp [Independent], Dan Monceaux [Danimations Pty Ltd], Amani Naseem [Copenhagen Game Collective], Paul Stapelberg [Well Placed Cactus]
@danimations
@ecoludologist
@katrinastarcks
@amaninaseem
@jatosha
@shrubette
#seriouspax
Lotta academics.
Serious: not just entertainment. Simulate create change, educate.
Cuttle Scuttle: teaches you about cuttlefish life. Guy was studying cuttlefish, was approached by a game maker.
Steam for School.
Magnetise Me: People wear magnets they have to touch together in the right ways with their partner, kind of like 3D twister. W00t.
Maldives games: a bunch of game makers went to the Maldives and worked with locals to make games in public spaces. There has been a coup, the islands will be dissapearing in 20 years.
Public spaces are always politicsied but it much more the case in the Maldives, constantly had to deal with suspicious police, self conscious locals who don't want to get into trouble.
Jelly Stomp: floating glowing things in the shallows of a beach.
Engage research labs: university had a working relationship with local police which then grew into making a game about safety, and then from that one about sexual abuse: Orbit.com.au
Draining but worth it.
Serious urban play: http://www.engageresearch.org/sitelet/plan/
Faceless: One death is a tragedy, a million is a statistic. Well meaning first attempt at a serious game but wasn't fun to play.
If games aren't fun none will play them regardless of how good the message is.
All Your Fault: about victim blaming.
Be willing to throw away ideas.
Cognitive Behavioural Game Design.
Behaviour Change and Learning Theory by Bandera and Gardener:
Knowledge, goals (both game related and message related) outcomes, outcome expectations, encouragement
Barriers: need to acknowledge they exist so you can anticipate them. Boredom is a barrier, I think.
Through mechanism of different kinds of learning/intelligence: visual (graphics), hearing (sounds) but also relationships
Engagement, challege, flow
Use multiple kinds of intelligence eg a typing game which associates the keys with musical notes
A game about human trafficing based on cookie clicker. The number of trafficed people goes up constantly, but you can keep adding things which slow it down (like police beats) until it stops, bought with "influence points".
Recs: Cart life, Papers Please, Papa y Yo, The Day The Laughter Stopped, "Making Games in a Fucked Up World", Never Alone
It's harder to get government funding for games for adult.
Passion leads to a better game than starting with a dry message. If you are stuck with a particular goal because of a specific grant etc it can be hard to grow and change. But most panelists had passion for their message.
Though a lot of people were academics, you don't have to be in academia to make serious games. Richard Hoffmeyer went from no real training to winning awards.
Don't have "save the world" be the goal of the game, that's too big and impossible. Have attainable goals which may not even directly relate to the real life goal you want the game to help. Stealth edication with other goals. Like games "about" the environment which
are superificially about exploration or survival.
Ask educators for advice. And create a game teachers can use in multiple ways within their curriculum.
Eco Jam: Scientists and game developers worked together.
Hope: More funding, and integration into education. Parents seeing games as a positive thing. Multiplayer. Getting these games out in the world at large, including to people who don't even have computers. Helping students create their own ganes.
Let's get Serious: Games are changing, get involved!
Jane Cocks [University of Sunshine Coast], Izzy Gramp [Independent], Dan Monceaux [Danimations Pty Ltd], Amani Naseem [Copenhagen Game Collective], Paul Stapelberg [Well Placed Cactus]
@danimations
@ecoludologist
@katrinastarcks
@amaninaseem
@jatosha
@shrubette
#seriouspax
Lotta academics.
Serious: not just entertainment. Simulate create change, educate.
Cuttle Scuttle: teaches you about cuttlefish life. Guy was studying cuttlefish, was approached by a game maker.
Steam for School.
Magnetise Me: People wear magnets they have to touch together in the right ways with their partner, kind of like 3D twister. W00t.
Maldives games: a bunch of game makers went to the Maldives and worked with locals to make games in public spaces. There has been a coup, the islands will be dissapearing in 20 years.
Public spaces are always politicsied but it much more the case in the Maldives, constantly had to deal with suspicious police, self conscious locals who don't want to get into trouble.
Jelly Stomp: floating glowing things in the shallows of a beach.
Engage research labs: university had a working relationship with local police which then grew into making a game about safety, and then from that one about sexual abuse: Orbit.com.au
Draining but worth it.
Serious urban play: http://www.engageresearch.org/sitelet/plan/
Faceless: One death is a tragedy, a million is a statistic. Well meaning first attempt at a serious game but wasn't fun to play.
If games aren't fun none will play them regardless of how good the message is.
All Your Fault: about victim blaming.
Be willing to throw away ideas.
Cognitive Behavioural Game Design.
Behaviour Change and Learning Theory by Bandera and Gardener:
Knowledge, goals (both game related and message related) outcomes, outcome expectations, encouragement
Barriers: need to acknowledge they exist so you can anticipate them. Boredom is a barrier, I think.
Through mechanism of different kinds of learning/intelligence: visual (graphics), hearing (sounds) but also relationships
Engagement, challege, flow
Use multiple kinds of intelligence eg a typing game which associates the keys with musical notes
A game about human trafficing based on cookie clicker. The number of trafficed people goes up constantly, but you can keep adding things which slow it down (like police beats) until it stops, bought with "influence points".
Recs: Cart life, Papers Please, Papa y Yo, The Day The Laughter Stopped, "Making Games in a Fucked Up World", Never Alone
It's harder to get government funding for games for adult.
Passion leads to a better game than starting with a dry message. If you are stuck with a particular goal because of a specific grant etc it can be hard to grow and change. But most panelists had passion for their message.
Though a lot of people were academics, you don't have to be in academia to make serious games. Richard Hoffmeyer went from no real training to winning awards.
Don't have "save the world" be the goal of the game, that's too big and impossible. Have attainable goals which may not even directly relate to the real life goal you want the game to help. Stealth edication with other goals. Like games "about" the environment which
are superificially about exploration or survival.
Ask educators for advice. And create a game teachers can use in multiple ways within their curriculum.
Eco Jam: Scientists and game developers worked together.
Hope: More funding, and integration into education. Parents seeing games as a positive thing. Multiplayer. Getting these games out in the world at large, including to people who don't even have computers. Helping students create their own ganes.