| Vote Machine |
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| Games for Change conference |
| Vote Machine was developed in 2000 to bring attention to the fact that elections were increasingly being held within the electronic circuits of voting machines inaccessible to the general public. The game allows players to explore the issues surrounding electronic vote accumulation and polling. When played online, links to vote machine articles can be accessed. |
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The only conference dedicated to the exciting new movement using Digital Games for Social Change explored real-world impact, the latest games and funding strategies. Hosted in New York City by Parsons The New School for Design, the 3rd annual Games for Change conference will took place on June 27th and 28th, 2006. Expert practitioners -- academics, activists, non-profits -- werel called in to examine the impact of current games, evaluations planned and the preliminary work to build the field. At the games Expo, designers will showcased their latest state-of-the-art games. |
| The Organizing Game |
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| Earthquake in Zipland |
| The Toolkit is a set of resources that supports face-to-face training for residents and community leaders. The computer-based component (the "Organizing Game") is used to introduce concepts, prompt discussion, and allow residents to practice skills in a safe, non-threatening environment. The initial focus of the Toolkit is teaching Doorknocking, an organizing technique that's particularly effective in moving issues within a local community. |
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The first computer game designed to help children of separated or divorced parents cope with their new reality. The tremendous need for such a tool led to years of research and development. The result of this creative teamwork is this unique computer game. It addresses a situation no other game has ever dealt with before, full of fun, entertainment and challenges. The game takes the child on an adventure, while dealing with a number of important issues around divorce and separation, e.g., anger, guilt, split loyalties, the fantasy to reunite the divorced parents and more. "Earthquake in Zipland" not only offers the possibility of dealing with the issues of separation and divorce in an indirect way, but also opens the way to direct dialogue; thus becoming a valuable tool for both therapists and parents. |
| Serious Games Initiative |
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| Disaffected |
| The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy. |
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Disaffected is a videogame parody of the Kinko's copy store. The game puts the player in the role employees who are forced to service customers under the particular incompetencies common to a Kinko's store. It gives the player a chance to step into the demotivated position of real FedEx Kinkos employees. Feel the indifference of these purple-shirted malcontents first-hand, and consider the possible reasons behind their malaise -- is it mere incompetence? Managerial affliction? Unseen, but serious labor issues? Disaffected is the first in a series of anti-advergames - games that enact dissatisfaction and criticism against corporations. |
| Playing for Keeps |
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| Darfur is Dying |
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Playing 4 Keeps is an innovative youth media project, in which a team of Global Kids Leaders at South Shore High School are gaining leadership and game design skills that they will use to develop and produce a socially conscious online game each year. Once produced, the game will have the potential to educate thousands of young people about a critical global issue. The program is a collaboration with the award-winning online game design company gameLab (gmlb.com), and the GK Leaders at South Shore will work closely with gameLab's experts to produce their game. |
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An online video game that puts you in the shoes of one of the 2.5 million refugees who are fighting for survival every day in Darfur. Players learn more about the challenges these refugees face and to how to take action to help stop the crisis. In partnership with the Reebok Human Rights Foundation and the International Crisis Group, MTV-U launched the Darfur Digital Activist Contest, an unprecedented competition bringing together student technology and activism to help stop the genocide in Darfur. The winner of the contest and creator of Darfur is Dying, Susana Ruiz, first heard about the contest at the Games for Change conference in 2005. |
| PeaceMaker |
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| A Force More Powerful |
| PeaceMaker is a video game simulation of the Israeli-Palestinian conflict: a tool aiming to promote a peaceful resolution among Israeli and Palestinian youths, as well as young adults worldwide. Created by two Israeli graduate students with the help of several Palestinian youth groups, Peacemaker is making history as the first game about the Middle East conflict. This one-person game allows the player to take the role of either the Israeli Prime Minister or the Palestinian President, then react to in-game events from diplomatic negotiations to military attacks, and interact with eight other political leaders and social groups in order to establish a stable resolution to the conflict before his or her term in office ends. |
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A Force More Powerful - the Game of Nonviolent Strategy is the first and only interactive teaching tool in the field of nonviolent conflict. Developed by The International Center on Nonviolent Conflict (ICNC), media firm York Zimmerman Inc. and game designers at BreakAway Ltd., with ongoing input from the Serbian resistance leaders who helped overthrow Milosevic, the game is built on nonviolent strategies and tactics used successfully in various conflicts around the world. Featuring ten scenarios inspired by history, the game simulates nonviolent struggles to win freedom and secure human rights against dictators, occupiers, colonizers, and corrupt regimes, as well as campaigns for political and human rights for minorities and women. The game models real-world experience, allowing players to devise strategies, apply tactics and see the results. By the Int'l Center on Non-violent Conflict |