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re:publica에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 re:publica 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
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Breaking the 4th Dimension: Gamers as Forces for Social Good

34:00
 
공유
 

Manage episode 310369304 series 3053649
re:publica에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 re:publica 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Video games have become more accessible to more people, now more than ever. It's now the primary medium where people voluntarily spend time and engage other people even without materialistic motives. In 2013, Spil Games reported that 1.2 billion people are now playing games worldwide, with 700 million of those online. That number has since increased, dramatically. In the last couple of years, the world saw the rise of social impact games such as Mini Metro, Papers Please, Democracy, This War of Mine. These games have had critically acclaim and are commercially successful without compromising their chosen advocacies. Given the positive impact it could generate worldwide, juxtaposed with the world as we know it today, there is a an urgent need to develop more and more social impact games to serve as critical tools in humanitarian and educational initiatives.
  • Gwendelyn Foster
  • Vincent Frederick Dancel

The session will be conducted as follows:

  1. Demographic of Gamer Population
  2. Case Studies of Commercially Successful and Critically Acclaimed Social Impact Games
    1. Democracy by Positech Studios
    2. This War of Mine by 11 bit Studios
    3. Mini Metro by Dinosaur Polo Club
    4. Papers, Please by Lucas Pope
    5. This is the Police by Weappy Studio
  3. Analysis on Player Behaviour and its social impact.
  4. Designing Games for Social Impact
    1. The JoomaJam Financial Literacy Arcade by Ritmo Learning Lab
    2. Dugas, a game on Martial Law by Ritmo Learning Lab
  5. Breaking the 4th Dimension: How do you get players to care?

Presentation will be multi-media.

supported by BMZ

  continue reading

92 에피소드

Artwork
icon공유
 
Manage episode 310369304 series 3053649
re:publica에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 re:publica 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Video games have become more accessible to more people, now more than ever. It's now the primary medium where people voluntarily spend time and engage other people even without materialistic motives. In 2013, Spil Games reported that 1.2 billion people are now playing games worldwide, with 700 million of those online. That number has since increased, dramatically. In the last couple of years, the world saw the rise of social impact games such as Mini Metro, Papers Please, Democracy, This War of Mine. These games have had critically acclaim and are commercially successful without compromising their chosen advocacies. Given the positive impact it could generate worldwide, juxtaposed with the world as we know it today, there is a an urgent need to develop more and more social impact games to serve as critical tools in humanitarian and educational initiatives.
  • Gwendelyn Foster
  • Vincent Frederick Dancel

The session will be conducted as follows:

  1. Demographic of Gamer Population
  2. Case Studies of Commercially Successful and Critically Acclaimed Social Impact Games
    1. Democracy by Positech Studios
    2. This War of Mine by 11 bit Studios
    3. Mini Metro by Dinosaur Polo Club
    4. Papers, Please by Lucas Pope
    5. This is the Police by Weappy Studio
  3. Analysis on Player Behaviour and its social impact.
  4. Designing Games for Social Impact
    1. The JoomaJam Financial Literacy Arcade by Ritmo Learning Lab
    2. Dugas, a game on Martial Law by Ritmo Learning Lab
  5. Breaking the 4th Dimension: How do you get players to care?

Presentation will be multi-media.

supported by BMZ

  continue reading

92 에피소드

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