About this Event
Can games be designed to promote positive change in their players – and in the world? Social impact games attempt just this, by aligning with goals such as building knowledge, improving health, promoting awareness, and crowdsourcing problem solving.
In this session, you will get a tour through the early design process of a social-impact game about fake news and digital literacy (www.fakeittomakeitgame.com) that has been played more than 170,000 by users around the world. Using this game as an example, we will explore a framework for meaningful game design, including how to map game mechanics to desired real world outcomes and how to use challenge to motivate players to (willingly!) struggle with and learn about complex topics and systems. We’ll also explore additional specific examples of how other games have been used to support learning, health, and civic engagement.
Then, after an introduction to this framework, we’ll begin to design some game concepts together. You can bring specific social impact challenges and goals or help other participants as a part of a small team – just come ready to play with new ideas!
About the speaker:
Amanda Warner is a game and learning designer who is passionate about positive real-world impact. She has developed projects with nonprofits including the World Health Organization, Humanitarian Leadership Academy, UNICEF, Transparency International Norway, and The Union. She has created and released two online games about digital literacy.
Registration for this event is free. Please notify us at firstname.lastname@example.org if you can no longer attend. No shows will be charged a fee of 275 SEK if cancellation is not received prior to the event. Members of Impact Hub are exempt from all fees and charges.