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What s Games Got To Do With It? December 2010 EGAT/I&E Infrastructure Training Patricia Flanagan EGAT/I&E Maryanne Yerkes DCHA/DG
Serious Games Digital content whose primary goal is to: * Share Information * Build Skills * Teach or Learn * Change Behavior * Experiment * Recruit Delivered in an interactive, entertaining format Used across sectors
5 Reasons for Games 1. Participatory Games are interactive; players make decisions with consequences 2. Role-playing Players can explore different roles and new perspectives 3. Social Games can foster peer-to-peer collaborative learning 4. Engagement Offering captivating and practical content that players want 5. Ubiquity More than 250m dedicated gaming devices: PCs, consoles, mobile and more
Games Have Always Been Used To...Build Skills Teach or Learn Experiment 5
Delivery Platforms Board Games / Card Games Flash Drives / CDs Networked PCs Dedicated Platforms ( loaded laptops ) Mobile Phones / SMS 6
The Game Has Already Begun 7
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Other Relevant Examples
Hezbollah: Special Force 2 Hamas: Underash 10
Rationale for USAID to Join in the Game Respond to the Call for Innovation Assist the Agency in addressing key challenges 11
Rise of Urban Populations 60% of global population expected to live in cities (5 billion urban dwellers) by 2030 Urbanization in less developed countries will result in >2 billion urban dwellers source: Population Division, UN: World Population Prospects: The 2004 Revision and World Urbanization Prospects: The 2003 Revision. Note: More developed regions; they comprise all regions of Europe plus Northern America, Australia/New Zealand and Japan. Less developed regions; they comprise all regions of Africa, Asia (excluding Japan), Latin America and the Caribbean plus Melanesia, Micronesia and Polynesia. 12
Internet Access Expanding source: ITU, UN: World Report. 13
Mobile Access Exploding source: ITU, UN: World Report. 14
R U a Friend? C my YouTube Vid &Tweet about it! 15
Our Engineers are Playing Games Engineering Engineering.com Games and Puzzles. Demonstrates principles & complexities of engineering projects. Specific games: Dynamic Systems Cargo Bridge Power Up Bridge Builder 16
IYCE Innovations for Youth Capacity and Engagement (IYCE): A Serious Games Initiative of USAID 17
IYCE Phases Phase 1: Pilot (15 Months) - Implemented by NetHope Phase 2: Launching of larger Youth and Gaming partnership - Implementation TBD
IYCE Objectives Utilize innovative technology to empower, engage and educate youth transitioning to adulthood Forge unique, sustainable, global public-private alliances which marry gaming, social media and technology with international development Develop flexible, scalable, global platforms while amplifying bottom-up efforts and local / regional capacity 19
IYCE Core Components Local and Global Web Portals PUBLIC - PRIVIATE CROSS-SECTORAL YOUTH-FOCUSED GLOBAL REACH Game Development: New and Re-published Games Game Making Tools Participatory Media 20
IYCE Structure Local / Global Portals New Games Republished Games Resources Game Making
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New Game Development Vendor Water & Sanitation Reporter 24
Training Resources Resources Share and download teaching guides, extra scenarios, lesson plans Game Comments Share with peers; what do trainers have to say about how to best use each game effectively? 25
Monitoring & Evaluation Embedded: Distribution and user counts Game completion counts Traditional: Country specific impact assessments Trainer, NGO, youth center reports Game experience reports Reports from local partners 26
Partnership Opportunities Gaming Industry Technology Companies Multinationals Telecom / Mobile International Media Outlets Multinational Non-Profits, NGOs, Foundations & other donors Other USG agencies Companies from Current/Past USAID Partnerships Cisco Systems* HP* Sun Microsystems* Ernst & Young McKinsey & Company Pricewaterhouse Coopers* Monsanto* BP (Corporate Social Responsibility)* Microsoft* Telkom Foundation ExxonMobil Chevron Alcatel-Lucent Technologies Discovery Channel Global Education Fund* Oracle IYF GE Foundation Intel* Johnson & Johnson* IBM* American Movil* Vodafone Orange Motorola Visa MTV Networks* * There are contacts at the starred (*) companies on this list who are already interested in games/serious games
Areas of Engagement Funding Sponsorships Planning Private Sector Multi / Bilateral Donors Foundations Development Production Supporting Materials/ Lesson plans Mobile Games CD versions Board & Card games Digital games Hosting Websites Marketing Distribution Implementation Evaluation Mobile operators Moderated environments (NGOs, Gov s) Internet Cafes, Home M&E End-users
IYCE Offers Missions &Bureaus: Access to consortium of experts with experience working with most dominant media form of 21 st century. Opportunities to leverage private sector partnerships on cutting edge of technology. Invitation to join pioneering and leading international and strategic innovation hub aimed at global scaling. Access to portfolio of serious games and other new media to engage more effectively. Opportunities for sharing information, materials and experiences among countries and communities. Thank You 29