Upload
others
View
0
Download
0
Embed Size (px)
Citation preview
Click to Watch Online
What’s Games Got To Do With It?
December 2010 EGAT/I&E Infrastructure Training
Patricia Flanagan EGAT/I&EMaryanne 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
5. Ubiquity
1. Participatory
2. Role-playing
3. Social
4. EngagementGames are
interactive; players make decisions with
consequences
Players can explore different
roles and new perspectives
Games can foster peer-to-peer collaborative learning
Offering captivating and practical content that players want
More than 250m dedicated gaming devices: PCs, consoles, mobile and more
Games Have Always Been Used To…
5
...Build Skills…
…Teach or Learn…
…Experiment…
6
Delivery Platforms
• Board Games / Card Games
• Flash Drives / CDs
• Networked PCs
• Dedicated Platforms (“loaded
laptops”)
• Mobile Phones / SMS
7
The Game Has Already Begun
8
Other Relevant Examples
10
Hezbollah: Special Force 2
Hamas: Underash
11
Rationale for USAID to Join in the Game
Respond to the Call for Innovation
Assist the Agency in addressing key
challenges
12
• 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
Rise of Urban Populations
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.
13
Internet Access Expanding
source: ITU, UN: World Report.
14
Mobile Access Exploding
source: ITU, UN: World Report.
R U a Friend? C my YouTube Vid &Tweet about it!
15
Our Engineers are Playing Games
16
• Engineering• Engineering.com
Games and Puzzles.Demonstrates principles & complexities of engineering projects. Specific games:
• • Dynamic Systems• • Cargo Bridge• • Power Up• • Bridge Builder
•
Innovations for Youth Capacity and Engagement (IYCE):
A Serious Games Initiative of USAID
17
IYCE
Phase 2: Launching of larger Youth and Gaming partnership
- Implementation TBD
Phase 1: Pilot (15 Months)- Implemented by NetHope
IYCE Phases
19
• 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
IYCE Objectives
20
PUB
LIC
-PR
IVIA
TE
CR
OSS
-SEC
TOR
AL
YOU
TH-F
OC
USE
D
IYCE Core Components
GLO
BAL
REA
CH
Participatory Media
Game Making Tools
Game Development: New and Re-published Games
Local and Global Web Portals
IYCE Structure
Local / Global Portals
New Games RepublishedGames
Game Making Resources
22
24
New Game Development
Water & SanitationVendor Reporter
25
Game Comments
Share with peers; what do trainers
have to say about how to best use
each game effectively?
ResourcesShare and
download teaching guides, extra
scenarios, lesson plans
Training Resources
26
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
Partnership Opportunities
Companies from Current/Past USAID Partnerships
Cisco Systems*HP*Sun Microsystems*Ernst & YoungMcKinsey & CompanyPricewaterhouse Coopers* Monsanto*BP (Corporate Social Responsibility)*Microsoft*Telkom FoundationExxonMobilChevronAlcatel-Lucent TechnologiesDiscovery Channel Global Education Fund*OracleIYFGE FoundationIntel*Johnson & Johnson*IBM*American Movil*VodafoneOrangeMotorolaVisaMTV Networks*
* There are contacts at the starred (*) companies on this list who are already interested in games/serious games
• Gaming Industry
• Technology Companies
• Multinationals
• Telecom / Mobile
• International Media Outlets
• Multinational Non-Profits, NGOs, Foundations & other donors
• Other USG agencies
Areas of Engagement
End-users
Internet Cafes,Home
Mobile operators
Moderated environments (NGOs, Gov’s)
Marketing Distribution
ImplementationEvaluation
DevelopmentProduction
FundingSponsorships
PlanningPrivateSector
HostingWebsites
Digital gamesCD versions
MobileGames
SupportingMaterials/ Lesson
plans
Board &Card games
M&E
Multi / Bilateral Donors
Foundations
29
IYCE Offers Missions &Bureaus:
• Access to consortium of experts with experience working with most dominant media form of 21st 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