Designing Games to Effect Social Change

PDF

DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
The University of Tokyo, September, 2007
Volume: 4
ISBN / ISNN: ISSN 2342-9666


Serious games, persuasive games, news games – these are all terms used for games which let players gain an experiential understanding of real world issues through play. Many in this growing class of games deal with social causes; recent examples include Peacemaker, about solving Middle East peace, The Redistricting Game, about congressional redistricting and redistricting reform, and the online game series published by the New York Times that includes Food Import Folly (which is about the FDA limited inspection policy on U.S. food imports). The field has a number of good examples that let users learn about social issues, however, to date, the field is short on examples of games that achieve measurable results in the real world. This paper addresses issues of design, theory, and activism pertaining to games about social causes. The author is an experienced designer and scholar who deals with all three of these issues in his work. Here is an outline of best practices for designing games to affect social change. Each is discussed in detail below: 1. Define intended outcomes 2. Integrate subject matter experts 3. Partner with like-minded organizations 4. Build sustainable community 5. Embrace “wicked problems” 6. Maintain journalistic integrity 7. Measure transference of knowledge 8. Make it fun