Make My USA Game This game is reality-based social game where the players are in control of the United States' future. Each player has his own version of the United States to play with, and the player guides his country by making policy decisions. Players select quests. Quest are centered around topic areas and current events. Quests are related to the area of focus that they select (like education, energy or health). ...more »
AGE OF WARRIORS – Create a game series based around historical female characters that fuse compelling and entertaining gameplay with empowering narratives of influential women (including women of color), and weave historical, cultural and scientific content seamlessly into the story and gameplay. Queens, Warriors and Pirates A series of narrative games around the stories of female leaders and warriors. Moving beyond ...more »
Heighten access and literacy of gaming technologies through public and school libraries. As an interim solution, until we have gaming's equivalent of public school English teachers and audiovisual teachers, establish a national curriculum for procedural literacy.
This may or may not involve some incentives for private sector programs to solve the problem of games as circulating materials.
With each successive generation, the average intelligence quotient (IQ) has increased by 10 points. Enriched environments are making kids smarter. However, with creativity, a reverse-trend has been identified: Up until 1990, both the average creativity quotient (CQ) and intelligence quotient (IQ) had been rising. But since then, while IQ has continued its upward trend, CQ has been consistently inching downward. Furthermore, ...more »
The phrasing of this question misses the point in two critical ways. 1) The obvious one, while we can question explosions, cleavage and torture in games, what's more important is engaging DISCUSSION about topics children WILL encounter in extant popular games. 2) We already have beautiful games, often in the independent development scene (for just a few examples Proteus, Papers Please, Thomas Was Alone) which teach the ...more »
Stellar Health is a game to engage players in personal & community health discovery & learning. Through activities & game design, players are led in setting goals & maneuvering around negative triggers to make good choices by futuristic health coaches. Its game dynamic creates play paths to learn & practice making healthy choices using best practices from scientific research.
I've found good learning games hard to find. Many are boring, most teach only a bit of knowledge (facts) but not skills or deeper understanding. But two gems are "The Incredible Machine" and "Fantastic Contraption" In both these games you have to build a contraption using wheels, levers, motors, etc. Building these contraptions you learn how gravity, leverage, balance, and other physics concepts work. And by "learn how ...more »
I am a type 1 diabetic and have had this condition for over 10 years now (diagnosed at 9 years old), and I have always loved video games since I was 5. I am currently studying Computer Science in college, and in my last semester in one of my programming classes, my final project was to create a game with a serious meaning. What I created, is currently a simple prototype for a game (and by prototype I mean, just ...more »
ABSTRACT Myopia is a multiplayer turn-based strategy game about time, choices, and consequences. Players assume roles of political, business, military, and civic leaders in a series of epochs taking place between 1900 and 2050, each centered about a social dilemma of the time — a greater good is possible when players work together, but often-conflicting incentives make cooperation and trust difficult. The impact of ...more »
Worldwide we are faced with major social, medical and economical challenges surrounding diabetes. I would like to propose a new game/reward concept for kids with diabetes and their social environment. Kids 2GTHR helps increase quality of life for kids with diabetes, encourages them in their intensive treatment while at the same time reducing costs of diabetes treatment. Most importantly, Kids 2GTHR creates empathy for ...more »
Parents rarely notice early signs indicating their child is weak in math. However, a 2nd grade elementary school teacher spots them immediately. Here’s how. Give a 2nd grader two gummy bears. Then give him two more and ask „How many gummy bears do you have in your hand?“ A normal child will look up, think for a second, and say the answer four. He’s done the math in his head and doesn’t need to literally look at the gummy ...more »
Imagine a Game where gamers are given the chance to team up and solve World Poverty. A parallel Universe of villains and heroes who are real and only one click away. When you play the game you are actually solving a real world problem. When you are successful you see what transformation has actually occurred. "Phil Anthropy" is the Clark Kent of the super hero "The Key", because philanthropy is the key to solving world ...more »
Several readers have mentioned to me that there is no action follow-up. We're sharing ideas that have no place to go. What we need is a forum -- a conference? a shark tank? -- that connects funders, ideators, content sources, outreach services and researchers. Content sources might be other state departments (parks, public health, human services... and of course education) along with non-profits. Outreach services ...more »
Imagine infusing emotional intelligence learning in games. An opportunity to learn to lead with not just the head, but the combination of head and heart functioning simultaneously. Give the player the ability to put him/herself in the shoes of the family of the person you’ve just killed, or the shoes of a bully, or someone being bullied. Create opportunities for the player to express how they feel at any given time ...more »
Since their inception in the 1980s, video games have undergone an evolution in technological capabilities. Players of video games now have the opportunity to immerse themselves in three-dimensional environments and use their entire bodies—rather than their fingers and thumbs—to interact with virtual environments. Society’s views have also progressed from a view of video games as mindless entertainment to more ‘legitimate’ ...more »