Tue-Thu, Jan 10-12, 17-19, 10am-03:00pm, NE25-375
Pre-register on WebSIS and attend first class.
Limited to 15 participants.
Listeners allowed, space permitting
Prereq: Permission of instructor
Level: U 3 units Standard A – F Grading Can be repeated for credit
Seminar or lecture on a topic that is not covered in the regular curriculum.
Once upon a time games were played for enjoyment and to engage players in social, physical and cultural activities. But in recent years a new trend of “serious games” with “serious purposes” arose. These games claim to raise awareness about social and political issues such as injustice, poverty, racism, sexism, exploitation, oppression, and global problems, reaching specific purposes beyond pure entertainment (raise funds, sign petitions, form opinion, etc). In this workshop, best practice examples of serious games for social change will be played, discussed and analyzed.
Game designers will be invited and recent research papers on the impact of serious games will be discussed. The workshop will focus on the question of what serious games are, what their potential is and where they reach their instructional limit. The question being, do serious games meet the high expectations that designers put into them? Participants with an interest in Super Serious Serious Games, no matter what the level of experience and expertise in video games is, are all welcome.
Contact: Konstantin Mitgutsch (Singapore-MIT GAMBIT Game Lab), k_mitgut@MIT.EDU