Gaming for a Good Cause
By SLJ Staff -- School Library Journal, 12/21/2007 11:11:00 AM
Gaming is taking on a social conscience.
The games, which aim to educate, appeal mostly to a niche market and are used to train public officials, students and professionals in various fields, says the Associated Press.
The
Director Colleen Macklin hopes research at Parsons The New School of Design's PETLab will make serious games more mainstream.
"Our goal is really to create intersections between game design, social issues and learning," she to AP.
PETLab, in the first such effort in the country, will create models of new types of games or interactive designs that address social issues and will do interactive research on whether playing the games helps effect positive social change.
It is funded by a $450,000 grant from the MacArthur Foundation as part of the foundation's study of how digital technologies are changing the way people learn and socialize.
Lab researchers hope to create more games like the popular "Ayiti: The Cost of Life," developed by the nonprofit Global Kids and tech company GameLab, in which players manage life for a virtual family of five in rural Haiti. The object of the game is to make spending decisions -- saving money vs. throwing a party vs. buying food -- that keep the family healthy.




















