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What does the future hold for gaming as entertainment and beyond? As President and CEO of the Entertainment Software Association (ESA), this week's Filament Games Podcast guest Stan Pierre-Louis is a prominent strategic leader of the US video game industry. As President and CEO of ESA, he spearheads the organization's public policy efforts, showcasing the profound impact of the video game industry on business, entertainment, and culture. His extensive background includes serving as ESA's General Counsel, where he led legal, policy, and regulatory affairs, advocating on critical issues like First Amendment rights, technology, and intellectual property. In this interview, podcast host Jennifer Javornik talks with Stan about how advancing technology is propelling games beyond entertainment and driving societal change. With over 215 million Americans playing, understanding where gaming heads next is important for everyone!
Susanna Pollack, President of Games For Change and I sit down at DICE 2024 to talk about what this year's show is looking to achieve and how the next generation will play a huge part in that. --- Send in a voice message: https://podcasters.spotify.com/pod/show/spawnonme/message
Terms like "addiction," and "anxiety" often carry heavy stigma around with them. Yet opening sincere dialogues around mental health is exactly what longtime advocate Rebecca Benghiat does alongside Filament Games Podcast host Jennifer Javornik in this new episode. With senior leadership experience driving growth for organizations like New York's pioneering Quad Preparatory School and national nonprofit Facing Addiction, Rebecca knows firsthand both the challenges and the potential when it comes to nurturing young people's wellbeing. Rebecca's extensive experience working with vulnerable youth fueled her passion for supporting the mental health and wellbeing of children. Rebecca advanced that mission as the former President and COO of The Jed Foundation, “a nonprofit that protects emotional health and prevents suicide for our nation's teens and young adults, giving them the skills and support they need to thrive today…and tomorrow.”
In the latest episode of the Filament Games Podcast, listeners are in for a treat as Jennifer Javornik, Chief Partnerships Officer here at Filament, sits down with Madeline Di Nonno, President and CEO of the Geena Davis Institute on Gender in Media. With a passion for challenging stereotypes and promoting gender equality in the entertainment industry, Madeline Di Nonno brings a wealth of experience and insight to the discussion!
Ready to explore policy through play? Get ready for another illuminating conversation about serious games on the Filament Games Podcast! Meet Dr. Elizabeth M H Newbury, the visionary behind the Serious Games Initiative at the Wilson Center. As Director, she transforms policy discussions into interactive experiences, using games to engage the public around critical, real-world issues in science and policy research. Filament has collaborated with the Wilson Center before, and as you can probably tell, we have a lot in common when it comes to our values surrounding game-based learning. Tune in to this conversation between CPO Jennifer Javornik and Dr. Newbury!
How can video games support teenagers, assisting not only with their traditional education, but also their resilience, self-confidence, and mental health? Jane Lee, the Senior Director of Operations & Mental Health at iThrive Games, has the answers for you in the newest episode of the Filament Games Podcast! Join podcast host and Filament Games CPO Jennifer Javornik as she explores the intersection of educational games and mental health with Jane. As a key figure at the iThrive Games Foundation, Jane utilizes her expertise in psychology and project management to spearhead initiatives that equip teens with essential social and emotional skills through gaming.
Season 6 Episode 3 of the Filament Games Podcast is here, and we're thrilled to share another captivating interview from the Games for Change Festival with our listeners! In this episode, host Jennifer Javornik sits down with Dr. Jan L. Plass, a distinguished Professor at New York University and the Paulette Goddard Chair in Digital Media and Learning Sciences. Dr. Plass is not just a professor, he's a trailblazer in the field of digital learning, drawing from cognitive science, learning sciences, computer science, and design to shape the future of education.
Ahoy, mateys! In this episode of the Filament Games Podcast, we're diving into the depths of the sea monster's lair! And by that, we mean you'll join our intrepid host, Jennifer Javornik, as she navigates uncharted waters with Glenn Gillis, the co-founder and CEO of Sea Monster. Jennifer spotted Glenn in the wild at the 2023 Games for Change Festival and had the pleasure of interviewing him about his company, their work, games for impact, and more. Forget what you know about sea monsters - this one is on a mission to make a difference in the world through games and immersive experiences!
The Filament Games Podcast is back in business for a brand new season! In this season 6 opener, our Chief Partnerships Officer, Jennifer Javornik, engages in a thought-provoking conversation with David Ball, the Global Head of SecondMuse's Health and Social Tech portfolio.
Recebemos o Gilson Schwartz, que é Graduado em Economia (1980) e Ciências Sociais (1981) pela USP, Mestre e Doutor pelo Instituto de Economia da (UNICAMP) e Pós-Doutor no Instituto de Estudos Avançados da USP. Gilson também Presidente da ONG Games for Change na América Latina. A Games for Change é uma rede global que promove a criação e a aplicação de jogos digitais que transformem positivamente a sociedade, a educação, a economia e a cultura. A partir dessa chave, conversamos com Gilson sobre economia solidária, gamificação, capitalismo e mais. Ajude a financiar o Holodeck Design no Apoia.se ou fazendo doações pelo PicPay. Siga o Holodeck no Twitter, Facebook, Instagram, YouTube e entre em nosso grupo de Discord do Regras do Jogo. Nossos episódios são gravados ao vivo em nosso canal na Twitch, faça parte também da conversa. Participantes Fernando Henrique Anderson do Patrocínio Gilson Schwartz Dicas culturais: Killers of the flower moon (2023) Solaris (1972) Artigo Max Payne 3 e a estetização da violência, de Yohan Barcz Bem feito Músicas: Persona 5 – Beneath The Mask lofi chill remix Japanese Breakfast – Everybody Wants To Love You
We are in embargo hell so we can't tell you about all the cool games I'm playing, BUT we have a super awesome interview with Games For Change President, Susanna Pollack where she tells you about the future of the Games For Change conference. Learn more about your ad choices. Visit megaphone.fm/adchoices
Que tipo de habilidades os jogos podem estimular? Que reflexões? Essas perguntas são a chave para entender se um jogo tem poder educativo. Quem fala sobre isso ao Podcast da Semana é o professor da Escola de Comunicações e Artes (ECA) da USP, coordenador do grupo da de desenvolvimento de metaverso da universidade e presidente da ONG Games for Change na América Latina, Gilson Schwartz.Há dois caminhos em que os jogos podem ser muito úteis na educação. O primeiro é quando professores adotam games que não foram desenvolvidos para sala de aula mas tem certo potencial educativo, seja porque levam a um tipo de raciocínio específico ou porque tocam no assunto que está sendo debatido em sala de aula. Um exemplo dado por Schwartz é o do jogo best-seller Sin City, utilizado para discutir questões ambientais.O segundo caminho de utilizar videogame para educar é quando as próprias crianças e adolescentes aprendem a desenvolver jogos. Isso vai deixar com que fiquem muito mais críticos sobre o ato de jogar e a qualidade dos jogos com que se deparam. "O mesmo acontece com quem toca um instrumento. Essa pessoa vai saber apreciar música de um ponto de partida completamente diferente", explica.Schwartz falou ainda sobre como os games estão presentes em todo o lugar hoje, mesmo para quem não joga, e sobre as iniciativas que usam jogos para o desenvolvimento social, caso da Games for Change.
It's a big show this week.First up: writer-director Ryan Griffen and executive producer Nathan Anderson are here to talk with us about Lustration, the narrative VR series available on Meta Quest that adapts Griffen's neo-noir afterlife tale from comics to virtual reality. With a little help from voice actors like Kevin Conroy and Dante Basco. [6:00]Then David Markland of Midsummer Scream is here to tell us about this year's Halloween and Horror Convention, the first full Scream since 2019, which is returning to Long Beach July 29th - 31st. [35:10]Finally, we settle in for a great conversation with Susanna Pollack, President of Games For Change — producers of On The Morning You Wake (To The End of the World) and of the upcoming Games For Change Festival in New York City and ONLINE in July 13-16th that brings game makers and XR creators together with a focus on creating social impact through their work. [51:05]All that PLUS details on this November's Denver Immersive Gathering at the top of the show. Tickets on sale NOW. Get bonus content on Patreon See acast.com/privacy for privacy and opt-out information.
Nonny de la Peña is regarded as one of the most influential pioneers in virtual and augmented reality and immersive technologies and journalism. In 2022 Nonny received a Peabody Award, introduced by the Oscar Award Winning Director Alejandro Iñárritu, and in 2022 she was also inducted into the SXSW Hall of Fame. Nonny was named Wall Street Journal Technology Innovator of the Year, A Wired Magazine #MakeTechHuman Agent of Change, and she has been called “The Godmother of Virtual Reality” by Engadget and The Guardian. Fast Company named her “One of the People Who Made the World More Creative” and she was one of CNET's 20 Most Influential Latinos in Tech for her pioneering work in immersive storytelling. Her latest endeavor is as the Founding Director for Narrative and Emerging Media at Arizona State University, campus located in Downtown L.A. As a Harvard Graduate, a New America Fellow, Yale Poynter Media Fellow, and winner of the Knight Innovation Award, Nonny is widely credited with creating the genre of immersive journalism. She is currently a member of the BAFTA virtual reality board, and is a former correspondent for Newsweek. Nonny's virtual reality work has been featured by the New York Times, BBC, Mashable, Vice, Wired and many others. Showcases and Talks around the globe include the Sundance and Tribeca Film Festivals, The World Economic Forum in Davos, The Victoria and Albert Museum, Moscow Museum of Modern Art, and Games For Change. She has more than 20 years of award-winning experience in print, film and TV and her spatial narratives are consistently met with critical acclaim. Video of Alejandro Gonzalez Iñárritu presenting the Peabody Award to Nonny: https://www.youtube.com/watch?v=Xqoz7KZdyaY&t=0s For more on Nonny or to book her to speak: https://www.calentertainment.com/portfoliotype/nonny-de-la-pena/Love the show? Subscribe, rate, review, and share! https://www.calentertainment.com/virtually-speaking/
Bonjour tout le monde ! Pour ce nouvel épisode de podcast, je vous propose un digest de l'article de Celia Hodent - https://celiahodent.com/ - L'éthique dans l'industrie du jeu vidéo : une approche démystifiante et scientifique (paru en décembre 2019). https://celiahodent.com/fr/lethique-dans-lindustrie-du-jeu-video-une-approche-demystifiante-et-scientifique/ À propos de l'auteure : Celia Hodent, PhD, est une experte en jeux vidéo UX (expérience utilisateur) et en psychologie cognitive. Elle est conférencière, écrivaine et auteure acclamée de The Gamer's Brain : How Neuroscience and UX can Impact Video Game Design - http://thegamersbrain.com/ Games For Change - https://www.gamesforchange.org/ Une absence d'évidence, n'est pas une évidence d'absence. Écoutez le podcast 75 - Les « Dark Patterns » Merci d'avoir écouté ce podcast, je vous invite à vous abonner pour ne pas rater les prochains épisodes. Si vous voulez en savoir plus sur moi, je vous invite à consulter mon profil LinkedIn. Si vous souhaitez de l'accompagnement pour implémenter ces notions et ces outils dans vos équipes et vos projets, vous pouvez faire appel à mes services de consultant en UX Design. Il vous suffit de me contacter via mon profil LinkedIn ou visitez notre site internet à la section Nos services. Au plaisir! Édition : Stéphanie Akré « Jingle du podcast » : Nous souhaitons remercier chaleureusement Gordon W. Hempton The Sound Tracker® qui nous a fait don de la totalité de sa merveilleuse bibliothèque de sons récoltés dans la nature.
On the Morning You Wake (To the End of the World) is now available for free on Oculus, and it’s a must-watch immersive story that
Dr Stefan Schutt chats about upcoming Games For Change Asia-Pacific virtual festival; and Monash University's Mark Andrejevic explains what the Australian Ad Observatory Project is and why making online marketing transparent for consumers is critical for our society. Plus all the latest news in tech, gaming and development news with presenters Warren Davies, Rowena Murray and Dan Salmon.Website: https://www.rrr.org.au/explore/programs/byte-into-itFacebook: https://www.facebook.com/3RRRFMByteIntoIT/Twitter: https://twitter.com/byteintoit
The impact of games cannot be underestimated. Especially during the pandemic, games have become a social platform, connecting people and keeping them engaged. Not only are games now creating an impact socially, it's starting to also show tremendous importance in various industries including education, healthcare, and so on. Today's guest is Susanna Pollack, a cross sector leader, public speaker, and a social entrepreneur with over 25 years of experience in building successful initiatives to advance ambitious public goals throughout traditional and interactive media. Currently, she is the president of Games For Change, the largest industry facing gaming company, based in New York, dubbed by the national media as “the Sundance for video games.” The company attracts industry leaders across game design, emerging technology, media, foundations, government agencies, academia and brands. Prior to that, Susanna held various senior level positions at BBC Worldwide Americas over a 14-year period. Here are some power takeaways from today's conversation: - Susanna's pivotal reinvention moment from the movie industry to gaming - Transferring your skills from one industry to another - Building strong relationships with brands and organizations - The role of games in our lives today - The Games For Change Student Challenge Episode Highlights: Susanna's Career Background Susanna started pursuing a career in theatre production, and eventually, worked at BBC for 14 years, holding various senior level positions. When her priorities changed and she felt she wasn't learning anymore, she stumbled across an organization focused on impact through interactive engagement and storytelling. Her story is proof that if you set the course to know what you want to create in your life and believe it's possible, then you've got a better chance of grabbing that and making it happen. Moreover, there are transferable skills and experiences that you can bring from one industry to another. Building Strong Relationships to Bring Forth Growth Susanna underlines the importance of building strong relationships with brands and organizations that are aligned with their specific focus for their corporate social responsibility, whether that's climate change, social justice, or education. Now, they have non-endemic brands that are not in the games industry, but recognize the impact they have, spanning industries from telecommunications and automotive to entertainment and the games industry. The Impact of Games on People's Lives Today Kids who identified as gamers prior to the pandemic were more resilient during this period because they had the skills and know how to connect with others. The education sector is also now seeing the impact of games on education. Teachers and students are struggling with online learning because hours of Zoom calls have resulted in kids feeling disengaged and exhausted by all this. And so, they've seen an accelerated interest from teachers in using games as a way to engage kids in the curriculum. Games are now being used for relaxation and meditation and other health and awareness issues. More investments are going into devices and games being used for treatment. In fact, during the pandemic, the FDA approved the first video game that can be prescribed by doctors for treatment of ADHD. Games For Change www.SharpeAlliance.com www.TheReinventionExchange.com RE:INVENT YOUR LIFE! WHAT ARE YOU WAITING FOR? Available on Amazon Books and Apple Books
Susanna Pollack calls in as Games For Change kicks off its 18th annual festival exploring the impact of games on education, healthcare, research, civics, and social issues. Festival highlights Nsé Ufot (New Georgia Project) - The Grassroots Game: New Media for Voter Engagement Josh Shen (State Dept) - Can Governments Help Grow the Gaming Community? Jenny Wu (Understood - festival's support of accessibility and usability) - Raising Good Gamers: Youth, Safety, and Diversity John Hanke (Niantic) - Keynote - Building Real World Communities with Niantic Katie Salen (RGG) - Well-Played / Raising Good Gamers: A Behind-the-Scenes Look at 3 Families' Experience in Minecraft Show links GamesForChange.org G4C on Twitter G4C on Facebook The Games For Change Newsletter --- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app --- Send in a voice message: https://anchor.fm/gamedevbreakdown/message Support this podcast: https://anchor.fm/gamedevbreakdown/support
Susanna Pollack calls in as Games For Change kicks off its 18th annual festival exploring the impact of games on education, healthcare, research, civics, and social issues.
www.patreon.com/artistdecoded Jesse Damiani is a writer, curator, and cultural producer living in Los Angeles, CA. He covers art, media, and technology on Forbes, and serves as . Other writing appears in Billboard, Entrepreneur, Quartz, The Verge, and WIRED. He has consulted with Google, Oculus, and the Sundance Institute, and served as a mentor in the YouTube VR Creator Lab. He is also Founder and Series Editor of Best American Experimental Writing. He was the Curator/Producer for the XR art exhibition, Spatial Reality, at sp[a]ce gallery; Co-Curator of Virtual Futures with LACMA for LA Art Show; and Co-Curator of SIM-CINEMA with FLOAT and Wevr. He is Curatorial Advisor for CURRENTS New Media and founded the AWE Arts Initiative, where he curated and produced the Immersive Arts Symposium. He also curates The Tech Zone at DesignerCon and XR For Change, the XR summit at Games For Change. Topics Discussed In This Episode: NFTs and the blockchain The future of NFTs Artists managing the sale of their work VR exhibitions powered by NFTs and blockchains Unlocking the potential of NFTs The ecological impact of NFT transactions How an artist can use NFTs to sell their artwork Jesse’s entry point into emerging technologies Human and A.I. collaborations Translating high-level concepts into tangible and practical applications Simulation Theory Poetry as it relates to emerging tech www.artistdecoded.com www.instagram.com/jessedamiani
Justin Reich is joined by Susanna Pollack, president and director of Games for Change and Kate Selkirk-Litman, founding teacher and curriculum specialist at Quest to Learn, to discuss games in education and the STEM Your Game Challenge, a contest for game developers to reframe game design with the lean of serving STEM education.“The community that we want to tap through this challenge is the commercial entertainment game developer. The game developer who might not have thought about the use of their games in educational contexts, but think that there might be something unique about their game, that if paired with a curriculum developer, curriculum advisor, or an educator like Kate, could actually find those threads and those connections to align with STEM education…” - Susanna PollackNote: The deadline for submissions has since been extended to January 6, 2021. In this episode we’ll talk about:NYC school closuresGames for Change mission in light of COVIDSTEM Your Game ChallengeBridging games and educationPast examples of successful game implementations Resources and LinksLearn more about the STEM Your Game Challenge!Check out Justin Reich’s new book, Failure To Disrupt! Transcripthttps://teachlabpodcast.simplecast.com/episodes/games-for-change/transcript Produced by Aimee Corrigan and Garrett BeazleyRecorded and mixed by Garrett Beazley Follow TeachLab:FacebookTwitterYouTube
Navid KhonsariRaised in Iran, Navid Khonsari is a video game, virtual/mixed reality, film and graphic novel creator, writer, director and producer. As a video game director, Khonsari is known for having developed the cinematic look and feel for the iconic AAA franchises such as Grand Theft Auto/Vice City/San Andreas, Max Payne, The Warriors, Midnight Club, Manhunt, Red Dead Revolver, Alan Wake, Homefront and the recent Resident Evil 7.Khonsari’s celebrated original titles; 1979 Revolution, Hero, Fire Escape, Blindfold—have earned him the industries top honors including Best Game Direction and Independent Game of the Year Nominations by Academy of Interactive Sciences (DICE), BAFTA, Winner of Facebook’s Game of the Year, Lumiere Award for Best Immersive, Winning Indiecade Jury Prize, NY Game Critics Nominations for Writing, Best Narrative Game, Tribeca Film Festival’s Storyscape Award and more.Under the direction of Khonsari, his independent studio is at the forefront of video games and immersive experiences––that Fast Company calls “an Innovation Agent”. Featured in more than 70 notable press outlets including, NEW YORKER, VICE, BBC, FAST COMPANY, NPR, WIRED, TIME, BUZZFEED AND THE GUARDIAN. Khonsari contributes as an adjunct professor at Johns Hopkins and guest lectures sharing his unique vision, bold success as a director for games and immersive experiences for classes at Yale University, Princeton, Columbia, Duke, Northwestern in Qatar, University of North Carolina, White House, United Nations, Sundance and more.Khonsari often speaks and lectures on the convergence of technology and storytelling to incite empathy, challenge stereotypes of within mass media --- at venues such as Sundance, Hot Docs, DICE, Games For Change, FoST, Game Developers Conference (GDC), White House, Canadian Embassy, SXSW, VIEWS, NY Film Festival, UN and universities including Princeton, SCAD, Columbia, Northwestern. Khonsari is an advisor and fellow of the New Frontier Lab at the Sundance Institute and recipient of support from Doris Duke Foundation for Islamic Art, IFP and Made in NY.Vassiliki Khonsari is an award winning interactive director/writer/producer whose genre defining work pushes on the boundaries of storytelling and technology across platforms. Vassiliki co-founded iNK Stories––the interactive story studio that Fast Company calls an “innovation agent”. In creating video games, virtual reality, mixed reality or film, iNK’s ethos is centered on bringing visionary, authentic, and impact forward 'aha moments' to audiences. A visual anthropologist , Vassiliki's documentary work has been broadcast in more than 20 countries and on Netflix, ESPN, Sundance Channel, Discovery, TLC, MTV and more. A member of the Academy of Interactive Sciences, Producers Guild, Guild of Future Architects, PGA WIN’s Culture Shift, Consultant and Fellow of Sundance Institute New Frontier Story Lab, recipient of support from The Doris Duke Foundation, IFP, MADE IN NY Innovation Grant. Khonsari contributes to the landscape of technology, storytelling and social impact to reframe an equitable future––at labs, workshops and institutions such as the Sundance Institute, United Nations, Princeton, Yale, Columbia, Northwestern in Qatar, SXSW, NYC Public Library, Games For Change, FoST, Phi Centre, Johns Hopkins ISET Summit, CPH:LABS, Saul Zaentz Innovation Fund, Oslo Freedom Forum, Produced By Conference, IDFA, Telly Awards, Juror for One World Media Festival, Doha Forum, Electric Dreams and more.Recent original titles include the groundbreaking location based multi-sensory installation, Hero (Winner of Lumiere Award ‘19, Sundance '18, Winner of Tribeca Film Festival Storyscapes Award '18); Fire Escape, Neo-Hitchcock Interactive VR series made with Google (Telly Award, Tribeca '18, Winner of Infinity Film Festival, Winner of Nexon Award, NYFF, Indiecade Finalist, International Mobile Game Award Nominee, NYC Game Critics Finalist), Blindfold––Interactive VR (Sheffield; FoST, Oslo Freedom Forum, Games For Change, CPJ, Human Rights Festival), 1979 Revolution–– cinematic video game (Facebook Game of the Year, BAFTA Nomination, Sundance, Tribeca, UNESCO, Academy of Interactive Arts & Sciences (DICE) Best Game/Best Director, International Mobile Game Awards, IndieCade Winner). Some of her current projects include Who is Michael Sterling, Blue Light and a new slate of video games. Creative collaborations across platforms include Google, Capcom, Verizon, Microsoft, HTC, HP, Bose, Verizon, Nexon, Stanford University, Columbia, Yale, Eko, Intel and more.Rui Xin Oh, from Singapore, is a Media Industries and Technology senior studying in Northwestern University in Qatar. Driven by her fascination to create interactive narrative content with respect to video games and virtual reality, Rui has actively sought exposure and experience in screenwriting, making a short film and Unity game, creating 360 and AR photogrammetry content, animating on After Effects, and project managing for History Adventures. She is currently working on a podcast/documentary series that will touch upon the stories behind Qatar’s diverse population.
This week we talk about Halo Infinite's multiplayer going free to play, Sony sharing that we'll get no new news in their State of Play. Marvel's Avengers will get SpiderMan on PS5 and Susanna Pollack, President of Games For Change joins us for an exclusive interview.
Apresentação do Festival Virtual --- Support this podcast: https://anchor.fm/smartradiostation/support
Game Consultant Podcast, Episode 8 with Corona hits gaming industry, LATAM and Gaming, Games For Change, Beat the Intro and more! In Episode 8 of Game Consultant some very interesting topics, besides the lastest game news. - Margaret of Games for Change Accelerator is explaining what this Accelerator is doing, what are they looking for and how they operate - Carlos did dive into Latin America for us. Which gaming companies, IP’s, demographics and much more - Start up in Games; Musicplode with Beat the Intro. Company to watch; GamerSafer, Games2Win and Lightneer. More information about this episode is on my site; https://www.game-consultant.com/game-news/2020/03/08/game-consultant-podcast-episode-8-with-corona-hits-gaming-industry-latam-and-gaming-games-for-change-beat-the-intro-and-more/ Ohter episodes you can listen on PodcastGameConsultant.com #podcast #podcasting #podcasts #spotify #podcastlife #podcaster #radio #music #youtube #podcastersofinstagram #itunes #comedy #hiphop #love #podcasters #entrepreneur #soundcloud #applepodcasts #interview #motivation #repost #s #radioshow #art #podcastshow #applepodcast #rap #dj #podernfamily #bhfyp
Winslow Porter discusses his trajectory into the world of immersive installations and his use of tech to craft virtual realities rooted in narrative simulations intended to shift perspectives. Winslow was most recently involved in the production of Tree, a VR simulation that transforms participants into a rainforest tree, allowing them to experience the tree’s growth from a seedling to its fullest form and eventual destruction.Learn more about Tree here-About Winslow Porter-Winslow Porter is a Brooklyn based director, producer and creative technologist specializing in virtual reality and large-scale immersive installations. In 2014 he produced the Tribeca Film Festival Transmedia Award-winning documentary CLOUDS. Winslow formed studio the New Reality Company with Milica Zec in 2016, creating the critically acclaimed cinematic VR experiences Giant and Tree. Both were named designers in residence at A/D/O, a BMW sponsored design center in Greenpoint Brooklyn and selected as two of Adweek’s Top 100 creatives. In 2018, Tree won the Lumiere award for Best Location Based VR Short at Warner Brothers Studios in Los Angeles, the Most Innovative Award at Games For Change, two Telly Gold Awards for Use of VR and Social Responsibility in Branded Content, and the Webby People’s Voice Award for VR: Interactive, Game or Real-Time. Winslow Porter is New INC mentor and a World Economic Forum Cultural Leader.Learn more at http://newreality.co/Follow Winslow at @winslowturnerporteriii or @newrealityco
At the Games for Change 2019 conference, Sharang Biswas gave a presentation on “Promoting Sex-Positivity Through Analog Games.” He won a grant from The Effing
Back when I was a kid playing Nintendo Mario, if you would've told me that video games could be used as a tool for positive change I would have looked at you very confused. There's no doubt that video games and immersive digital technologies like VR and AR can entertain and take us to another world but our guest today believes they can also make positive change in people and within organizations. Susanna Pollock is the President of Games for Change, the leading games advocate for the power of games as drivers for social impact. She works with organizations to further their mission and make a bigger impact through digital games. We got into a great conversation about games and its potential to make meaningful change at every level. We talked about how she would respond to criticism that video games have a negative impact on society and how we can think of games differently to make change in our OWN life. We talk about Susanna's story of realizing her passion for storytelling and media early on in her life (and not ever giving up on it!). The potential of video games and immersive technologies to: transfer knowledge, teach empathy, build awareness and build cognitive development How we can all use games to improve our lives or reach a goal
Matt and Sam are back to talk about the E3 Games Expo and Matt talks about his experience going to the Games for Change Conference! Social Media: Email: trigpod@gmail.com Twitter: @trig_podcast Twitch: @tpwtfSam
Hosts Tyler Gates and Sophia Moshasha talk with Susanna Pollack & Jesse Damiani about the history of Games for Change and how XR is taking a larger role in driving empathy and change across industries. Susanna Pollack is the President of Games for Change and one of Jesse Damiani’s positions is the Curator of XR for Games for Change. To connect with Susanna Pollack: Twitter - @SusannaPollack To connect wtih Jesse Damiani: Twitter - @JesseDamiani Visit the VR/AR Association at www.TheVRARA.com for more information about how you can get involved with this worldwide organization. Subscribe to the podcast wherever podcasts are found or listen to past interviews at www.TheVRARA.com/podcast
Greetings! I'm Alex Culafi, Producer and Editor of The VentureFizz Podcast, and on today's bonus episode, we're going to do something a little different. Today, we're talking about a subject near and dear to my heart: video games and the power of play. I sit down with Susanna Pollack, President of Games for Change in New York, which is a nonprofit organization that empowers game creators to drive real-world change using games and technology. Some of the ways they do that include the game design competition called the Games for Change Student Challenge, interactive arcades produced to show off the best social impact and learning games in the market today, consulting for creators, and more. They also produce the Games for Change Festival in June as well as the recently-announced Games for Change Accelerator, which provides funding, mentoring, go-to-market planning, on-going business development, and continuous support to selected companies. In this episode of our podcast, we cover lots of topics, like: -Susanna's background and experience, and how she joined Games for Change. -All the details behind Games for Change and what they do. -What Susanna thinks makes video games uniquely qualified to spark change. -Examples of video games large and small that are successfully pro-social. -The details behind the new Games for Change Accelerator. -Some of Susanna's favorite video games. -Plus, a lot more. Lastly, if you like the show, please remember to subscribe to and review us on iTunes, or your podcast player of choice!
(Photo courtesy of Games For Change, and used with permission,) At Games For Change, games are about far more than recreation. The New York-based nonprofit's mission is empowerment. Through game design, Games For Change provides a vehicle for innovators. The goal: to start with a game, and facilitate positive change in the real world. Games for Change President Susanna Pollack is right at the center of some exciting educational and professional innovations. (Photo courtesy of Games For Change, and used with permission.) Programs offered by Games For Change include an annual "Student Challenge", for middle- and high-school students. Young participants create digital games with a social impact, based on the issues they've observed in their communities. (Photo courtesy of Games For Change, and used with permission.) In addition, every year, Games For Change hosts the largest social-impact games festival in the game industry. Their 2018 "Games For Change Festival" brought more than a thousand attendees together to explore the ways digital games can make a difference. And a new year-round initiative, XR For Change, seeks to create collaborative experiences with storytellers, technology companies, researchers and users, with the goal of improving lives. Susanna shared the story of her organization, explained how the Student Challenge works and offered a look at the ways Games For Change is looking to reach even further to make a difference. On this edition of Over Coffee®, you will hear: Why games offer an optimum opportunity to drive impact on social issues; How Susanna first became involved with Games For Change; The story of Games For Change and how the organization developed its mission of creating an impact through games; How the Games For Change Challenge for public schools came about; What teachers can expect, with this curriculum; What's currently being planned, for next summer's Games For Change Festival; The resources Susanna recommends, for game creation for social impact; How Susanna and her staff are working to involve more women in game design; One of the ways a major educational institution is using VR to address a major social problem; How the XR For Change program works; How you can get involved with their work (they produce social-impact public arcades for community events!).
The organization Games for Change is hard to describe as being just one thing: they throw a Festival that happens every year in NYC, and that's been the backbone of the organization, but around that has grown a really important community of artists and activists, educators, computer scientists, developers, funders, and game studios who believe deeply in the power of games for improving the human experience. Sometimes that's about empathy for other humans, sometimes it's about zooming in on something remarkable, sometimes it's about simply tapping the playfulness in all of us. When I think of Games for Change - some might call them Serious Games - I think of titles like Dys4ia, a flashgame by the legendary Anna Anthropy - quoting from Wikipedia, "to recount her experiences of gender dysphoria and hormone replacement therapy". There are hundreds of titles, and many would argue that the boundaries between "serious games" and others is really about your game design practice, more than genre. They can be blurry, when you put them up against Educational Games, or even virtual environments where the outcomes aren't purely a play for revenue.I've been really lucky to be a part of this organization's evolution as a participant at the festival, as a partner to their student game design challenge in my role at Mouse, and as a member of the community that gains so much from the vision they put forward 15 years ago. I feel like an Anniversary gift is in order, and while I didn't send chocolates to founders - Ben Stokes, Barry Joseph, Suzanne Seggerman - it felt like the next best thing to spend some time with G4C President, Susanna Pollack, and give you a chance to hear from two winners at this year's festival.3 Conversations, 15 years of Games for Change - enjoy.Notes from this episode:Games For Change: http://www.gamesforchange.org/Attentat 1942: http://attentat1942.com/Attentat 1942 Gameplay: https://youtu.be/kLct7kVW1sMCharles University: https://cuni.cz/About Assassins Creed, Origins for Education: https://www.nytimes.com/2018/05/16/arts/assassins-creed-origins-education.htmlSTEAM: https://store.steampowered.com/Technology Student Association: http://www.tsaweb.org/Play Garrett at Chameleon School: http://tsabms.bsd.k12.pa.us/VideoGameDesign/Team903/2018 G4C Student Challenge Winners: http://www.gamesforchange.org/studentchallenge/awards-2018-student-challenge/ See acast.com/privacy for privacy and opt-out information.
The Impact and Success of Games For Change Josh Bycer josh@game-wisdom.com This week on the cast, I was joined by the CEO of the Games For Change festival Susanna Pollack to discuss the festival now going on 15 years of inspiring students to make video games. We started with discussing what … The post The Impact and Success of Games For Change appeared first on Game Wisdom.
Nesse episódio, Bruno Carvalho, Edu Aurrai e Felipe Mesquita, falaram sobre as "novidades" da SEGA,a expansão dos indies no Nintendo Switch, os planos da Activision para entrar na onda do Battle Royale, e mais. Duração: 93 min Comentados:>Charles Bronson ''Hard Times'' X Street Fighter>Trailer de Death Kiss >Cookie Clicker>Games For Change - 88 Seconds of Video Games
Video games have long been dismissed from mainstream audiences as shallow or immature, but can they be something more? Our multimedia editor JP Keenan traveled to the "Games For Change" festival to talk with game designers about the power of "empathy games" and learn about future of virtual reality to see if it's the game changer everyone is selling it out to be. More links from the story: Sojourners magazine article about That Dragon, Cancer Chris Milk's TED Talk Media company behind "Blindfold VR" Planned Parenthood VR experience That Dragon, Cancer official site
Jeff gets early hands-on with Wolfenstein 2: The New Colossus, and discusses Games for Change.
Games are fun and social change is serious. Right? We talk with Asi Burak, the president of GamesForChange.org an organization that leads the sector in thinking about the intersection of games and social change. Their annual Games For Change conference brings together the leaders in the gaming and social sector fields to learn about cutting edge advances in the field. Our conversation covers some examples of successful games and how nonprofits can start exploring gaming for social impact.
Asi Burak, president of Games for Change, presents an overview of the latest case studies, trends, challenges, and success stories in the growing field of digital games designed for social impact. Speakers: Asi Burak, Maryanne Olson. (Recorded: Dec 10, 2014)
UT Dallas MFA student Peter Wonica and MA student Richard Wirth meet to discuss the topic and movement known as "Games for Change", in light of their recent participation in the Meaningful Play conference. http://backward-compatible.com/