Deadline: December 15, 2014 @ 11:59 p.m. EST
Through case studies, panels, presentations, workshops and demos, we look to highlight models for collaboration on game development and distribution, bridging the gap between compelling entertainment and issue-driven games.
Our goal is to invite innovative, fresh concepts, approaches or models for advancing the field. Presentations previously made at the Games for Change Festival or similar forums are unlikely for serious consideration. The same goes for self-promotional presentations that are not focused on transparent sharing of lessons learned, failures, and meaningful takeaways for the audience.
Accepted speakers will receive complimentary passes to the Games for Change Festival. There is no fee for submissions.
Game Design for Social Impact
Best practices for balancing compelling and engaging gameplay with the need to drive and assess impact. When, where, and how to best incorporate content expertise into the design process.
Bridging the Gap
Presentations on what's needed to bring closer the commercial industry, independent developers, and the games for change community.
Partnerships and Collaborations
What creative and financial structures are being used to produce social impact games that effectively connect with their desired audiences (nonprofit and for-profit)?
Case Studies and Postmortems
Deep dive that allows a closer look at specific elements of a project from its inception through game design and production, beta testing, marketing, distribution, and assessment.
What are some of the ways in which games for change are finding their way into the marketplace from the education market to consumers? How can expertise within the commercial game industry be leveraged for social impact games?
Business Models and Financing
From Kickstarter and other crowdfunding initiatives to public funding or private equity, what are some of the ways in which games for change are identifying and securing new sources of financing? How is this changing their relationship with potential audiences?
Games for Learning
We are seeking dynamic sessions focusing on possible breakthroughs in the field. We're interested in moving beyond the school day and core curriculum to a more modern and less boundary-driven vision of learning. For example, what knowledge, perspectives, and skills are needed to promote better global citizens? To affect change on key issues that influence youth such as the environment, security, and conflict resolution? To improve emotional and social skills and non-cognitive capabilities like grit and tenacity? To blend science and creative game design for stronger educational impact from new research frontiers such as neuroscience, behavioral economics, and cognitive tutoring?
Gender and Inclusion
We are interested in amplifying the discussion around diversity in games culture. How could we include female voices in creation and consumption? LGBT makers and audiences? A diverse range of cultures and nationalities including the underprivileged
Transmedia, Interactive Experience, and Virtual Reality
How can games amplify other forms of media such as film and vice versa? We're looking for exemplar transmedia projects, new platforms, or empathy-inspiring VR. We want to challenge the boundaries between games, film, and everything in between.
Now through December 15, 2014
December 15, 2014, 11:59 p.m. EST
February 6, 2015
Games for Change Festival
April 21-23, 2015