What Happens When Game Makers Put ³Change² on the List of Deliverables?
Bio
Director Karen Sideman is a game/interaction designer specializing in educational play. She is currently consulting on design and development for projects that include web games, console titles, and large scale ³live, in-person² educational simulations. Current and recent clients include: LEGO Online Games Group, Curious Pictures, This Is Pop NYC, and Pentagram Design/Edward
M. Kennedy Memorial Institute.
She is an adjunct instructor in the MFA Design & Technology program at Parsons the New School for Design, and during 2008-9, was one of the main organizers of PETLab (Prototyping, Evaluation, Teaching and Learning Lab) during its initial period as a a MacArthur Foundation supported collaboration between the Games For Change organization and Parsons.
During the tech-boom 90¹s she was Creative Director at Sesame Workshop Online, leading the team that built a massive web presence for the Sesame Street media education phenomenon much of which is still engaging and educating preschoolers today.
Talk Description
Games for Change address social issues with an implied or overt promise to impact related attitudes, events or situations. These games provide Serious Game creators and scholars with a kind of living laboratory for evaluating claims and measuring interactions between efficacy and entertainment. A designer with many years of connection to the G4C ³movement² shares
observations on what has and has not worked so far, and what might be worth.