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Google-Backed Nonprofit Shows Games can Teach and be Fun

When my eight-year-old My son said that he made his friends happy by fighting bullying in video games. I was intrigued. He shared his thoughts about Kind KingdomHis school librarian suggested the game he played, called. My son took his character to a friend, whose head was down. He then gave the heart to his other character. My son smiled as he lifted his head. After that, my son moved the player forward and encountered a bully. He was jumping around and clenching his teeth. After a quick series of buttons, the bully was safely behind bars.

Kind Kingdom Interland is a Google Division. This game was part of the four-game series about internet safety. It was great that these lessons could be applied in all aspects of life.

This is what I discovered Kind Kingdom Games for Change is a non-profit that supports and promotes creators who use games for social change. Arana Shapiro, managing director and chief learning officer at Games for Change, explains that “Kind Kingdom This is one of our favorite games because it conveys a positive message. This game promotes media literacy and online safety. It’s where children are and it is how we connect. Play and play together. We know that this is a natural state for youth, so we lean into it and use that medium to promote good.”

Games for Change allows you to connect with others and find games that will teach, motivate, and inspire. You can search for games and other content on the site. It has tags and age ratings, such as grief or mental healthcare. Kind Kingdom. For instance, Before I Forget He teaches people about living with dementia, and was nominated by the BAFTA. Attentat 1942 Through the lens of Holocaust survivors, it teaches players all about World War II. 1000 Miles of Cut Trip shifts the player’s perspective to better understand racism and discrimination, from naked hatred all the way to microaggressions. Best of all, they’re all games that help people understand situations they may never personally experience.

Benjamin Stokes, the author of Games for Change, founded Games for Change. Real World Games are Locally Played for Stronger Places and Greater Communitie; Suzanne Seggerman, a public speaker and adviser on new media and social impact; and Barry Joseph, an expert in digital engagement, with the mission of using video games for social good and a belief in the ability of gaming to teach people history, new skills, and more without necessarily being branded as “educational.” 

The team grew eventually and began working with other game developers such as Half the Sky, an Indian game developer; Leti Games in Kenya; Frima, who is a Canadian game designer that wanted to create games that have social impacts. “Over the past six or seven years, the company has been steadily growing because gamification has become so popular. Each one of us has at least one game console. We aren’t sitting in basements gaming anymore. Are you a gamer? WOrdle or Candy Crush? That makes you a gamer,” says Shapiro. “Many of us are playing games throughout the day and, if used in the right way, that method of communication can make a big difference in the empathy people have for others.”

Games for Change can be a wonderful place to discover games that have a social purpose. However, the organization also serves many other purposes in the game industry and is involved with executive producer roles on new projects. The team has been working with Goliath to create a video game in which the player is placed in the shoes and experiences of someone with schizophrenia. “There’s something about that experience of really feeling and tasting and touching that gives us a different kind of understanding,” Shapiro explains.

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