Human Futures April 2019 | Page 64

tions—including WFSF—to bring her vision to fruition. of a topic as serious as design- ing a policy mix for interna- Help us understand the space. tional development? What is Gamification? Is it the There are many good reasons to gamify the SDGs; however, two of the most important are same as Serious Games and first, to educate the public and second, to create Game-based Learning? Gamification refers to the use of common game elements to influence behavior. A tiered reward structure, for example can encourage participa- tion in a fitness routine, or facilitate the achieve- ment of various educational goals. Game-based Learning refers to the use of games to educate through play. This can include board games, video games, or other game play, inclu- ding outdoor games. Parents and teachers have been using game based learning for years. One of my earliest memories of school was learning the multiplication tables through a game that involved racing a rocket (made of construction paper) to the moon. Game-based Learning can also refer to the design of entire curriculums. Quest to Learn, a NYC-based school, is one example of a school that integrates game-based learning in this way. To learn about biology, for example, students mig- ht spend the year working in a fictional biotech company where their job includes cloning dino- saurs and maintaining the appropriate ecosystem to support them. innovative ways to attain the Goals. Gamifying the SDGs can motivate people to learn about them, and it can also encourage behavior that supports their attainment. As to how to make a game out of a topic as serious as designing a policy mix for international development, I can only speak to my own approach, which is to include in the design the means for players to take action to achieve the goals. Educating without providing tools for action is a recipe for learned helplessness, apathy, and depression—conditions that are on the rise. Who is Cyberhero League de- signed for? How does one play the game and what is the goal of the game? The game, Cyberhero League, is designed for youth, ages nine & up. The overarching goal is to help young people learn that they can use digital technology heroically—to help other people, ani- mals, and the environment. The project grew out of the desire to bring the “cyberhero” archetype out of the academic literature so the younger ge- Serious Games is a term that refers to games that neration could grow up with the knowledge that have another purpose other than entertainment. an antithesis to the “cyberbully” exists—giving They are used across a wide variety of profes- them an opposite role model to embody. Gaming sions and industries, including Futures. is a form of storytelling and ultimately, since we aim to expand the mythic and heroic imagina- Why gamify the SDGs? And tions, it felt like a good place to reach our target how do you make a game out 64 HF | April 2019 demographic. Cyberhero League is an example of Game-based Learning. Social-emotional learning is a big part of the project, but physical activity and citizen ac- tivism play important roles. The game is designed around a series of quests tied to the missions of our nonprofit partners. In the process of comple- ting quests, players earn a variety of medallions, badges, and crests—the achievement of which unlocks aid for our nonprofit partners. We’ve also partnered with the United Nations to achieve the SDGs. To make the game’s goals more manage- able, and fun, we’ve grouped the 17 SDGs into 5 Crests—”Vital,” “Essential,” “Cardinal,” “Planetary,” and “Uni- versal.” In addition to learning about the SDGs, Players actual- ly help achieve theg- Goals through partici- pating in Awareness Events—commu- nity-based events that include activities such as planting trees and recycling. What gamification and games-learning trends are you seeing now, and what do you see on the horizon for games as tools of empowerment and engagement? are trends in gaming and game-based learning. Augmented reality is being used successfully in museums, schools, and national parks. On the horizon, the Internet of Things will have a huge impact on gaming—not only will it usher in new types of game play, but it will also impact Ga- me-based Learning. I’m interested in designing games that support engagement with the natural world. Children—and adults—we all need to spend time in and with the natural world. That’s how we learn to love nature—and ultimately, what moves us to protect it. What and where next? My next project, Gaia Genome Project, is a partici- patory art project that involves gaming and citizen science. In molecular biology, the genome of an organism is its hereditary information encoded in DNA. Thus, in strictly scientific terms, the “Gaia genome” would consist of the hereditary informa- tion encoded in the DNA of every organism living on Earth. However, rather than mapping DNA, through creatively envisioning an outward expres- sion of that map, the goal of the artwork is to help people visually see, cognitively understand, and emotionally experience the interconnection between all life forms. The aim is to motivate participants to take actions to stop the tide of en- vironmental destruction and support sustainable futures. The Gaia Genome Project asks partici- pants to imagine each specie as part of a larger sequence, a sequence that can’t be understood until the whole is present. The artwork will evolve in tandem with participation—I’m currently see- king collaborators and philanthropists. Augmented reality (AR) and Virtual reality (VR) HF | Human Futures 65