games

Games can be an effective and compelling way of teaching and learning about the issues facing communities and individuals. They afford a method of engagement that is fun, active, and that encourages participants to think more deeply about issues and challenges.
See also education.

Our projects

NOT::Boston

NOT::Boston is a real-time, location-based game, that lasts for six weeks. During that time, players are assembled into three teams and they compete to create their neighborhood five years in the future. There are three main game components: weekly missions, where the game presents tasks to all the players; user-generated challenges, where individuals pose challenges to opposing teams; and Gawk (or a future version of Yelp), where players review what they would like to see in their neighborhood. In all game activities, players must organize their neighbors and form alliances to get things done. If someone always wanted a burrito shop in her neighborhood, she simply enters a review in Gawk and encourages her neighbors to do the same. If enough other people write positive things, then the map of Boston (5 years in the future) will reflect this desire. Likewise, negative reviews of a current business will have the opposite effect on the future map. NOT::Boston gets players out in their neighborhoods, talking to people and using the streets. Want to save a public park from being paved over? Get 10 people to gather in the park and submit photos of the gathering from your mobile phone. Want to know more about local shop owners? Then challenge other players to go out an interview them. The goal is to make a better neighborhood.

How might communities use it?
Alienation and isolation are often associated with life in many American cities. People don’t know or even recognize their neighbors. The average city dweller spends more time communicating with people on the other side of the city or the country than they do communicating with people on the other side of the street. NOT::Boston will enable local communities to organize around issues they care about, strategize about how to make their neighborhoods better, identify what's important to them, and cultivate identities that can persist beyond game play.

At what stage of development is it
As a prototype, NOT::Boston is seeking funding for full development and deployment.

Project team: 
Eric Klopfer

TimeLab 2100

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TimeLab 2100 is anugmented reality (AR) game. It was designed to create a participatory educational experience, leveraging existing AR technology in which participants consider and discuss local issues of scientific and societal significance and prompting civic media and citizen/political action.

TimeLab 2100: Game Description
It is the year 2100 and the TimeLab needs your help. Climate change has not been kind to Cambridge, Massachusetts, or the rest of the world. TimeLab researchers have determined that a pivotal election held in 2008 might have changed the course of history. As players in this AR game, your goal will be to research possible laws to put on the 2008 ballot (out of 17 possible laws, TimeLab can put 5 on the ballot). Players will factor in two things about each potential law:

  1. Each law has a predetermined impact rating (low impact, medium impact, high impact)
  2. Each law has a pre-determined popularity rating (unpopular, somewhat popular, very popular)--meaning how likely a law is to pass (reminder: players are just putting laws on the ballot, which still must be voted upon).

As players walk around outside, they meet virtual characters or get other virtual information to tell them about the laws. Then the players reconvene, review what they learned during the outside portion of the game, and prepare a thirty-second plea to the group in which they nominate potential laws. As each new law is mentioned, it is added to a 3x3 grid reminding the group of its impact/popularity. Once all groups have spoken, the non-nominated laws get put aside. Then each player (or team of players) gets ten minutes during which they decide where to cast their three votes. When the voting is complete, the whole group sees which laws got the most nominations. Then to account for whether a law is voted into legislation, a 20-sided dice is rolled to determine if votes pass (1/20 unlikely, 10/20 moderate likely, 19/20 very likely). Outcomes are read for each of the laws which DID pass.

Additional collaborators: Joshua Sheldon, Judy Perry, Marleigh Norton

How might communities use it?
Can be used to see what the impact of two competing proposals would mean to a neighborhood, town, campus, etc.

At what stage of development is it?
Deployed at the Cambridge science festival, a summer camp for students at MIT, and at the conference last summer.

Related Tools & Resources: 
TimeLab 2100 software toolkit
Project team: 
Eric Klopfer

Community Partners & Projects

Citizen Media Law Project

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The Citizen Media Law Project (CMLP) provides legal assistance, education, and resources for individuals and organizations involved in online and citizen media. The CMLP also provides research and advocacy on free speech, newsgathering, intellectual property, and other legal issues related to online speech.

The CMLP is jointly affiliated with Harvard University’s Berkman Center for Internet & Society, a research center founded to explore cyberspace, share in its study, and help pioneer its development, and the Center for Citizen Media, an initiative to enhance and expand grassroots media.

The CMLP seeks to build a community of lawyers, academics, journalists, and others who are interested in facilitating citizen participation in online media and in protecting the legal rights of those engaged in speech on the Internet.

For more information, please visit our website at http://www.citmedialaw.org/.

Remembering 7th Street

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A re-creation of Oakland’s once vibrant 7th Street blues and jazz club scene as an online video game and virtual world. The multi-player game allows people to experience the club scene as it was in its heyday in the 1940s and 1950s, before it fell victim to redevelopment schemes and urban decay. The project was a Knight News Challenge recipient in 2007.

Playing the News

The Playing the News project is testing the idea that presenting the facets of complex news issues through the use of game environments or interactions would engage and inform the news audience.

We are developing two different game approaches.

Rye Reflections

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Can a citizens' publication work in a community of 5000?

Rye Reflections started in June, 2005, in the New Hampshire seacoast community of Rye. It publishes monthly, and members meet once a week for two hours at the Rye Public Library.

Street Media: Ambient Messages in an Urban Space

A thesis for Comparative Media Studies at MIT.

An inventory and analysis of the media lining our urban surfaces that describes how residents, visitors, governments, and businesses great and small use the streetscape to communicate.

by Rekha Murthy

Recent blog posts, discussions, and resources