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Summary of Evaluation Findings
 Playing games brings together
               fundamental aspects of
               psychology, sociology and
               technology to engage people for
               social change
              72% of American households play
               computer and video games
WHY GAMES?
              Have seen the rise of games in
               popular culture with video games
               and reality television competitions

              Games engage the public’s
               imagination
 Knight Foundation aims to
             increase the ability of individuals
             to engage in change by funding
             innovative ideas
            Research on digital games
WHY FUND     shows that they can influence
SOCIAL
IMPACT       behavior
GAMES?
            Knight wanted to see if the same
             was true for games that took
             place in the real-world, in real-
             time with real-people
 Funded two pilot projects:
            Macon Money in Macon, GA
            Battlestorm in Biloxi, MS

WHY FUND
             – Knight partnered with local
SOCIAL         partners on a game that
IMPACT
GAMES?
               promotes the importance of
               hurricane preparedness
               through activities focused on
               youth as leaders.
CATALYZING
SOCIAL
CHANGE




Macon Money:
Connecting
residents and
spurring
economic
growth.
 More than 3,500 unique
                players.
               About one in five players
                played the game more than
                once.
AT A GLANCE
               $65,000 was distributed to
                players to spend at 41 local
                businesses.

               The top-earning business made
                more than $12,000
A MACON-
CENTRIC
INTEGRATE
D
STRATEGY

Game
designers used
images from
local partners
and from the
city’s history
HOW TO
 PLAY THE
 GAME



Match your bond
half with another
player, redeem
it for Macon
Money bills and
spend them in
local businesses




    Watch a video of how to play: http://www.youtube.com/watch?v=OT91aQTFHiY
Timeline of
Total Game
Activity
(Online and
Offline)
WHO
PLAYED?
Game had a
young
audience

Most players
surveyed
were 40
years or
younger




               Note: When pre- and post-game surveys were combined, the
               percentage increases to 84%.
WHO
 PLAYED?
 Young
 Professionals



Majority of players
surveyed that
were 31-40 were
employed full-time
with incomes
$60k and above
WHO
PLAYED?
More women
than men!
WHO PLAYED?
African Americans
underrepresented




Outreach
efforts to boost
their
participation
were largely
unsuccessful
Key Findings:
Engaged
Residents/
Created New
Connections
 Players used social networks
                  (offline and online) to engage
                  others in the game and meet
                  new people.
Key Findings:    66% of matches were with
Engaged
Residents/
                  people players did not previously
Created           know
Social
Connections      63% of matches were with
                  people the player would be “very
                  unlikely” to meet otherwise.
 Players played regularly with a
                  group, such as friends, colleagues
                  or people at church


Key Findings:
Engaged
Residents/
Created
Social
Connections
 Relatively few strong ties created – only1
                  in 5 matches led to further personal
                  contact, and only 15% of those became
                  friends on Facebook

Key Findings:
Engaged
Residents/
Created
Social
Connections
Key Findings:
Catalyzed
Economic
Development
 Players continued to return to
                  businesses they visited during the
                  game

                   – 46% reported they spent Macon Money
                     at a business that was new to them, and
Key Findings:        of those, 92% reported they have
Catalyzed            returned to a business that was new to
Economic             them
Development
                   – More than 85% of players surveyed said
                     their perception of shops, parks and
                     other amenities in the target revitalization
                     area improved since playing the game
Key Findings:
Catalyzed
Economic
Development
Key Findings:
Contributed to
Place
Attachment/
Built Social
Capital
 Game created sense of excitement
                   about Macon and increased
                   optimism about Macon’s future

Key Findings:
                   – Positive correlation between
Contributed to       number of times played game
Place                and agreement with
Attachment/        “the energy and appeal of the CHC/Downtown
Built Social          Macon area is on the rise.”
Capital            “Macon is becoming a more welcoming place for
                      young adults to live. “
                   “5 years from now, Macon will be an even better
                      place to live”.
Key Findings:
                   Majority of players would recognize
Contributed to
Place
                    their matches and say “hi” on the street
Attachment/
Built Social
Capital


Familiar faces
in our
environment
contribute to a
sense of place
and belonging
What
did we learn?
 Create synergies by building on
                existing revitalization efforts and
                events
               Combine diverse value
                propositions for players with
BEST            different or evolving interests
PRACTICES:
Game Design
               Combine online and offline
                elements to meet players where
                they are most comfortable
                interacting
                 – Explore use of social media to create
                   longer lasting connections
 Build in strategies so that bills are
                spent equitably within target area
                of local businesses
                 – Encourage use of social media by
                   businesses

BEST           Mobilize local business owners to
PRACTICES:      invest in game
Game Design
               Experiment with mechanics that
                encourage looser or stronger
                connections between players
 Target outreach to highly
                   networked players
                  Right-sizing: Macon Money best
                   suited to small cities or
                   neighborhoods
BEST
PRACTICES:        Right-timing: Game should be
Implementation     played intermittently, not
                   continuously
                  Get city involved in game
                   promotion
 Games like Macon Money need to
              reinforce other efforts and be part of a
              larger context. Tap into existing
              networks and infrastructure
             Keep your project grounded in the
              community you are serving from
              development through implementation.
KEY
             Be open to changes that help fix
TAKEAWAYS
              unanticipated bugs in the game’s
              design or implementation.
             Have an “open-source” mindset and be
              prepared to let go when the game
              shows signs of having a life of its own.
 Game designers produced
                 documentation designed to help
                 anyone interested in creating
                 future iterations of Macon
MACON
MONEY            Money in their community
In Your Town
                Link:
                 http://www.maconmoney.org/in_your_town
 Please visit:
MORE
ON KNIGHT     Knightfoundation.org/games
AND GAMES
 Methodology:
               – Pre- and post-game interviews with
                 Knight Foundation, Area / Code, and
                 community partners
               – In-depth interviews with 26 players
               – Results of pre- and post-game player
EVALUAITON       survey (n-757)
AND            – Area / Code bond tracking data, analysis
ASSESSMENT       of game website and Facebook traffic
               – Participant observation of game-related
                 events
               – Focus group interviews and surveys with
                 participating businesses
Questions?
Macon Money Game Evaluation Summary

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Macon Money Game Evaluation Summary

  • 2.  Playing games brings together fundamental aspects of psychology, sociology and technology to engage people for social change  72% of American households play computer and video games WHY GAMES?  Have seen the rise of games in popular culture with video games and reality television competitions  Games engage the public’s imagination
  • 3.  Knight Foundation aims to increase the ability of individuals to engage in change by funding innovative ideas  Research on digital games WHY FUND shows that they can influence SOCIAL IMPACT behavior GAMES?  Knight wanted to see if the same was true for games that took place in the real-world, in real- time with real-people
  • 4.  Funded two pilot projects:  Macon Money in Macon, GA  Battlestorm in Biloxi, MS WHY FUND – Knight partnered with local SOCIAL partners on a game that IMPACT GAMES? promotes the importance of hurricane preparedness through activities focused on youth as leaders.
  • 5.
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  • 9.  More than 3,500 unique players.  About one in five players played the game more than once. AT A GLANCE  $65,000 was distributed to players to spend at 41 local businesses.  The top-earning business made more than $12,000
  • 10. A MACON- CENTRIC INTEGRATE D STRATEGY Game designers used images from local partners and from the city’s history
  • 11. HOW TO PLAY THE GAME Match your bond half with another player, redeem it for Macon Money bills and spend them in local businesses Watch a video of how to play: http://www.youtube.com/watch?v=OT91aQTFHiY
  • 13. WHO PLAYED? Game had a young audience Most players surveyed were 40 years or younger Note: When pre- and post-game surveys were combined, the percentage increases to 84%.
  • 14. WHO PLAYED? Young Professionals Majority of players surveyed that were 31-40 were employed full-time with incomes $60k and above
  • 16. WHO PLAYED? African Americans underrepresented Outreach efforts to boost their participation were largely unsuccessful
  • 18.  Players used social networks (offline and online) to engage others in the game and meet new people. Key Findings:  66% of matches were with Engaged Residents/ people players did not previously Created know Social Connections  63% of matches were with people the player would be “very unlikely” to meet otherwise.
  • 19.  Players played regularly with a group, such as friends, colleagues or people at church Key Findings: Engaged Residents/ Created Social Connections
  • 20.  Relatively few strong ties created – only1 in 5 matches led to further personal contact, and only 15% of those became friends on Facebook Key Findings: Engaged Residents/ Created Social Connections
  • 22.  Players continued to return to businesses they visited during the game – 46% reported they spent Macon Money at a business that was new to them, and Key Findings: of those, 92% reported they have Catalyzed returned to a business that was new to Economic them Development – More than 85% of players surveyed said their perception of shops, parks and other amenities in the target revitalization area improved since playing the game
  • 25.  Game created sense of excitement about Macon and increased optimism about Macon’s future Key Findings: – Positive correlation between Contributed to number of times played game Place and agreement with Attachment/ “the energy and appeal of the CHC/Downtown Built Social Macon area is on the rise.” Capital “Macon is becoming a more welcoming place for young adults to live. “ “5 years from now, Macon will be an even better place to live”.
  • 26. Key Findings:  Majority of players would recognize Contributed to Place their matches and say “hi” on the street Attachment/ Built Social Capital Familiar faces in our environment contribute to a sense of place and belonging
  • 28.  Create synergies by building on existing revitalization efforts and events  Combine diverse value propositions for players with BEST different or evolving interests PRACTICES: Game Design  Combine online and offline elements to meet players where they are most comfortable interacting – Explore use of social media to create longer lasting connections
  • 29.  Build in strategies so that bills are spent equitably within target area of local businesses – Encourage use of social media by businesses BEST  Mobilize local business owners to PRACTICES: invest in game Game Design  Experiment with mechanics that encourage looser or stronger connections between players
  • 30.  Target outreach to highly networked players  Right-sizing: Macon Money best suited to small cities or neighborhoods BEST PRACTICES:  Right-timing: Game should be Implementation played intermittently, not continuously  Get city involved in game promotion
  • 31.  Games like Macon Money need to reinforce other efforts and be part of a larger context. Tap into existing networks and infrastructure  Keep your project grounded in the community you are serving from development through implementation. KEY  Be open to changes that help fix TAKEAWAYS unanticipated bugs in the game’s design or implementation.  Have an “open-source” mindset and be prepared to let go when the game shows signs of having a life of its own.
  • 32.  Game designers produced documentation designed to help anyone interested in creating future iterations of Macon MACON MONEY Money in their community In Your Town  Link: http://www.maconmoney.org/in_your_town
  • 33.  Please visit: MORE ON KNIGHT Knightfoundation.org/games AND GAMES
  • 34.  Methodology: – Pre- and post-game interviews with Knight Foundation, Area / Code, and community partners – In-depth interviews with 26 players – Results of pre- and post-game player EVALUAITON survey (n-757) AND – Area / Code bond tracking data, analysis ASSESSMENT of game website and Facebook traffic – Participant observation of game-related events – Focus group interviews and surveys with participating businesses