Playing 4 Keeps

CONSENT!!!! Playing it for the first time... 

I just played consent on second life & it was amazing. It still has a few bugs but overall I loved it. Well mostly I loved it cause my voice was in it, the way they designed it, the very useful information and the fact that I look cuter in the virtual world. But seriously I would play this game all day long.

[press] Ayiti becomes part of a youth focused software package 

After our recent GaCha award, Ayiti was selected to be part of the Computers For Youth Educational Software Package, which goes to youth around the country who receive their computers.

What follows is a description of the CFY's Educational Software Package v1.1 that Ayiti would be part of.

There are 100's of like-minded organization in the United States that are desperately seeking affordable, relevant software to put on their computers which are being distributed to families-in-need.

CFY is working diligently to make that happen. Utilizing our Student Software Specialist Team, education executives across the country and our own in-house resources we are testing some of the finest software titles available. Ayiti, we feel, falls into that category and that's why we are so excited to make your product available through the CFY Affiliate Network.

[press] U.S. PiL Mid-Tier Grantee Global Kids receives gaming award 

The July 2007 issue of the Connect, Partners in Learning newsletter features a spotlight on Global Kids receiving awards for Ayiti: The Cost of Life at the Games for Change festival. Their coverage is below.

Partners in Learning empowers students and teachers to realize their full potential, by partnering with education and government leaders through providing education resources-tools, programs, and practices-to empower students and teachers. This newsletter highlights current progress around the core programs that support Partners in Learning execution:

U.S. PiL Mid-Tier Grantee Global Kids receives gaming award

Global Kids' Ayiti: The Cost of Life ( reached the metric goal of 625,000 people that have experienced the game and also won one of the first "GaCha" awards for Best Awareness Raising Game at the Fourth Annual Games4Change festival in New York City. The game was also selected by game players on the site "Jay Is Games" as the best simulation game of 2006. As a result of this success, the gaming Web site has expressed an interest in hosting the game. This could bring millions more players and, possibly, generate revenue for Global Kids.

[pfk] Gaming for Good 

The recent July/August issue of Heifer International's journal "World Ark" features an article on games focusing on social change issues.

Gaming for Good
It all started with the United Nations Food Force (, a video game that gives players a peek into the sometimes dangerous missions of the World Food Programme. The movement caught on, and now college students, gaming industry professionals and even private sector companies are joining forces to support educational video games that put players in the shoes of people in war-torn, resource-poor and underdeveloped nations.

Lots of games are now available to reflect trouble spots all over the world. To examine the conflict in the Sudan, play "Darfur is Dying" ( For insight into the plight of Haitians, play "Ayiti" at "Pax Warrior" ( and "Peacemaker" ( let players try their hands at maneuvering through Rwandan genocide and forging a peace strategy for the Middle East.

[conf] GK at the GLS! 

This morning Global Kids ran a half-hour teen panel (our second this summer) at the Games, Learning and Society Conference. Read the official panel description from the program here.

The panel was composed of two Global Kids leaders - Jonathan from Playing 4 Keeps and Angela from the Virtual Video Project - and a third teen, Lane, whom we know from Second Life (and whom we were excited to learn would be the conference). In addition, we worked with two teens in Second Life to speak.

After an activity in which audience members received one of six trading cards about various GK programs (and met each other to create full collections and learn about the programs) each teen presented.

Jonathan spoke about making a game in Second Life, CONSENT!, about unethical medical prison research (read his own account of his experience here.) Angela spoke about using Second Life to create machinima about obesity and then child soldiers in Uganda (read her great description here ). Lane then spoke about his anti-adult presence activities in Second Life life and how that led to a major policy change by Linden Lab read some of his thoughts).

[p4k/teen] What I did at the GLS Conference 

I had a great experience at the 2007 GLS conference. GLS stands for Games, Learning and Society. This conference is a place in which many professionals discuss games and things surrounding them. These people discussed many things like the philosophy of games, how to do surveys about games and so on.

At this conference in a teen panel I and two other students named Angela and Lane discussed about our activities in Second Life and in Global Kids. Angela and I were a part of Global Kids while Lane never got involved in Global Kids but was involved in second life. I discussed the game Consent which focuses on prison experimentation. Angela spoke about her Machinima program which dealt with child soldiers. At first while presenting I was overwhelmed and felt shy, but as I answered the questions I began to feel very confident.

[Press] Video games getting deeper 

A great piece was posted Friday in the Toronto Star, entitled Video Games Getting Deeper, featuring our recent teen panel at the Games for Change conference and spotlighted Global Kids Playing 4 Keeps program and our game Ayiti: The Cost of Life.

You can read the full article below or here.

Video games getting deeper

A new generation of games aims to help youth better understand the world

June 15, 2007

Jane L. Thompson
Special to the Star

New York–Grand Theft Auto, Call of Duty and Need for Speed may consume the attention of millions of teenagers, but according to a U.S. high school valedictorian, gaming has sparked a new revolution where students are becoming smarter as a result of video games.

But Ciara Bell, 18, a graduate of McKinley High School in Washington, D.C., isn't talking about games where you shoot the driver of a car before you snatch it. She's referring to games like PeaceMaker, Darfur is Dying and Ayiti: The Cost of Life, some of the award-winners this week at the Games for Change Festival.


561 Broadway New York, NY 10012 212-226-0130


Jonah Kokodyniak, Global Kids, 212-226-2116,
Tom Mariam, Mariam Communications, 914-939-4294,

For Immediate Release:


At the fourth annual Games For Change Festival, held June 11-12 at the Parson’s New School of Design in New York City, Global Kids, a nonprofit organization dedicated to educating urban youth in international issues, won one of the first Games for Change ("GaCha") Awards for the best games for change made over the past few years. Global Kids's game Ayiti: The Cost of Life, created by students in Brooklyn in partnership with game development company, Gamelab, was awarded best awareness-raising game, for "the game that best raises awareness of an important social issue through engaging and meaningful gameplay."

[sl] Major GK Events at the Games For Change Confernce 

So much to report from the Games For Change conference in New York City!

Global Kids Wins Award

Global Kids was thrilled to be awarded one of the top game prizes of the conference, the GaCha award. The game from our Playing 4 Keeps program, Ayiti: The Cost of Life, was awarded the best Awareness-Raising Game. We couldn't be more pleased. We accepted the award with our students and folks from GameLab. Afi French gave a very moving acceptance speech that left quite a few in tears.

    Best Awareness-Raising Game - for the game that best raises awareness of an important social issue through engaging and meaningful gameplay coupled with innovative and successful distribution techniques towards a broad reach.

    Criteria: Is it a good game, with good game play and a solid integration of game mechanic and content? How did this game reach new audiences, find innovative distribution avenues, and ultimately raise awareness for a particular cause? Tips: These are often low budget games, made in a grass roots context, virally distributed.

Beth Kanter posted this photo of Lithelson holding the award:

Global Kids Coordinates Teen Panelists

[P4k] Plans for next year 

During the year in p4k the group studied how to make different things for our characters in second life.

Something that went well for me personally was the fact we got to learn more about different issues and created a game around that problem. We also spoke out in a recording regarding the issue.

I learned things from game design like creating your details on paper first and many different ways you can make a character in second life.

This year I learned about global issue like racism, education, health, and media issues.

In the program I think people should have more kids discussing their own point of view in how to create a game.

In the future I think I can put more thought to the specific problem and to stay longer in the program.