P4K Camp Day 8 

July 16th
So today was the final day of camp...aww. I am going to miss everyone. Well anyway, to get the day started we had a presentation of the layout of our game design. People from the Department of Youth and Community Development, as well as from Partnership for After School Education, came to watch our presentation.

It was really cool and people liked it, so I'd say we did a good job. We got the chance to discuss not only our game design, but to share our overall experience from this camp. And I think it is safe to say that we really made a difference. Then we relaxed, after too long weeks of crunch time, we got the chance to just relax, let go of the all the stress and headaches and just enjoy our hard work.

P4K Camp Day 7 

July 15th
Today we made our videos....WHOOOOOOW. I was the face of the GAME WRITING DEPARTMENT. Basically what we did is that we had to introduce whatever activity we were the face of [so for example, I was the game writing department, so I was the Director of that department] and then give a brief overview on what each step was about, letting the player know what to do in that step.

After creating the videos, I worked on Activity 3 in Level 2. In this activity, I searched for a Social Action group that dealt with the issue of our game, Gang Violence. The social action group we decided to join was S.T.R.O.N.G. Youth, Inc. Their mission is to reduce gang violence and promote a variety of opportunities and other competencies that give the youth in the community a way out. Basically, they work to give alternatives to a violent street life.

I think that this campaign follows the basic outline of what our group wants the people in our game to experience. The fact that although it may be hard, there is always a way out. You just have to be willing to work for it.

P4K Camp Day 6 

July 14th
Today we worked on our Paper Prototype for our game design. A paper prototype is basically the test trial of your game. It allows you to see if your game really does work. So we thought that our paper prototype would be like a little maze type board, and I GOT TO CREATE THE MAZE!!! Others in the group created the chance and choice cards and a third group figured out what were going to be our obstacles. This was yet another cool day.

P4K Camp Day 5 

July 13th
Ok, so today we began our group game design. Our serious issue is Gang Violence...sounds easy enough, doesn't it? NO!! It is really hard to teach about this topic, while getting the player to learn about it without being biased and still creating a fun game. UUGGHH! Talk about frustration...the brainstorming took forever and 3 years. But then we finally got it. We decided to create a game that gave the player choices.

So our game is the story of a young individual that is trying to get out of a gang and during this time, you [as the player] will see that you can either choose to work with or against the gang. You can't do too much of either because you will be chased. If you are involved in too much gang activity, you will be chased by the cops, but if you participate in too much work for the cops, you will be chased by the gang members. Sounds fun right? I know, but year, I think this is a great idea and overall the goal of the game is to make it out alive and safe.

P4K Camp Day 4 

July 9th
Ok so today we worked in the separate groups again. Only today, we worked on Activities 7 and 8...well needless to say that the group that had activities 3 & 5 got activity 7, and the group that worked on activities 4 & 6 got activity 8. During this, well at least for activity 8, we worked on game ecology, which teaches you about the gaming community.

Then we split up from 2 groups into 4 groups to work on activity 9. In activity 9, the groups worked as different departments, completing various projects within that department. These were the art department, the sound department, the game writing department and the programming department. After, we came back together to say what we learned from the activities.

P4K Camp Day 3 

July 8
Ok, so today was interesting. We were broken up into two groups and worked on activities. The first group worked on Activities 3 and 5, while the second group worked on Activities 4 and 6. It was interesting. I got activities 4 and 6.

In activity 4, I learned about goals, obstacles and chance. Goals can be expressed in two ways, first what do you want the player to accomplish in the overall game or second, what does the player need to advance to the next level. Obstacles are the tough parts, the things you need to beat or get around, and lastly chance is what may be unexpected, like falling without knowing what is under you.

In activity 6, I did the found object game. I used found objects [objects that I randomly chose from a selection] to create a game. This was similar to change and I think it turned out pretty well. Until next time.

game development program offers opportunities youth development 

The UK Based Learning and Teaching focused site, Becta, recently published a best practices case study about Global Kids' Playing 4 Keeps program.

Recognising that games are a form of ‘youth media’ Global Kids recognised game design can be a vehicle for engaging children in addressing critical world issues. As such they have developed a number of programmes, such as Playing For Keeps (P4K), which which pairs Global Kids youth leaders with game developers to produce web-based games. The P4K programme trains urban students to think critically about game design and develop games about important world issues. These games include:

  • Ayiti: The Cost of Life - a role play game which looks at Haitian poverty (
  • Hurricane Katrina: Tempest in Crescent City – a game which looks at the effect of Hurricane Katrina
  • CONSENT! A virtual-world based game within Second Life about the history of medical racism against African American prisoners since WWII.

You can find the full case study on the Becta website.


mygameIQ: distribution system for the serious games industry 

If you haven't heard the news about mygameIQ, it is a distribution platform for educational, serious and independent games.

With its roots firmly established in the Serious Games industry, Pragmatic has decided to create a distribution platform that would focus on the Serious and Educational Games markets, as well as on the burgeoning Independent Game Developers segment.

Pragmatic's insight was that the somewhat untapped and often overlooked Serious Games market, which some estimate to the value of $2 billion annually, is not being given the credit it deserves by traditional AAA gaming audience.

P4K Camp Day 2 

July 7, 2010
Hello there, this is Quiniese reporting on today's events. Well today was also fun biggrin.gif Our opening activity was cool...I got to show off my page and the other participants got to create pages. We also got to begin gaming *claps*...this was fun...all the steps were well explained, simple and clear...all except the EMERGENCE level...when I got there I was just lost as to what I was supposed to be doing with that...I think that this step needs to be explained more, but simpler...I spent a lot of time trying to figure out this step therefore I was unable to reach the creating my own game level...thank goodness for Krista, the facilitator, and Peter, an intern, because of them I didn't have to wait long to get help or questions answered. But overall today was much like yesterday energy wise, and I look forward to tomorrow.

P4K Camp Day 1 

July 6, 2010

Hello there. My name is Quiniese Egerton and I will be reporting to you daily about this P4K summer program that I am a part of. For starters I learned about this opportunity through The Door. My role as a participant/intern allows me to go through this program and give feed back to the staff about the program.

The P4K Summer Camp is a two-week intensive program, that gives us participants a look at what it means to design a serious game. During this camp, we will test a curriculum that GK has created, to make sure it works, create a serious game design, present that design at the end of the two-weeks, AND create videos to represent the various departments that we take part in through the curriculum. These departments are ones that could be found in a game design organization, such as art, game writing, sound, etc.