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October 24, 2020
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  Raising Good Gamers to Reimagine the Future of Online Play – Assembling the Top Experts in Tech/Games and Family/Wellness
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09/24/2020
 


[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]

NEW YORK (September 24, 2020) -- Raising Good Gamers -- an initiative launched by Games for Change in collaboration with Connected Learning Lab -- today unveiled a star-powered advisory board to help ignite a movement for creating a more diverse, inclusive and positive online environment for youth. The 30-plus video game and parenting experts that make up the new advisory board hail from organizations like Microsoft, Roblox, PBS Kids, Joan Ganz Cooney Center, Electronic Arts, Facebook Gaming, Riot, Google Stadia, AnyKey, AbleGamers, Hispanic Heritage Foundation, and Entertainment Software Association, among others.

 

President of Games for Change and Raising Good Gamers Co-founder Susanna Pollack said, We are thrilled to bring together such a diverse advisory board to Raising Good Gamers representing multiple sectors, including teen ambassadors whose voices will be at the center of the coalition.”

 

Additionally, Raising Good Gamers has unveiled its roadmap to achieve transformational change by addressing key areas of the ecosystem. Up until now, no systematic work at scale has been done to understand, document, and synthesize anti-racism, anti-hate and harassment, anti-toxicity, and prosocial efforts across gaming communities.

 

We see online games, their technologies, and communities of gamers as important and powerful tools for achieving broader goals of social justice,” said Raising Good Gamers Co-founder Katie Salen Tekinbaş. It is essential that we continue to better understand how we, as the industrys gatekeepers, can make these online play environments inclusive and equitable for all where peers, parents, and educators play active roles as mentors, moderators, and role models.”

 

As outlined in the new white paper, Envisioning an Agenda for Diversity, Inclusion, and Fair Play,” Raising Good Gamers will initially focus on four areas to drive positive change including:

 

1) Gauge the extent to which developers are actively designing to tame toxicity and encourage prosocial behavior in their games and communities;

2) Identify and share emerging best practices; 

3) Highlight where in the game development process player recruitment, retention, and behavior is addressed; and

4) Document and analyze how players respond to features/tools/approaches designed to curb toxicity and amplify prosocial interactions.

 

Having invested in the research to architect a clear path forward with leading tech and family experts, Raising Good Gamers also looks to drive fundraising efforts working with like-minded organizations to elevate social responsibility and create positive game experiences for all children.  

 

The Raising Good Gamers Advisory Board includes: 

 

  • Monica Arrambide, CEO and Founder, Maven Youth
  • Dan Ayoub, General Manager for Education, Microsoft Education
  • Mark Barlet, Founder and Executive Director, AbleGamers
  • Vu Bui, Chief Media Officer, Mojang Studios
  • Jeff Burrell, Director, Corporate Social Responsibility, Riot Games
  • Oriane Cappella, VP Corporate Social Responsibility, Ubisoft
  • J Collins, CEO, Liminal Esports and Snowbright Studio
  • Richard Culatta, CEO, International Society for Technology in Education (ISTE)
  • Sara DeWitt, Vice President, PBS KIDS Digital
  • Karen Elliott, Vice President of Communication and Public Affairs, ESA
  • Scott Gerwin, Senior Counsel, Google Stadia
  • Kishonna Gray, Assistant Professor, University of Illinois
  • Laura Higgins, Director of Community Safety and Digital Civility, Roblox
  • Celia Hodent, Game UX Strategist
  • Kerry Hopkins, Vice President, Legal Affairs, Electronic Arts
  • Mimi Ito, Director, Connected Learning Lab
  • Daniel Kelley, Associate Director, Center for Technology and Society, Anti-Defamation League
  • Julie Kitt, Vice President and Associate General Counsel, ESA
  • Colleen Macklin, Associate Professor, Parsons School of Design
  • Makeda Mays Green, VP of Digital Consumer Insights, Nickelodeon
  • Leo Olebe, Global Director of Games Partnerships, Facebook Gaming
  • Jennifer Pierre, User Experience Researcher, Google Stadia
  • Michael Preston, Executive Director, Joan Ganz Cooney Center at Sesame Workshop
  • Stephanie Reich, Associate Professor (and Associate Dean, Graduate Program) School of Education at UC Irvine
  • Morgan Romine, Director of Initiatives, AnyKey
  • Nate Sawatzky, Trust & Safety Lead, Supercell
  • Linda Sellheim, Education Lead, Epic Games
  • Laila Shabir, CEO, Girls Make Games
  • Yennie Solheim, Head of Social Impact, Niantic
  • Antonio Tijerino, President and CEO, Hispanic Heritage Foundation
  • Rachelle Vallon, Middle School Guidance Counselor, Quest to Lear
  • Patricia Vance, President, Entertainment Software Rating Board (ESRB)

 

About Games For Change

Since 2004, Games For Change (G4C) has been empowering game creators and innovators to

drive real-world change, using games and immersive media that help people to learn, improve

their communities, and contribute to make the world a better place. G4C partners with

technology and gaming companies as well as nonprofits, foundations and government

agencies, to run world class events, public arcades, design challenges and youth programs.

G4C supports a global community of game developers working to use games to tackle real-

world challenges, from humanitarian conflicts to climate change and education.

 

About Connected Learning Lab

The Connected Learning Lab (CLL) is dedicated to studying and mobilizing learning

technologies in equitable, innovative, and learner-centered ways. Connected learning is a

uniquely interdisciplinary and cross-sector approach that brings together the learning sciences,

social sciences, design, informatics, and computing to develop new research frameworks,

engage in pressing real world problems, and develop and test breakthrough innovations. The

CLL investigates both formal and informal learning settings, and supports connection and

alliance building across varied institutions and sectors.

 

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