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The paper argues that games intended to raise awareness of and drive action on social issues remain short on measurable real-world impact. It proposes a framework to close that gap.
"Designing Games to Effect Social Change" is a practitioner-oriented paper by Chris Swain of the USC Game Innovation Lab that offers a set of best practices for building games intended to raise awareness of and drive action on social issues. Drawing on the author's experience as both a designer and researcher, the paper argues that games for change remain short on examples of measurable real-world impact and proposes a framework for closing that gap. Its central recommendations include defining quantifiable intended outcomes at the start of production, integrating subject matter experts into the design team, partnering with credible advocacy organizations, building sustainable community features, embracing "wicked problems," maintaining journalistic objectivity, measuring knowledge transfer through in-game surveys or focus groups, and balancing system realism against entertainment value.
The paper supports these recommendations with illustrative cases, including The Redistricting Game, Peacemaker, U.N. Food Force, Cyber-Budget, and A Force More Powerful. It describes how The Redistricting Game set a goal of generating 5,000 letters to Congress and built a "Write Congress" feature into its game flow, and how its partnerships with advocacy groups extended its reach. The author draws on theories from persuasion research, cognitive linguistics, and social anthropology, including Cialdini's principles of influence, Lakoff's work on mental framing, and Wenger's communities of practice, to justify design choices. The evidence is largely qualitative and anecdotal, drawn from the designers' own projects and observations rather than from controlled studies or large samples.
The paper's scope is focused on serious and persuasive games produced in roughly the mid-2000s, with examples drawn primarily from North American and European initiatives. Its most distinctive contribution is the explicit tension it identifies between system realism and fun: greater fidelity to a social system deepens understanding but can reduce accessibility, and the paper presents the resolution as a matter of creative judgment rather than a formula.
Game Developers Conference · 2022