NEW YORK — It is an exciting time to be part of the games-for-change community.
For a few years now, there has been great deal of interest in using videogame technology to improve health and education. So far, there haven’t been any blockbusters in this space outside of “exergaming” titles like Wii Fit. I attended the Games for Change Festival in New York last month, and what I saw there gave me reason to believe that there will be some big hits for education and health videogames in the near future.
Two pieces of software that were just released stood out in particular: Teach With Portals and SuperBetter. One is a system based on an extremely popular commercial game that was modified to advance educational goals. The other was designed from the ground up from a behavioral science model with the express goal of improving health outcomes. I think these two development streams will allow purposeful play to finally enter the mainstream.
At a presentation at Games for Change, Leslie Redd and Yasser Malaika of Valve presented the story of the development of Teach With Portals.
Valve released the game Portal 2 in April 2011. By May of that year, it had already begun developing Puzzle Maker, a tool for making Portal 2 puzzles. Valve co-founder Gabe Newell gave the keynote speech at the Games for Change conference that year, in which he discussed the potential of commercial games as learning tools. He then showed early versions of the Puzzle Maker, which Valve soon began play-testing with teachers and students.
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