Video Games Against Violence: How One Nonprofit is Creating Change
Video Games Against Violence: How One Nonprofit is Creating Change
By Trilby Beresford
August 14, 2020
Summary
Amid the Play NYC game convention, Drew Crecente shares the work his organization is doing to prevent abusive behavior through prosocial games.
He held T-shirt and poster design contests, eventually trying most "Traditional outreach methods." Then in 2008, Crecente zeroed in on video games as a means to educate because they offered a totally different medium with sounds, lights and a certain "Sparkly" appeal that he thought might attract younger crowds.
In a video game, sensitive concepts such as consent can be expressed visually in a playable experience with choices that can be replayed with different outcomes.
"I realized we can go beyond just increasing awareness and just merely engaging and educating, we can actually change somebody's unhealthy attitudes or beliefs through these games." He continued to focus the group on exploring sensitive issues through video games, awareness, advocacy and education.
These days, Jennifer Ann's Group runs an annual video game challenge where developers compete for cash prizes to create games with different themes.
The contest's only rule is that none of the games can have any on-screen depiction of violence.
"We've seen tower defense games, art games, walking simulator type games, trivia games - most common are RPG," says Crecente, explaining that the narrative format fits well with the topic.
On Aug. 12 during the Play NYC game convention, - held virtually this year - he spoke about the gaming against violence initiative and how Jennifer Ann's Group is using video games as an educational and social tool.
"So much of the public has been trained to believe video games equal some kind of anti-social behavior," says Crecente.
For Crecente, the interactive nature of video games is what makes them especially compelling, as opposed to other mediums such as film and television, especially when they utilize very nuanced, difficult to approach topics.
Reference
Beresford, T. (2020, August 14). Video Games Against Violence: How One Nonprofit Is Creating Change. Retrieved August 16, 2020, from https://www.hollywoodreporter.com/news/video-games-violence-how-one-nonprofit-is-creating-change-1307391