SimCity Societies introduces social modeling

Written by John Moravec on Saturday, October 13, 2007 at 10:18

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SimCity Societies, the latest release in the SimCity franchise, is due for release on November 13. The game integrates a social and cultural modeling component. Characteristics of each user-run SimCity is determined by the user through development of six social, cultural, and economic factors: productivity, prosperity, creativity, spirituality, authority, and knowledge.

From EA:

Featuring an all-new, revolutionary feature set, SimCity Societies allows you to create your own kinds of cities and shape their cultures and environments. Make your cities green or polluted, contemporary or futuristic, rural or urban. Create an artistic society or a police state, an industrial city or a spiritual community—or any society you want!

Jamais Cascio notes that the game is finding real world applications, including climate education –from an unlikely source:

British Petroleum initially approached EA Games about a specialized version of SimCity that dealt with energy and global warming; rather than undertake a one-off project, EA agreed to partner up with BP to integrate these ideas into SimCity Societies. While this has elements of crass product placement — all of the gas stations in your city are BP, for example — it also suggest an intriguing opportunity to look at not just how energy and environment affect economic results, but how they change social behaviors, too.

Also read Dan DiPasquo’s commentary on the role of energy companies in games…

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Category: Games in Education

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Games in the Classroom 7–game mechanics for creating learning

Written by Brock Dubbels on Wednesday, August 22, 2007 at 16:02

slide3.JPGOne of the big ideas from 6.0 was that kids are not naturally good at complex games. They often have the time, resources, but they do not always have the guidance of a mentor. Many kids are playing games designed by adults for adults. This is good and bad. Good in that the adult games have some complex problems and require some really deep thinking; bad in that they may just be provocative on their content without having very good game play. The point is, kids learn through play and our games are often cultural tools to transfer knowledge, develop skills, and get them ready to become adults. What we try to do as educators is pretty much the same. So why have we stepped away from using games?

(Read more …)

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Category: Accelerating Change, Games in Education, General, Innovation, Innovative Thinkers, Technology

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