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Not the first and most likely not the last
Chevron may be the biggest corporation to produce a green-issues game, but it's not the first.
In April, Starbucks launched Planet Green Game. Players choose an avatar and explore Evergreen, a virtual city with six destinations. At each stop, they take a quiz designed to offer facts and tips that can be incorporated into their daily lives.
There are two bonus destinations, a movie theater where players can watch short films with environmental themes and, of course, a Starbucks, where they can vote on what environmental issues they'd like the coffee company to prioritize.
The company is among the top purchasers of energy-offset certificates in the United States. It also incorporates sustainable building components into stores, and supplies customers with 10 percent post-consumer recycled fiber hot cups.
In May, Genesis Energy, New Zealand's largest energy retailer, launched ElectroCity, a game similar to Energyville with similar intent.
"We recognize the importance of sustainable energy generation, energy efficiency and environmental management," Chief Executive Murray Jackson said in a statement. "We want to help people think about these subjects laterally, and what better way than to experience them first-hand and see the impacts of your decisions?"
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Non-profit organizations have developed many more games for social change. They're seen as a compelling way to engage with younger people who live in a multimedia world -- and likely more effective than television or print.
For example, Breakthrough is an international human rights organization that uses media and pop culture to educate people. It's about to release ICED, a videogame that puts players in the roles of foreigners who've run afoul of the Department of Homeland Security's Immigration and Customs Enforcement.
Darfur is dying, released by mtvU in May, offers a window into the experience of the 2.5 million refugees in the Darfur region of Sudan.
Players must
keep their refugee camp functioning in the face of possible attack;
they can also learn more about the situation and identify ways to
help. The game, created by students at the University of Southern
California, was the winner in a competition sponsored by mtvU, a
Viacom PeaceMaker lets
players attempt to resolve the conflict between Palestine and Israel.
You can play the part of the Israeli prime minister or the
Palestinian president, and make diplomatic, security and economic
decisions based on the resources available in the real world.
These are examples of "deep transformation games," said Suzanne
Seggerman, president and co-founder of Games for Change, an
organization that supports individuals and organizations using games
to transform society. "The aim is to really change the way people
think about an issue in the real world."
Whether playing a game leads to changes in behavior may depend on
how open-ended the play is, according to Rensselaer's Freier. "If
people are going to come to an understanding about any phenomenon, they
need to engage in an active learning process and construct their own
knowledge about it," he said.
In what may be the first collaboration between a social-good
organization and a major corporation, Games for Change has partnered
with Microsoft on the Xbox 360 Games for Change
Challenge. The global competition challenges college students to come
up with a game based on the theme of global warming, with cash prizes
for the best entries -- and possible distribution via the Xbox LIVE
Arcade service.
The games are to be produced using Microsoft's XNA
Game Studio Express, a lightweight .NET game development platform
designed for non-programmers.
"These will be smaller games for now," said Seggerman. "The idea is
not to create a big-budget, mainstream game, but to seed lots of game
ideas throughout the world."
Freier pointed out that studies of violent videogames have shown
that they affect children's thinking only in the short term. He
noted, "If it's a good game, it will bring people into that space and
get them thinking. The question is, whether that short term can be
extended into active engagement -- and that's an open question."
cable network that broadcasts to college
campuses, and the Reebok Human Rights Fund.

Energyville players are graded on the economic, environmental and security effects of their choices.
Source: Chevron
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