- Undergraduate
- Off-Campus Programs
- Student Work
- Diversity
- News & Events
- People
Back to Top Nav
Back to Top Nav
Back to Top Nav
Back to Top Nav
Back to Top Nav
Prof. Flanagan has just been funded by the National Academy of Sciences to create a board game promoting scientific reasoning!
Tiltfactor Lab at Dartmouth College is pleased to announce a new partnership with LabX, a public engagement program of the National Academy of Sciences that seeks to generate interest and enthusiasm around science, technology, engineering, mathematics, and medicine (STEMM) topics through a variety of creative strategies. Through this collaboration, Tiltfactor and LabX are designing and developing a science-themed tabletop, In the first phase of the project, the team created game prototypes about the science of transportation, games about crime solving and forensic science, and games about invasive species' effects on ecosystems.
Also- Prof. Flanagan's new board game, Ghost Writer, will launch on Kickstarter games crowdsourcing platform Tuesday March 16th at Noon https://www.kickstarter.com/projects/maryflanagan/ghost-writer/. The game just won the Game Maker's Guild Seal of Approval! https://resonym.com/ghostwriter/
A new book chapter by the Tiltfactor team has been published in Persuasive Gaming in Context, Amsterdam Univ Press! "Creating Stealth Game Interventions for Attitude and Behavior Change : An 'Embedded Design' Model" opens with examples of transformational games that utilize overt, explicit approaches to attitude and behavior change. While acknowledging the worthwhile intentions of such games and their potential utility for triggering reflection and action, this overview will present the central premise of the chapter: that there are a number of fundamental reasons why explicit approaches can backfire or be of limited utility for persuasion and that the use of more implicit, covert approaches to persuasion can be more effective. The 'embedded design' model presented in this chapter is particularly relevant for games attempting to engage players with sensitive or potentially threatening topics or to address attitudes or behaviors that themselves are implicit or unconscious. https://https://www.scienceopen.com/book?vid=02a0fcdb-4b23-4116-b3df-7598edebbb6d
Prof. Flanagan spoke in February at Cornell Tech's Digital Life Seminar, "Games as Social Transformation," Can games make the world a better place? Is it possible that we use games to make a difference in global challenges such as climate change or public health? Can we reduce societal biases, or encourage people to intervene in situations of danger, such as sexual assault? And how do we know the games are doing what they set out to do? This "under the hood" approach to using games to promote human flourishing, play by play, generated much discussion!
https://www.dli.tech.cornell.edu/seminars/Games-as-Social-Transformation