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The Number One Educational Resource for the Game Industry

Session Name: Mass Audience Issues for Serious Games
Speaker(s): Carl Goodman, Katie Salen, Suzanne Seggerman, Connie Yowell
Company Name(s): Digital Media at the Museum of the Moving Image, Parsons School of Design, Games for Change, MacArthur Foundation
Track / Format: SGS: Behind the Game

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Overview: The predominant audience for mainstream games is the 15-25 year-old-male demographic. Game companies have been honing that market for years. Social change games -or any group in the serious games community- require extra focus on our ability to reach game audiences that the industry hasn't reached or has been unable to reach for different reasons.

This session answers key questions, such as: What lessons do we learn from the mainstream industry and what new models must we pursue?
Can we look at the elements other media have used when branching into new areas, such as documentary film or educational TV?
What does the "serious" audience want from a serious game and how do we provide that?

GDC 2006

Carl Goodman

Digital Media at the Museum of the Moving Image

Katie Salen

Parsons School of Design

Suzanne Seggerman

Games for Change

Connie Yowell

MacArthur Foundation

free content

SGS: Behind the Game

Serious Games