Counting What Counts

lightbulbI am an eager learner, critical thinker, and sensitive communicator with a fervent desire to do work that matters. I believe in the value of inter-disciplinary collaboration for building, remixing, and extending theory, and constructing comprehensive, practical responses to multi-faceted, real world challenges. My methods are mixed, my style is collegial, and my aim is to support youths’ development.

How I got here is an easy story to tell. My loving parents, both caregivers by profession (dentist father, social worker-turned-housewife-turned-social worker mother), raised my two siblings and me in a town populated by “have’s.” While there were and still are richer folks financially, few have access to our community’s social capital – at least, that’s what both Reverend Jesse Jackson and then-President Bill Clinton said during their separate visits to my high school during my senior year. Later, as a college freshman enrolled in a sociology course entitled “Social Inequality: Race, Class, and Power,” I read Jonathan Kozol’s landmark book Savage Inequalities (1991), which pitted the privileges enjoyed by students in my town against the deprivations endured by students in East St. Louis, where schools couldn’t afford toilet paper. This made an impression. So too did my realization that, beyond creature comforts and access to power, I was given emotionally responsive contexts, both at home and at school, in which to grow safely and love freely. I became a Social Policy major because I knew such gifts were not my right, I was just born lucky; or perhaps such gifts are everyone’s right, and “luck” should be taken out of the equation.

For the past 10+ years, I have designed, delivered, and assessed curricula to support youths’ learning; importantly, these curricula facilitate not just cognitive development, but social and emotional development as well. With the support of my polymathic advisor, Dr. Henry Jenkins, and diverse university institutions — e.g., USC Joint Educational Project, USC Institute for Multimedia Literacy, USC Annenberg Innovation Lab, USC Shoah Foundation, and USC Impact Games — my interdisciplinary, community-focused work has been applied to educational settings in Los Angeles and around the world. My specific research interests include:

  • Empathy and social and emotional learning;
  • Interactive, inquiry-driven pedagogy and assessment (e.g., connected learning, participatory learning, experiential learning, participatory action research);
  • Productive problem-solving across no-tech, low-tech, and high-tech contexts (e.g., media literacy, new media literacies, digital citizenship); and
  • Powerful play (e.g., impact games, experimentation and improvisation for discovery).

Because I care about both maximizing the effectiveness of educational interventions and richly understanding program-related change, assessment is incredibly important to me. Twenty-first century skills, which I have identified in my publications as new media literacies (NMLs) plus social and emotional learning skills (SELs), are what I have sought to theorize, teach, and assess (see Felt & Rideau, 2012; Felt, Vartabedian, Literat, & Mehta, 2012; Vartabedian & Felt, 2012). Recently, I adapted the NMLs from a list of 12 discrete skills to a list of 6 paired skills, and then identified which NML pair plus two SELs collectively represent a characteristic of digital citizenship (see www.laurelfelt.org/skill-composites). The programs I have co-designed and evaluated (e.g., Sunukaddu 2.0, Explore Locally Excel Digitally, Summer Sandbox, PLAYing Outside the Box) outreach to educators and students via professional development and developmentally-appropriate curricula, respectively, and utilize both participatory learning strategies and media-making to enhance 21st century skill proficiency.
I always use mixed methods to study impacts, including pre-mid-post surveys, ethnographic field notes, interviews or focus groups, and analysis of participants’ works.

But for the past two years, I also have expanded my assessment toolkit in order to recognize traditionally overlooked data, which my co-authors and I have termed “cultural beacons” (CBs). CBs are culturally-embedded, user-defined measures for understanding communicative meaning(s), components, and sites of change; they illuminate (as beacons do) unique features of people and places (Felt, Dura, & Singhal, in press; Dura, Felt, & Singhal, 2012). Detecting CBs requires researchers’ sensitive listening and informed observation, made possible through respectful community partnerships and participatory methodologies. Accordingly, I embraced participatory action research with the PLAY! project, and am using this approach for conceptualizing my dissertation, “A Face is Worth a Thousand Words: Using Badges to Train Teachers in Non-verbal Sensitivity and Improvisation.” This dissertation investigates if/how training novice teachers in non-verbal sensitivity and improvisation impacts both the proliferation and management of “teachable moments” — critical points when students are poised to meaningfully learn because they perceive a connection between their studies and their lives. Crucially, this teacher training will be administered online via an original curriculum that uses digital badges to impact social and subjective norms, support community-building, and celebrate the journey.

In terms of my career, I am committed to keeping my mind and options open, for life (I hope!) is long and the world is ever changing. Because I love teaching and conducting research to enrich educational programs, I could remain in academia. I also could continue to provide consulting services for organizations domestic and foreign, based in the West, Far East, and Global South, who register as non-profit, for-profit, and governmental. To 20+ organizations over the years, I have delivered: curriculum and assessment development; training and professional development; program evaluation; media literacy for children and families; children’s media research; and impact game consulting. As long as we care to better support our children’s healthy development and expand their opportunities, there will be work for me to do, and I will want to do it.

The Business of Impact Games

(from left) Laird Malamed, Laurel Felt, and George Rose grin post-panel discussion on the business of impact games

On Tuesday, February 28, 2012, I moderated a discussion with Activision executives Laird Malamed and George Rose that considered impact games in terms of business models and market prognostications (as opposed to pedagogy, assessment, design, etc). Co-hosted by USC Impact Games (a cross-campus group that I co-chair) and the USC Marshall Society & Business Lab, this event introduced undergraduate business majors to the field, as well as united like-minded scholars university-wide.

While the definition (as well as the terminology — impact game vs. serious game) is contested, one might characterize an impact game as a game that has been designed for a purpose beyond pure entertainment. While the game must entertain in order to effectively engage users’ attention, it aims to impact users’ knowledge, attitudes, and/or practices. Impact games have taught players about international conflicts (as in USC Impact Games co-chair Susana Ruiz’s Darfur is Dying), emotional regulation strategies (as in GameDesk‘s Dojo, the focus of my dissertation), and the pathways to and protocols for college access (as in USC Collegeology‘s Application Crunch and Mission: Admission). They have provided contexts for exercising (as in the Nintendo Wii and the Xbox Kinect), rehabilitating (as in the work of Marientina Gotsis with the USC Creative Media & Behavioral Health Center), accessing tailored health plans (as in My Fitness Coach 2), and building community (as in USC Annenberg Innovation Lab‘s ParTour).

A FEW TAKEAWAYS
According to Laird:
Funding — Sponsorship seems a more reliable source of funding than short-term and/or volatile grants. Find companies that support your goals, that want to support/celebrate these goals — principally for-profit businesses that would benefit from being associated with the project. If the outcome is social awareness/understanding, that’s a tougher sell…

Sustainability — Can’t think of a game in absence of a sustainability model, even going into the concept of it, even outlining/coming up with a design. It’s okay to say, in the case of an impact game, there is no business model for this, but what’s not okay is to add it in at the end (similar argument goes for assessment). When you’re evaluating design and deciding what to cut, you don’t cut the things that you’re selling/marketing/getting sponsored for. Another lens to look through that should be done in an iterative fashion. Take multiple passes to consider technology, art, and sustainability factors. No one lens is the right blanket way to do it.

Horizon — Are you making one per year or one every few years? Does it have to survive more than three years (that’s a long time for an interactive project to survive, it will look dated)? It’s more like you’re creating an event that will be online for a 1000 days vs. creating an enduring product. iPhone games being a good example to look at in terms of life-span synced with business plan and goals.)

According to George:
Product development and marketing — You’re creating a product that does something novel, or does better or more efficiently a legacy product. You must overcome built-in resistance from the idea that games and screentime are frivolous and unnecessary, reading books onscreen isn’t real reading, etc. In-fighting among entrenched, interested entities.

Future directions — Impact games are used robustly in Europe to inform citizens about corporate social responsibility. Stateside, we may see growth in this sector as well as in the areas of exergames and rehabilitation, among others.

—–

Here is our PR blurb, a better-than-nothing video of the event, our agenda, and a few pix snapped during the discussion and immediately afterwards:

PUBLICITY
The Business of Impact Games: A moderated discussion with gaming executives

From Darfur is Dying to Sim City, the field of “impact” or “serious” games is on the rise. Panelists will discuss what it takes to build up a market for these games and offer strategies for developing and selling commercial products. They will also explore these games’ tremendous potential for inspiring global change and bringing awareness to various issues, from education to public health.

Panelists:
Laird Malamed, Adjunct Faculty, USC School of Cinematic Arts and President, Creative Learning Technologies;
George Rose, former Chief Legal Officer and Chief Public Policy Officer and current Senior Consultant to Chief Executive Officer of Activision Blizzard

Moderator:
Laurel Felt, Doctoral Candidate at USC Annenberg School for Communication & Journalism

AGENDA

1. Introductions: (5:05-5:10 pm)
Tell me more about your background and experience. Chronologically, please share your titles, affiliations, and years spent in each position.

2. Definitions: (5:10-5:20 pm)
What are “serious” or “impact” games? Why the vernacular distinction? What are the potential problems as well as potential benefits of each term? Considering the interdisciplinary nature of this field, how should we move forward regarding a shared (if not, common) language? Issues of “perception” (i.e. games, in the general public’s mind, are not to be taken seriously).

3. Personal Connections: (5:20-5:35 pm)
Why do YOU care about serious or impact games? What brought you from a more purely commercial origin to working in this philanthropically-influenced domain? Was there a key moment or insight, a seminal piece of literature or game, that changed your way of thinking and/or inspired a new agenda? Why should the commercial game industry take this field seriously? How is productive collaboration fostered in a space typically (and perhaps, necessarily) inhabited by multiple cultures?

4. Business Considerations: (5:35-5:50 pm)
Let’s talk about practical strategies for developing, disseminating and selling these products/experiences commercially. How do we assemble productive diverse teams, monetize ethically and significantly, and get these games out there? How can teams and businesses plan in a sustainable way?

How can academic game programs and business programs educate students to co-experiment and innovate around new business models for projects/services that seek to make a profit as well as advance social justice and education? For example, past one grant-funded project, how can a studio/developer continue to create high-quality products and keep a roof over her head while competing (or, at least, existing in parallel with) with richly funded commercial entities?

5. Personal Insights/Advice/Lessons Learned + Future Forecasting: (5:50-6 pm)
What have you discovered as a result of your experience? What would you advise our audience members in terms of what TO do and what NOT to do? Five, 10, and 20 years down the pike: What do you see in terms of this field? Paint that picture (in terms of the culture, the technology, and the creative aspects).

6. Q&A: (6-6:20)
Let’s hear what the people have to say!


Marshall's Vertical Lead for Social Impact Careers Nicole Butler chats with USC Impact Games co-chairs Kristy Norindr and Susana Ruiz