Context

Many social institutions are challenged to fulfill their missions in the complex new global reality arising as a result of advancements in digital technology.

Take educational institutions, for example. A report released in 2009 by the Center for Labor Market Studies at Northeastern University and the Alternative Schools Network in Chicago found that U.S. schools are having serious difficulties engaging and retaining students, let alone educating them to succeed in today’s world. The report found that about 7,000 students drop out of high school each day, 1.2 million per year, with grave implications for our economy, our political system and our society.

Similarly, a report released by the National Conference on Citizenship in 2008 found that 55% of people under 30 were unengaged in local or national political processes.

Whereas many American social institutions are suffering a crisis of disengagement, digital and other social media are attracting audiences in unprecedented numbers. These audiences are participating in new kinds of forums that supersede traditionally differentiated modes of activity and locations—like work-play, politics-entertainment, school-home, global-local. These audiences are creating, sharing, mixing, modifying, searching out, curating, critiquing and commenting on content that inspires them, in order to build new kinds of communities and ecosystems of engagement that follow them wherever they go.

The Institute acknowledges these trends as part of a new reality, replete with challenges and opportunities. In this new reality the scope and skill set of engaged citizenship is widened, and many traditional modes for learning, problem solving and participation are rendered less relevant.

It is therefore essential that social institutions create new culturally relevant modes of engagement and models for learning, problem solving and participation. Without them, society will lack a foundation for educated, engaged, empowered citizenship.

This is the context for the Institute’s work. We believe that games, game design and the principles that underlie them have vital roles to play in engaging twenty-first century audiences, as well as in building critical skills like systems thinking, creative problem solving, collaboration, empathy and innovation. We believe they have a unique relevance as social tools to rebuild the foundations of citizenship.

Our belief is grounded in recent educational research and supported by experts, as well as by important thinkers throughout the ages. In this section we offer some additional resources to anyone interested in learning more.

  • quote: duncan for Context

    Other folks have passed us by [in terms of education], and we’re paying a huge price for that economically. . . . Incremental change isn’t going to get us where we need to go. We’ve got to be much more ambitious. We’ve got to be disruptive. You can’t keep doing the same stuff and expect different results.
    Arne Duncan
    U.S. Secretary of Education
  • I think one of the biggest innovations is in education. Katie Salen has been bringing video-game thinking into education, asking questions like: What if you could learn physics by playing a video game? What if you could learn how to write stories by going through a fantasy game and writing different parts? How do you use that world to learn and think and play and also educate? I find her work very compelling.
    John Maeda
    President, Rhode Island School of Design
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