[rtpnet-tact] looks useful -- [DIGITALDIVIDE] Bridging the Digital Divide w/Computer Games (fwd)

Judy Hallman rtpnet-tact@rtpnet.org
Thu, 9 Jan 2003 15:34:53 -0500 (EST)


To TACT list:

I haven't tried this game but it looks like it might be useful to several
of the members of this list.

Judy Hallman (hallman@rtpnet.org, http://www.rtpnet.org/hallman)
Executive Director, RTPnet, NC (http://www.RTPnet.org/)

---------- Forwarded message ----------
Date: Thu, 9 Jan 2003 00:30:20 +0000
From: Victoria Bernal <v_bernal@MSN.COM>
Reply-To: The DIGITALDIVIDE discussion group <DIGITALDIVIDE@OWA.BENTON.ORG>
To: DIGITALDIVIDE@OWA.BENTON.ORG
Subject: [DIGITALDIVIDE] Bridging the Digital Divide w/Computer Games

Hello,

In November, there was a thread about bridging the digital divide through
computer games. So, this is a very delayed response to that thread:

One online game available free to students and adults is
www.TropicalAmerica.com.  This game was produced by a nonprofit arts/tech
organization that worked with high school kids to develop an online game
based on the students' collective experiences and histories.  I detailed
this two-year process for other youth/tech centers exploring game
development with their young people. It's published on the Digital Divide
Network:

http://www.digitaldividenetwork.org/content/stories/index.cfm?key=266

The game presents 500 years of Latin American history, blended and condensed
into a non-linear format. It begins after the 1981 El Mazote massacre in El
Salvador. The goal for the player is to collect four pieces of evidence (by
completing four paths) to prove that this massacre occurred, which, at that
time, was denied by local authorities.

When a player stops and saves his place in the game, a set of icons appears.
These icons lead to further research regarding the issues/events/characters
presented in the game narrative. For example, clicking on the "Rufina Amaya"
icon will bring up her picture as well as the transcript of her verbal
account as the lone survivor of the massacre.  The game presents a painful
and ugly Latin America past that was never exposed/explained to these
students.

Since many digital divide reports discuss the lack of online content
relevant to minorities, I offer this game as one example of much-needed
online cultural content. The game can be played individually but I've
personally found it more enjoyable to play in a small group because of the
dialogue the game evokes.

The most amazing part is the development process behind the game.
Twenty-five high school students, involved with OnRamp Arts, spent two years
creating characters, developing interactive narratives, researching and
conceptualizing TropicalAmerica. I sit on the OnRamp board and was
constantly impressed with how the students owned this new history. They were
happy to learn digital media production, but they were more passionate about
learning about their heritage.

Hope this delayed reply was informative,

Victoria Bernal


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