1 00:00:07,455 --> 00:00:09,580 PABLO SUAREZ: At the Red Cross/Red Crescent Climate 2 00:00:09,580 --> 00:00:13,590 Center, our job is to help others understand and address 3 00:00:13,590 --> 00:00:15,140 what's going on with climate change 4 00:00:15,140 --> 00:00:18,890 and with extreme events-- hurricanes, typhoons, too 5 00:00:18,890 --> 00:00:21,450 much rainfall, peak temperatures. 6 00:00:21,450 --> 00:00:22,860 And these things are complicated. 7 00:00:22,860 --> 00:00:25,080 This science is complex. 8 00:00:25,080 --> 00:00:27,240 And how to turn science into action 9 00:00:27,240 --> 00:00:29,880 is not easy if you're too busy to learn. 10 00:00:29,880 --> 00:00:32,280 Most of our colleagues in the humanitarian sector 11 00:00:32,280 --> 00:00:34,680 are insanely busy. 12 00:00:34,680 --> 00:00:38,380 When science is communicated, it is very often 13 00:00:38,380 --> 00:00:40,290 either incomprehensible or difficult 14 00:00:40,290 --> 00:00:43,420 to link to ongoing humanitarian processes. 15 00:00:43,420 --> 00:00:45,570 So about six, seven years ago, we 16 00:00:45,570 --> 00:00:48,750 started with creating playful activities 17 00:00:48,750 --> 00:00:51,790 where participants in a workshop have to make decisions 18 00:00:51,790 --> 00:00:53,540 that have consequences. 19 00:00:53,540 --> 00:00:55,200 And that's at the core of games. 20 00:00:55,200 --> 00:00:58,230 Games are systems where you have to make a decision 21 00:00:58,230 --> 00:01:00,107 with limited information. 22 00:01:00,107 --> 00:01:01,690 You're trying to accomplish something, 23 00:01:01,690 --> 00:01:04,430 and you don't really know what may happen because there's 24 00:01:04,430 --> 00:01:07,010 something in the system that you don't control-- 25 00:01:07,010 --> 00:01:08,840 which can be the weather. 26 00:01:08,840 --> 00:01:10,470 It can be what other people do. 27 00:01:10,470 --> 00:01:14,190 It can be just you're not fully understanding the system. 28 00:01:14,190 --> 00:01:17,240 In our experience as humanitarian workers, 29 00:01:17,240 --> 00:01:24,160 trying to infuse awareness of complexity into our work, 30 00:01:24,160 --> 00:01:28,870 games are the most wonderful tool to wet the appetite, 31 00:01:28,870 --> 00:01:32,210 to make people want to learn more and want to do better. 32 00:01:36,400 --> 00:01:39,550 It has been beautiful to work with the MIT Game Lab. 33 00:01:39,550 --> 00:01:43,240 We have, as Red Cross family, access 34 00:01:43,240 --> 00:01:48,050 to a lot of talent, a lot of enthusiastic brain power 35 00:01:48,050 --> 00:01:50,880 that combines analytical competence 36 00:01:50,880 --> 00:01:52,740 with creative juices. 37 00:01:52,740 --> 00:01:56,830 That is prevalent in the field of game design 38 00:01:56,830 --> 00:01:58,890 and among students of games. 39 00:01:58,890 --> 00:02:01,760 What we find at MIT is that it's much easier 40 00:02:01,760 --> 00:02:05,600 to link to other departments that are directly 41 00:02:05,600 --> 00:02:06,850 connected to what we do. 42 00:02:06,850 --> 00:02:08,600 It can be about environmental engineering. 43 00:02:08,600 --> 00:02:10,130 It can be about climate science. 44 00:02:10,130 --> 00:02:12,370 It can be about technology development. 45 00:02:12,370 --> 00:02:15,740 So this partnership is the beginning of something 46 00:02:15,740 --> 00:02:19,170 that is inevitably going to grow, to grow beautiful, 47 00:02:19,170 --> 00:02:20,040 to grow big. 48 00:02:20,040 --> 00:02:22,330 It was also really nice to see how the MIT Game 49 00:02:22,330 --> 00:02:25,760 Lab is well-connected to other partners 50 00:02:25,760 --> 00:02:29,010 that we have in the game design sector, such as the Engagement 51 00:02:29,010 --> 00:02:33,890 Lab at Emerson or the PETLab team at Parsons, 52 00:02:33,890 --> 00:02:38,220 and the awareness of reach in the world of serious games. 53 00:02:38,220 --> 00:02:41,320 Games that are not just as a playful activity, 54 00:02:41,320 --> 00:02:44,100 but with the intention to improve the world somehow. 55 00:02:48,210 --> 00:02:53,780 We could always do better as partners of the academic team 56 00:02:53,780 --> 00:02:55,820 if we could allocate more time. 57 00:02:55,820 --> 00:02:59,480 Unfortunately, it is in the very nature of our Red Cross work 58 00:02:59,480 --> 00:03:01,310 that we have to travel insanely. 59 00:03:01,310 --> 00:03:03,930 I was out of the country for at least half of the time 60 00:03:03,930 --> 00:03:05,310 when the course happened. 61 00:03:05,310 --> 00:03:09,840 So we did bring in partners and friends who gave a hand. 62 00:03:09,840 --> 00:03:12,330 But I think one of the key challenges 63 00:03:12,330 --> 00:03:17,650 for this kind of partnership between game related academia 64 00:03:17,650 --> 00:03:20,480 and humanitarian teams is to find 65 00:03:20,480 --> 00:03:24,010 ways to interact more frequently, more deeply, 66 00:03:24,010 --> 00:03:25,400 to learn about each other. 67 00:03:25,400 --> 00:03:29,290 We just don't know how we can do more 68 00:03:29,290 --> 00:03:30,840 with the limited time we have. 69 00:03:34,550 --> 00:03:37,880 When students engage with partners, clients 70 00:03:37,880 --> 00:03:40,330 from the real world, it is not easy 71 00:03:40,330 --> 00:03:43,920 for them to get into the shoes of the institution 72 00:03:43,920 --> 00:03:47,430 of the organization that has to try to accomplish things. 73 00:03:47,430 --> 00:03:49,540 So one of the most important things 74 00:03:49,540 --> 00:03:53,490 that we can offer as partners in this course 75 00:03:53,490 --> 00:03:58,200 was to give a flavor of the context in which the game would 76 00:03:58,200 --> 00:03:59,210 be played. 77 00:03:59,210 --> 00:04:03,000 So we have the team working on cholera prevention 78 00:04:03,000 --> 00:04:04,620 in West Africa. 79 00:04:04,620 --> 00:04:06,950 And they developed a video game that 80 00:04:06,950 --> 00:04:12,050 had the flavor of modern wealthy homes. 81 00:04:12,050 --> 00:04:15,100 And in West Africa, most of our target audience-- if you're 82 00:04:15,100 --> 00:04:17,839 trying to prevent cholera-- chances are they are poor, 83 00:04:17,839 --> 00:04:20,680 and the aesthetics need to resonate. 84 00:04:20,680 --> 00:04:25,910 It can be about a super stellar context, 85 00:04:25,910 --> 00:04:28,490 or it can be about a thatched roof, 86 00:04:28,490 --> 00:04:32,120 but it should be something that can evoke engagement 87 00:04:32,120 --> 00:04:34,040 on the part of the player. 88 00:04:34,040 --> 00:04:35,940 And that's not easy for students to find out. 89 00:04:35,940 --> 00:04:37,460 They actually have to do research 90 00:04:37,460 --> 00:04:41,410 on what does a home in West Africa look like? 91 00:04:41,410 --> 00:04:44,940 The other thing we can do is to help narrow down 92 00:04:44,940 --> 00:04:50,160 and focus on what matters to us in terms of the gain in forming 93 00:04:50,160 --> 00:04:54,470 better decisions, and to weed away and filter out 94 00:04:54,470 --> 00:04:56,900 all the things that students want 95 00:04:56,900 --> 00:04:59,590 to include because they can. 96 00:04:59,590 --> 00:05:01,440 But that's not a good enough reason. 97 00:05:01,440 --> 00:05:04,277 Just the fact that it's technically feasible 98 00:05:04,277 --> 00:05:06,610 or that you like it, doesn't mean that it should make it 99 00:05:06,610 --> 00:05:08,356 into the final prototype. 100 00:05:08,356 --> 00:05:09,730 There were many other things that 101 00:05:09,730 --> 00:05:11,410 were a lot of fun in terms of engagement 102 00:05:11,410 --> 00:05:13,700 with students that I think were useful to them. 103 00:05:13,700 --> 00:05:16,490 In particular, to see how they could 104 00:05:16,490 --> 00:05:21,350 get inspired by being aware of how their technical competence 105 00:05:21,350 --> 00:05:25,110 can be useful for development work, for humanitarian work, 106 00:05:25,110 --> 00:05:29,360 for actually physically saving lives in the long term, 107 00:05:29,360 --> 00:05:32,710 or to help people engage with each other in other continents, 108 00:05:32,710 --> 00:05:35,110 in other contexts, in fields that they don't even know, 109 00:05:35,110 --> 00:05:36,020 but they can help. 110 00:05:39,900 --> 00:05:46,810 When an academic team is offering student brain power 111 00:05:46,810 --> 00:05:50,440 and air time during a course for an organization-- 112 00:05:50,440 --> 00:05:54,170 specifically in games but also more broadly-- 113 00:05:54,170 --> 00:05:56,420 it is our experience that it takes more time 114 00:05:56,420 --> 00:05:59,350 than we think to develop the relationship 115 00:05:59,350 --> 00:06:03,540 and to understand how we can really get juice out of it. 116 00:06:03,540 --> 00:06:06,230 And it is always worth starting. 117 00:06:06,230 --> 00:06:10,030 If the client organization, if the partner-- like in our case, 118 00:06:10,030 --> 00:06:13,047 the Red Cross family-- can find someone 119 00:06:13,047 --> 00:06:15,630 who spends a little bit of time at the beginning, a little bit 120 00:06:15,630 --> 00:06:19,210 of time reviewing prototypes, and some feedback 121 00:06:19,210 --> 00:06:21,890 along the way, it's definitely worth it. 122 00:06:21,890 --> 00:06:24,750 But don't expect magic solutions. 123 00:06:24,750 --> 00:06:28,370 Don't expect people to be able to read your mind. 124 00:06:28,370 --> 00:06:30,560 We come from different universes. 125 00:06:30,560 --> 00:06:34,380 And we have an opportunity to bring the real world 126 00:06:34,380 --> 00:06:35,540 to academia. 127 00:06:35,540 --> 00:06:38,310 By just showing up and spending time, 128 00:06:38,310 --> 00:06:41,420 but also to bring academic brainpower, talent, 129 00:06:41,420 --> 00:06:43,590 and creativity into our work. 130 00:06:43,590 --> 00:06:47,370 One of the things that I have to say with enormous pride 131 00:06:47,370 --> 00:06:49,000 is that one of the prototypes that 132 00:06:49,000 --> 00:06:51,810 emerged from one of the groups in this course 133 00:06:51,810 --> 00:06:55,290 was actually used in three global events 134 00:06:55,290 --> 00:06:58,730 and helped hundreds of people in real time 135 00:06:58,730 --> 00:07:01,810 learn what was being thought about. 136 00:07:01,810 --> 00:07:04,740 People entered three words as individuals. 137 00:07:04,740 --> 00:07:06,620 There were 100 or more people in the room, 138 00:07:06,620 --> 00:07:10,750 and everyone saw a word cloud that emerged through very fun 139 00:07:10,750 --> 00:07:11,560 game play. 140 00:07:11,560 --> 00:07:14,840 And this can really help, but we need 141 00:07:14,840 --> 00:07:17,500 to be aware of the time it takes to mature. 142 00:07:17,500 --> 00:07:20,110 We have been working with game designers 143 00:07:20,110 --> 00:07:22,290 for at least six years. 144 00:07:22,290 --> 00:07:26,040 And that really helped us channel our energy 145 00:07:26,040 --> 00:07:28,300 in a more narrowly defined way. 146 00:07:28,300 --> 00:07:31,960 Otherwise, it's very easy to go broad and to be disappointed. 147 00:07:31,960 --> 00:07:34,720 Be prepared to acknowledge your own limitations, 148 00:07:34,720 --> 00:07:37,120 but be prepared to explore the space of possibility. 149 00:07:41,790 --> 00:07:45,350 So the game Snap is already ready to deploy-- 150 00:07:45,350 --> 00:07:46,390 has been deployed. 151 00:07:46,390 --> 00:07:50,650 I hope we can refine the user interface to give more choices 152 00:07:50,650 --> 00:07:52,170 to the facilitator and so on. 153 00:07:52,170 --> 00:07:54,610 But that is one game that I predict 154 00:07:54,610 --> 00:08:00,070 will be able to change the way real-world events happen. 155 00:08:00,070 --> 00:08:01,450 I have that admission. 156 00:08:01,450 --> 00:08:04,320 I think we can do something with it. 157 00:08:04,320 --> 00:08:06,870 Of the many other games that were good 158 00:08:06,870 --> 00:08:10,830 because they were more about a subject matter that 159 00:08:10,830 --> 00:08:14,170 is outside of Cambridge, Massachusetts, 160 00:08:14,170 --> 00:08:16,460 they will take more time to refine. 161 00:08:16,460 --> 00:08:19,520 I'm very excited about the Cholera game, which we now 162 00:08:19,520 --> 00:08:21,650 have a partnership with UNICEF. 163 00:08:21,650 --> 00:08:26,490 And we anticipate the demand from UNICEF Guinea, 164 00:08:26,490 --> 00:08:29,780 in particular, to try to add digital flavors 165 00:08:29,780 --> 00:08:32,360 to their relationship to schoolchildren in prevention 166 00:08:32,360 --> 00:08:34,460 of anything-- in promotion of the things 167 00:08:34,460 --> 00:08:36,330 that help-- like hand washing with soap, 168 00:08:36,330 --> 00:08:37,789 which we take for granted here. 169 00:08:37,789 --> 00:08:40,350 But in other parts of the world, they just 170 00:08:40,350 --> 00:08:42,409 have to choose between soap and food. 171 00:08:42,409 --> 00:08:44,220 It's hard to make that case. 172 00:08:44,220 --> 00:08:49,060 And some of the other game prototypes have very insightful 173 00:08:49,060 --> 00:08:53,640 game mechanics-- how to display territory in a small screen. 174 00:08:53,640 --> 00:08:56,910 How to display quantities for decisions in terms 175 00:08:56,910 --> 00:08:58,480 of disaster preparedness. 176 00:08:58,480 --> 00:09:01,670 The representation on a game on heat wave of how people 177 00:09:01,670 --> 00:09:03,920 can just collapse if they think they 178 00:09:03,920 --> 00:09:09,190 can just go out and walk on an excessively sunny, hot day. 179 00:09:09,190 --> 00:09:12,020 These are things that are there, are latent, 180 00:09:12,020 --> 00:09:15,550 and we have opportunities to work deeper 181 00:09:15,550 --> 00:09:18,280 either with these students or with future students of MIT 182 00:09:18,280 --> 00:09:19,250 and beyond. 183 00:09:19,250 --> 00:09:21,670 They will need more time to refine. 184 00:09:21,670 --> 00:09:24,010 And we have, as Red Cross, more work 185 00:09:24,010 --> 00:09:30,000 to do in terms of identifying the potential player 186 00:09:30,000 --> 00:09:34,070 and identifying what are the decisions that can be improved, 187 00:09:34,070 --> 00:09:37,890 or what are the discussions that can be enriched by engaging 188 00:09:37,890 --> 00:09:39,285 in this game experience. 189 00:09:43,860 --> 00:09:47,070 From the Red Cross/Red Crescent Climate Center 190 00:09:47,070 --> 00:09:49,830 and from the humanitarian family, 191 00:09:49,830 --> 00:09:54,110 I hereby thank profusely the MIT Game Lab, 192 00:09:54,110 --> 00:09:56,160 and by extension, game designers that 193 00:09:56,160 --> 00:09:58,770 have helped us become partners with you 194 00:09:58,770 --> 00:10:04,360 now, for setting up a space where we can learn how 195 00:10:04,360 --> 00:10:09,260 magically powerful but analytically clear game play 196 00:10:09,260 --> 00:10:11,660 can be to help accomplish humanitarian goals. 197 00:10:11,660 --> 00:10:13,590 Thank you so much.