2024 Games For Change Immersive Arcade

 

Games for Change brings together global voices to ignite community engagement and drive social change, demonstrating how games break down barriers to connect people across generations and around the globe. The Festival showcases the games and XR industry's capacity for innovation, creativity, and social impact leadership in critical areas related to the SDGs, such as sustainability, accessibility, health, education, and more.

The Immersive Arcade features a selection of XR works from the Onassis ONX membership and the G4C ecosystem.

Location: Onassis ONX On view from June 26-30, 2024 Public Hours: 12PM-6PM

Select Projects on view:

  • Cameron Kostopoulos, (Preview) “I Will Defy You Until My Dying Breath"

  • Kevin Peter He, (Preview) "Doors We Open"

  • Matt McCorkle,  (Preview) "The Loon"

  • Michael Stauffer, "Groove Catcher"

  • Sam Butin, (Preview) “Normandie"

Location: Zucotti Park (Cedar St, New York, NY 10006) On view from June 26-30, 2024 Public Hours: 4PM-9PM

Select Project on view:

  • Annie Saunders & Andrew Schneider, “CURRENT”

Groove Catcher by Vizmoo

Michael Stauffer

At Vizmoo, we believe real therapy can be real fun. We've developed Groove Catcher Tx - an innovative Virtual Reality-based adjunctive movement therapy platform for neurodiverse individuals (including those with autism and ADD/ADHD) in special education and clinical settings. Groove Catcher provides engaging movement-based interventions critical to improving success in school and everyday life, including for self-regulation, OT-based motor skills, and supporting mirroring and attunement skills critical for social engagement (US Dept. of Edu-funded). It's based on a fun, engaging rhythm game filled with music and dance, with interventions designed by dance, occupational, and music therapists. Special education teachers, therapists, aides, and paraprofessionals can use Groove Catcher in clinic, during pull-out sessions, in classrooms, and can send it home for successful continuum of care. Individuals need engaging interventions that support greater focus and participation in critical therapeutic activities. When individuals WANT to engage in therapy, they achieve better outcomes. 

Credits:

Design: Michael Stauffer, Karen DeHavenDesign: Michael Stauffer, Karen DeHaven
Development: Michael Stauffer, Jose Contreras, Mariano Merchante

Doors We Open

Kevin Peter He

Doors We Open is an interactive film that explores the relationship of an estranged father and daughter struggling to connect over shared trauma.The screen-based experience alternates between live action film and 3D gameplay to observe their dynamic and examine what they each hold beneath the surface.
The live action scenes depict reality, centering around the present relationship between father and daughter and the cultural nuances of conversation, while the virtual sequences explore the subconscious mind and glimpses of the memories of our characters. Together, the dichotomy of mediums become a metaphor for how we present ourselves to family versus how we suppress our internal reflections.

Credits:

Creators: Kevin Peter He & Jessica Shen
Director: Kevin Peter He
Writer: Jessica Shen
Producers: David Woon, Ricardo Vilar, Anthony Argento, Lu Zhang
Executive Producers: Winslow Porter, Joyce Keokham, Wesley Chan
Additional Writer: Livia Huang
Cinematography: Isabel Padilla
Production Design: Bethany Yeap
Technical Director: Xuelong Mu
Unreal Engine Developer: Jason Xu
Game Designer: Jason Li
Spatial Designer: Nick Gregg
Composer: Cody Dear
Sound Designer: Elias Jarzombek
Sound Supervisor: Jessica Shen
Technical Supervisor: Todd Bryant
Illustrator: Angie Zou
Associate Producers: Kevin Woon, Zeng Yi
Line Producer: Lu Zhang
Assistant Director: Shane Liao
Gaffer: Rodrigo Obregon
1st AC: Karoline Iversen
Grips: Larry Flores, Rikki Porter
Set Dresser: Jasmine Chang
Hair & Makeup: Emma Ando
Production Assistant: Drew Palmer
Sound Mixer: Dolmar Pedro
Sound Assistant: Samuel Perez

The Loon

Matt McCorkle

The Loon is an immersive experience, painted in vibrant watercolors, that invites audiences into the poignant reality of an artist and his mother as they navigate the emotional landscape of their loved one’s battle with Alzheimer's. This experience is articulated through an interactive poem drawn from their intimate family memories, medical records, and struggles. Where memories fade, love endures echoing like the haunting call of the loon.

Credits:

Director Matt McCorkle
Key Collaborator Pamela McCorkle
Key Collaborator Brie Noel Taylor
Creative Producer Jessica Kidd
Paintings by Brie Noel Taylor
Worldbuilding, Sound, and Music by Matt McCorkle
Set Design by Oil House

I Will Defy You Until My Dying Breath

Cameron Kostopoulos

(Preview)

"I Will Defy You" is a haptic virtual reality experience that tells the harrowing story of a transgender survivor of electroshock conversion therapy. Through the use of wearable haptic vests, sleeves, and gloves, the experience enables users to physically connect with the narrator's heartbeat, her breath, and the tremors of her electrocution. This deeply empathetic narrative highlights her resilience and defiance against attempts to 'cure' her identity, ultimately underscoring the profound strength of the human spirit in the face of dehumanizing treatment. This is an exclusive sneak peek of a work-in-progress. The full version will debut later in 2024.

Credits:

Created, Directed, & Produced by Cameron Kostopoulos

Current

Annie Saunders / Andrew Schneider

Winner of the 2021 Tribeca Festival Immersive Creative Nonfiction Award and the Tribeca X Award, CURRENT is a site-specific soundwalk through Lower Manhattan accessed via a mobile app and headphones. CURRENT immerses participants using binaural sound, composition and environmental recordings to draw together a narrative that includes themes of water, time, construction, destruction, synchronicity, and resilience.
To access the walk, download the POINT.A app in the Apple Store or Google Play Store.

Additional Credits:
CURRENT was created collaboratively by Annie Saunders (concept, direction, devising, narration); Andrew Schneider (concept development, devising, narration, spatialization, on-location recording and sound design); Jackie! Zhou and One Thousand Birds (sound design, engineering and spatialization); OpenEndedGroup (platform technology creation); Octopus Theatricals (creative producing); and commissioned by Arts Brookfield for One Liberty Plaza and One New York Plaza.
Additional narration Kamau Ware, Curtis Zunigha
Project consultation: Curtis Zunigha, Kamau Ware, Jarrod Grim, Lily Stern, Becca Wolff, Sophie Bortolussi, Jessica Williams, Andrew Gustafson, Sarah Nelson Wright, Nate Kensinger, Rafe Knapp, David Abram, Peina Cao, Evan Beamont, Lauren Bille, Timothy ‘Speed’ Levitch, Aaron Oster, Dianne Snake, Danny Lyon, David Rosenberg, Josh Kopecek, Michael Reynolds, George John, Elena Guarinello, Tanner Blackman
This project was created with critical support from Mint House at 70 Pine.
Special thanks: Downtown Alliance, Black Gotham Experience, Onassis ONX, Lenape Center, National Museum of the American Indian, Lower Manhattan Cultural Council, Martha Harlan

Normandie: A Documentary Video Game

Sam Butin

(Preview)

A narrative video game that recreates the final voyage of the SS Normandie in late August of 1939, from the perspective of the Dreifuss family, Swiss-Jews, as they flee the European continent. The ocean liner becomes a fishbowl of conflict for a continent at the brink of war. Chart your own journey through the murky waters of history in this visceral experience that blends the formats of video game and documentary

Additional Credits: 

On The March (Game Studio)
Creative Director: Sam Butin
Tech & Design Director: Aaron Freedman
Art Director: Angela Vanden Tak
Producer: Nicolas Escarpentier 

(all images courtesy of the artists)