PlayPower

Last updated
PlayPower
Founded2008
FounderDerek Lomas, Daniel Rehn, Jeremy Douglass
Type Non-profit organization video game industry
Purposeeducational games
Location
Website http://www.playpower.org
Playpower 8-bit logo Playpower-8bit-logo.png
Playpower 8-bit logo

PlayPower is a non-profit organization designed to create free educational computer software for low income families in India and other developing countries. After 2012 the project was reformed as PlayPower Labs, LLC, which focuses now on educational games for mobile platforms.

Contents

Concept

Subor cheap 8-bit game console, Bay Area 2008. 2009 Bay Area Maker Faire.jpg
Subor cheap 8-bit game console, Bay Area 2008.

The games are designed to run on 8-bit systems, using designs and processors that are in the public domain e.g. Famicom clones which patents have expired, [1] which allows the games to be run on very low cost computers. [2] For $12, families can buy a compatible computer with an 8-bit, 6502 processor, a keyboard, a slot for game cartridges, a mouse, and two game controllers. Lacking its own monitor, the computer plugs into a TV screen for display. [3] Part of the software should be acquired as source code of abandoned educational games, like Number Munchers and Lemonade Stand, and ported by the open-source community. [1] [4]

At least three games were in production as of early 2010, "Hanuman Typing warrior", "Hanuman's Quiz Adventure" and the "Mosquito game". [5] The project opened the source code for these three games, written in assembly. [6] One of them teaches players how to type, which can greatly improve their earning potential in the job market. Another is a multiple choice question game, somewhat similar to that featured in the film Slumdog Millionaire . And finally, a different game was created to raise awareness of malaria (which infects 1.5 million people a year in India) by allowing players to kill mosquitoes and accumulate points toward antimalarial mosquito nets. [2]

History

The organization was founded in 2008 by Derek Lomas and Daniel Rehn Archived 2009-01-29 at the Wayback Machine , who were students at the University of California at San Diego at the time, and Jeremy Douglass, a postdoctoral research fellow at the same school at the time. [3]

In 2012 Daniel Rehn announced on his private homepage the PowerPlay project as "finished". [7]

After 2012 the Playpower project was transformed to "Playpower Labs, LLC" and offers now mobile platform educational games via Apple's iTunes store and Google's play store. [8] [9] [ promotional source? ]

Reception

PlayPower won the MacArthur Foundation's Digital Media and Learning Competition in 2009, for which it received $180,000 to help fund its activities. More than 100 volunteer programmers from around the world have signed up to help develop games. [2]

The project was noted [10] [11] in the academic domain [12] [13] [14] and by the web community like BoingBoing. [15]

See also

Related Research Articles

<span class="mw-page-title-main">Atari 7800</span> Home video game console

The Atari 7800 ProSystem, or simply the Atari 7800, is a home video game console officially released by Atari Corporation in 1986 as the successor to both the Atari 2600 and Atari 5200. It can run almost all Atari 2600 cartridges, making it one of the first consoles with backward compatibility. It shipped with a different model of joystick from the 2600-standard CX40 and Pole Position II as the pack-in game. Most of the announced titles at launch were ports of 1981–83 arcade video games.

<span class="mw-page-title-main">Logo (programming language)</span> Computer programming language

Logo is an educational programming language, designed in 1967 by Wally Feurzeig, Seymour Papert, and Cynthia Solomon. Logo is not an acronym: the name was coined by Feurzeig while he was at Bolt, Beranek and Newman, and derives from the Greek logos, meaning word or thought.

<span class="mw-page-title-main">MOS Technology 6502</span> 8-bit microprocessor

The MOS Technology 6502 is an 8-bit microprocessor that was designed by a small team led by Chuck Peddle for MOS Technology. The design team had formerly worked at Motorola on the Motorola 6800 project; the 6502 is essentially a simplified, less expensive and faster version of that design.

<span class="mw-page-title-main">Magnavox Odyssey 2</span> Second generation home video game console

The Magnavox Odyssey 2, also known as Philips Odyssey 2, is a second generation home video game console that was released in 1978. It was sold in Europe as the Philips Videopac G7000, in Brazil and Peru as the Philips Odyssey and in Japan as Odyssey2. The Odyssey 2 was one of the five major home consoles prior to the 1983 video game market crash, along with Atari 2600, Atari 5200, Intellivision and ColecoVision.

In computer architecture, 8-bit integers or other data units are those that are 8 bits wide. Also, 8-bit central processing unit (CPU) and arithmetic logic unit (ALU) architectures are those that are based on registers or data buses of that size. Memory addresses for 8-bit CPUs are generally larger than 8-bit, usually 16-bit. 8-bit microcomputers are microcomputers that use 8-bit microprocessors.

<span class="mw-page-title-main">Acorn Computers</span> British computer manufacturer

Acorn Computers Ltd. was a British computer company established in Cambridge, England, in 1978. The company produced a number of computers which were especially popular in the UK, including the Acorn Electron and the Acorn Archimedes. Acorn's BBC Micro computer dominated the UK educational computer market during the 1980s.

<span class="mw-page-title-main">Atari 8-bit family</span> Home computer series introduced in 1979

The Atari 8-bit family is a series of 8-bit home computers introduced by Atari, Inc. in 1979 with the Atari 400 and Atari 800. As the first home computer architecture with coprocessors, it has graphics and sound more advanced than most of its contemporaries. Video games were a major appeal, and first-person space combat simulator Star Raiders is considered the platform's killer app. The "Atari 8-bit family" label was not contemporaneous. Atari, Inc., used the term "Atari 800 [or 400] home computer system", often combining the model names into "Atari 400/800" or "Atari home computers".

Educational software is a term used for any computer software which is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.

<span class="mw-page-title-main">Retrocomputing</span>

Retrocomputing is the current use of older computer hardware and software. Retrocomputing is usually classed as a hobby and recreation rather than a practical application of technology; enthusiasts often collect rare and valuable hardware and software for sentimental reasons.

<i>Compute!</i> Defunct American home computer magazine

Compute!, often stylized as COMPUTE!, was an American home computer magazine that was published from 1979 to 1994. Its origins can be traced to 1978 in Len Lindsay's PET Gazette, one of the first magazines for the Commodore PET computer. In its 1980s heyday, Compute! Covered all major platforms, and several single-platform spinoffs of the magazine were launched. The most successful of these was Compute!'s Gazette, which catered to VIC-20 and Commodore 64 computer users.

<span class="mw-page-title-main">Katie Salen</span>

Katie Salen Tekinbas is an American game designer, animator, and educator. She is a professor at the University of California, Irvine. Previously, she taught at DePaul University College of Computing and Digital Media, Parsons The New School for Design the University of Texas at Austin, New York University, and the Rhode Island School of Design. She has an MFA in graphic design from the Rhode Island School of Design.

<i>Autoduel</i> 1985 video game

Autoduel is a role-playing video game published by Origin Systems for the Atari 8-bit family, Commodore 64, Apple II, and IBM PC compatibles in 1985. It was released in 1987 for the Atari ST and in 1988 for the Amiga and Macintosh. The game is based on the Steve Jackson Games series Car Wars.

<span class="mw-page-title-main">Tangible user interface</span>

A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.

Synapse Software Corporation was an American video game development and publishing company founded in 1981 by Ihor Wolosenko and Ken Grant. It initially focused on the Atari 8-bit family, then later developed for the Commodore 64 and other systems. The company was purchased by Broderbund in late 1984 and the Synapse label retired in 1985.

Pravetz computers are the Bulgarian personal computers produced from 1979 that were widely used in scientific organizations and schools until the 1990s.

<span class="mw-page-title-main">Carol Shaw</span> American video game designer

Carol Shaw is one of the first female game designers and programmers in the video game industry. She is best known for creating the Atari 2600 vertically scrolling shooter River Raid (1982) for Activision. She worked for Atari, Inc. from 1978 to 1980 where she designed multiple games including 3-D Tic-Tac-Toe (1978) and Video Checkers (1980), both for the Atari VCS before it was renamed to the 2600. She left game development in 1984 and retired in 1990.

<span class="mw-page-title-main">Educational video game</span> Video game genre

An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.

<span class="mw-page-title-main">BBC Micro</span> Series of British microcomputers by Acorn

The British Broadcasting Corporation Microcomputer System, or BBC Micro, is a series of microcomputers and associated peripherals designed and built by Acorn Computers in the 1980s for the BBC Computer Literacy Project. Designed with an emphasis on education, it was notable for its ruggedness, expandability, and the quality of its operating system. An accompanying 1982 television series, The Computer Programme, featuring Chris Serle learning to use the machine, was broadcast on BBC2.

<span class="mw-page-title-main">Home computer</span> Class of microcomputers

Home computers were a class of microcomputers that entered the market in 1977 and became common during the 1980s. They were marketed to consumers as affordable and accessible computers that, for the first time, were intended for the use of a single, non-technical user. These computers were a distinct market segment that typically cost much less than business, scientific, or engineering-oriented computers of the time, such as those running CP/M or the IBM PC, and were generally less powerful in terms of memory and expandability. However, a home computer often had better graphics and sound than contemporary business computers. Their most common uses were word processing, playing video games, and programming.

Brian Silverman is a Canadian computer scientist, the creator of many programming environments for children, and a researcher in cellular automata.

References

  1. 1 2 About the $10 Computer and Playpower by Derek Lomas (2010)
  2. 1 2 3 Old-style computers get new life in developing countries, Pittsburgh Post-Gazette, February 10, 2010 Wayback
  3. 1 2 $12 Computer: Playpower Wants to Save the World 8 Bits at a Time, Wired, March 11, 2009
  4. playpowerorg.ning.com (archived 2010)
  5. Introducing the “$10 Computer” DESIGN CASE STUDY 1:“HANUMAN, TYPING WARRIOR” Designing Appropriate Educational Games for a $10 Computer in India by Kishan Patel 1, Ashita Dadlani 2, Manushree Vijayvergiya 3, Aman Jain 3, Harshit Daga 3, Jay Panda 3, Vipul Raheja 3 and Derek Lomas, 1 Dhirubhai Ambani Institute of Information and Communication Technology, 2 Netaji Subhas Institute of Information Technology, 3 International Institute of Information Technology Hyderabad, 4 Carnegie Mellon University, USA
  6. Games from Playpower's workshop in India by James Lomas (on January 24, 2010)
  7. Playpower Foundation (2008–2012) Archived 2017-10-26 at the Wayback Machine on danielrehn.com "An open-source community for designing and distributing learning games to ultra-affordable computers in developing regions."
  8. Mathworld on itunes.apple.com
  9. Playpower on play.google.com
  10. playpower-80s-computing-21st-century on theguardian.com (2009-11-04)
  11. 8-bit-computer-now-available-for-all-your-homebrewing-needs on Engadget (April 31, 2009)
  12. "The power of play: design lessons for increasing the lifespan of outdated computers." by Derek Lomas, Anuj Kumar, Kishan Patel, Dixie Ching, Meera Lakshmanan, Matthew Kam. DOI: 10.1145/2470654.2481379. Conference: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, aka Proceedings of ACM Conference on Human Factors in Computing Systems (CHI ’13), Paris, France (April 27-May 2, 2013)
  13. "10 PRINT CHR$(205.5+RND(1)); : GOTO 10" Archived 2013-08-18 at the Wayback Machine MIT Press book, ISBN   9780262305501, by Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark Sample, and Noah Vawter. "All royalties from the sale of this book are being donated to PLAYPOWER, a nonprofit organization that supports affordable, effective, fun learning games. PLAYPOWER uses a radically affordable TV-computer based on the 6502 processor (the same chip that was used in the Commodore 64) as a platform for learning games in the developing world." (2013)
  14. "Connecting Computer-Supported Collaborative Learning to Policy and Practice: CSCL2011 Conference Proceedings" 9th Intl Computer-Supported Collaborative Learning Conf, July 4th-8th, 2011, in Hong Kong. Published as part of, Volume 2, publisher International Society of the Learning Sciences (isls.org), editors Hans Spada / Gerry Stahl / Naomi Miyake / Nancy Law (2011)
  15. The gaming computer you dreamed of in 1983 by Rob Beschizza on BoingBoing (Mar 27, 2009) Wayback Machine