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Ann DeMarle
Professor Emeritus
Champlain College Emergent Media Center
demarle@champlain.edu, @anndemarle
I F W E A R E T O T E A C H R E A L P E A C E I N T H I S W O R L D , A N D I F W E
A R E T O C A R RY O N A R E A L WA R A G A I N S T WA R ,
W E S H A L L H AV E T O B E G I N W I T H T H E C H I L D R E N .
- M A H AT M A G H A N D I
“
Combating Gender-based Violence
through Student Created Games
“
www.breakawaygame.com,
http://breakawaygame.champlain.edu,
@breakawaygame
Ann DeMarle, Who’s She?
• Teacher, artist, geek, activist
• Professor emeritus, Champlain College
• Founding director Champlain College Top ranked game degrees
• Founding director Emergent Media Center
• Founding director Governor’s Institute of Vermont in Technology
• Apple Distinguished Educator
• IBM Faculty Awardee
• Images & Voices of Hope trustee
• IEEE Computer Society Governor
• VT Arts Council trustee
Outline
1. What is BREAKAWAY?
2. Student Development Teams
3. Game & Narrative System: from
Flash to Mobile
4. Research Results
https://vimeo.com/146825593
• Addresses VAWG: original sponsor UNFPA
• Innovative game:
• Pivotal developmental ages
• First to apply Sabido methodology
• Community-led youth camps adopted by UNDP,
UNICEF, Save the Children
What makes BREAKAWAY unique
W H AT I T I S
1. Awareness of the issue
2. Accountability for actions
3. Attitude & behavior change
4. Advocacy
Shift Boy’s Behavior
Empower Girls
W H AT I T I S
W H AT I T I S
Initial Online Version Production:
● Project Start 2008
● Launched 13 episodes online/CD 2010
Educational Model:
● Facilitator’s Guide 2011
● Hebron, Palestine camp 2012
● El Salvador camp 2013, 2014
● Buffalo camp 2016
Assessment & Research:
● First assessment 2014
● Second assessment 2015
● Third assessment 2017
Second Production:
● Mobile 2017/18
● Mahama camps, Rwanda 2019
Timeline
“
Student Development Teams
An academic studio partnering with
industry, public institutions & nonprofits
to develop new concepts, processes,
uses & applications for games & other
forms of emergent media.
Roots
“Top US College” —Atlantic Monthly
“Most Innovative College in the North East” —U.S. News & World Report
2005 Roger Perry Endowed Chair:
Champlain College’s nationally ranked
Game degree programs,
in the top 15 for over 14 years.
S T U D E N T D E V T E A M S
EMC Formats
• Mobile apps
• Serious games & curriculum
• Gamification strategies
• Social media campaigns
• Video
• Static & motion graphics
• Big data visualization
• Large screen interactives
• Alternative computer controllers
• Virtual and augmented realities
Conceptualization
Prototyping
Production
S T U D E N T D E V T E A M S
• Students: creativity, digital natives,
cross-disciplinary teams guided by
faculty & staff
•Interdisciplinary Emergent Media
design & production
•Collaborative design cycle,
prioritizing iteration
•Designing in-person & online
experiences
EMC ProcessS T U D E N T D E V T E A M S
● Grants & fundraising: continual
● Online & CD game:
● Researching the question
● Discovery phase: South Africa
● Conceptualization: 2 designs
● Early prototype
● Build & testing: 13 chapters/levels
● Marketing & launch
● Learning Model:
● Facilitators’ Guide
● Youth camps
● Research & Assessment
● Mobile game and guide:
● Fundraising
● Mobile build
● Testing & launch
● Facilitator’s guide
● Rwanda - translation & support
Project PhasesS T U D E N T D E V T E A M S
“If your boyfriend beats you, he loves you best.”
- 13 year old girl, South Africa interviews, 2009
Early Game TrailerS T U D E N T D E V T E A M S
S T U D E N T D E V T E A M S Mobile Game Update
https://vimeo.com/245984705
P L AY I S O F T E N TA L K E D A B O U T A S I F I T W E R E A R E L I E F F R O M
S E R I O U S L E A R N I N G . B U T F O R C H I L D R E N P L AY I S S E R I O U S
L E A R N I N G . P L AY I S R E A L LY T H E W O R K O F C H I L D H O O D .
- F R E D R O D G E R S
“
“
Game & Narrative System:
Flash to Mobile
First Key: SoccerG A M E & N A R R AT I V E S Y S T E M
Second Key: Sabido Method
• Jungian archetypes
• Bandura’s social cognitive theory
Role Modeling:
• Positive
• Negative
• Transitional
Storytelling:
• Narrative 70/30 rule
• Serial style with cliffhangers
Entertainment-Education
Mobile Challenge: no longer partnering with PMC, guidance comes from faculty & staff
G A M E & N A R R AT I V E S Y S T E M
• Identify with characters
• Role-play real life situations
• Active decision making=critical thinking
• Experience clear cause & effect
• Cycle of mastery
• Reflection & storytelling
Experiential Learning
Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
What does it take to become a champion?
Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
Sabido Role modeling in
• Player: Transitional
• Team Captain Tal: Negative
• Star Player Zak: Positive
• Female characters: Neutral
• Supporting teammates determined by affiliation
• Samuel Eto: Positive (original version, removed from
mobile)
Third Key: Video Game
Mobile Challenge: found characters needed to be
updated to today’s cultural attitudes & prevalence
of online bullying
G A M E & N A R R AT I V E S Y S T E M
“...characterized by pervasive instability in
moods, interpersonal relationships, self-image,
and behavior. This instability often disrupts
family and work life, long-term planning, and
the individual's sense of self-identity.”
Tal—Captain: Borderline Personality Disorder
“Borderline Personality Disorder.” National Institutes of Mental Health. 13 May 2009. 25 March 2010.
http://www.nimh.nih.gov/health/publications/borderline-personality-disorder-fact-sheet/index.shtml
Third Key: Video Game
Mobile Challenge: needed to return to
original research - testing
G A M E & N A R R AT I V E S Y S T E M
Hanna—familial model
Raina—collegial model
Challenges:
• Relationships: romance? savior?
• Clothing
• Provoke empathy, not sympathy
Female Characters
Third Key: Video Game
Mobile Challenge: #MeToo movement strengthens female characters
G A M E & N A R R AT I V E S Y S T E M
● Originally neutral
● Powerful, stands up for herself
● Player solves problem through supporting
female characters rather then saving &
protecting
Became:
● Mentor to Hannah, Hannah learns to stand
up for herself
● Stronger role model for girls
Raina
Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
• Patronizing behavior
• Dismissive attitude
• Exclusionary tactics
• Gender discrimination
• Verbal abuse
• Gang humiliation
• Violation of personal property
• Slander
• Separation from friends
• Mild physical violence
• Abduction
• Extreme violence
Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
Player Choice:
• Branching Narrative: Player can always choose
to play for or against gender equality
• Strategic: soccer matches
• Skill-building: training mini-games
Third Key: Video Game
Mobile Challenge: touch screen interface requires new designs for soccer
matches & mini-games, tighter narrative
G A M E & N A R R AT I V E S Y S T E M
• Narrative choices determine whom one can train with & learn from influencing soccer
skill level
• Likewise in the mobile game, when you re-enter the narrative your choices are recounted
to you and determine the ending
Value (Karma 2018) System:
Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
• Narrative decisions assign negative, positive, or neutral points
• Some decisions are worth more than others
• Progressing relationships:
Value (Karma 2018) System:
Third Key: Video Game
• Player must earn a certain number of points & a certain ratio allows to train with differing
characters
• Player earns special moves from characters as relationship builds
• The more they play or train, the more player influences other characters determining potential for
success in soccer matches
G A M E & N A R R AT I V E S Y S T E M
Mobile Challenge: other players, not the coach, decide player’s outcome
G A M E & N A R R AT I V E S Y S T E M Third Key: Video Game
Fourth Key: Youth CampsG A M E & N A R R AT I V E S Y S T E M
Facilitator’s Guide
Fourth Key: Youth CampsG A M E & N A R R AT I V E S Y S T E M
https://vimeo.com/164490748
Fourth Key: Youth CampsG A M E & N A R R AT I V E S Y S T E M
Facilitator’s Guide
Fourth Key: Youth CampsG A M E & N A R R AT I V E S Y S T E M
UNICEF implementation—Mahama Refugee Camp, Rwanda
100,000 Burundians/40 are children
2014 & 2015 in El Salvador, 2017 in Buffalo NY
Dr. Hua (Helen) Wang, University of Buffalo
• 2013 Camp: 83 participants/2 groups
• 2014 Camp: 113 participants/3 groups
• 2016 Camp: 31 participants/3 groups
Youth Camps Research Results
R E S E A R C H R E S U LT S Recording Player’s Computer Screen Activities
R E S E A R C H R E S U LT S
● 83% reread dialogue before answering
● Younger girls spend more time reading
● Pro-social rate 50-90%
● Anti-social rate 10-37%
Narrative Exposure & Responses to Questions
Participatory sketching
I am hurt
I don’t know why they
do not allow girls to play
if we are all equal
R E S E A R C H R E S U LT S
Draw an example of bullying
(verbal, physical, psychological)
that you have learned from
BREAKAWAY and how to deal
with it.
we stop violence and leave discrimination in the past!!!!!
nobody likes me
because she looks nice.
what's more, quit
bothering her,
She doesn't even hang
out with you or do
anything to you.
yeah, she's such an ugly girl.
oooh, so gross. this girl –
don't talk to her
R E S E A R C H R E S U LT S Behavior Modeling
R E S E A R C H R E S U LT S
On average, campers chose more female player stickers
than male player stickers although the difference was not
statistically significant
Girls chose significantly more female player stickers
Boys chose more male player stickers but also asked for
female stickers
Empowerment
Open to change
Gamification
R E S E A R C H R E S U LT S
87.7% Completely agree1.8% Disagree
The GREAT DEBATE:
Can a girl be on a soccer team?
10.5% Conditionally agree
Great Debate
Come Play!
Learn more:
BREAKAWAY Web: https://breakawaygame.champlain.edu

BREAKAWAY FB:https://www.facebook.com/breakawaygame
EMC Web: https://www.champlain.edu/emc
EMC Instagram: ccemergentmedia
BREAKAWAY Twitter: @breakawaygame
EMC Twitter: @CCEmergentMedia
YouTube: champlainemc
Vimeo: ccemergentmedia
This presentation & others by Ann DeMarle: https://www.slideshare.net/anndemarle
http://breakawaygame.champlain.edu,
@breakawaygame
Publications:
• DeMarle, A., Let Us Entertain You: Entertainment industries propel technologies that engage our seven senses and blur
the barriers of work and play, Computer Magazine, 8/17
• DeMarle, A., How do we keep the virtual world from being infected with real world biases?, Philadelphia Enquirer,
10/3/17
• Wang, H., Wu, Y. C., & Choi, J. H. BREAKAWAY Research Brief for Emergent Media Center at Champlain College in
Vermont, USA and the UNDP in El Salvador, 12/16. Available at https://breakawaygame.champlain.edu/wp-content/
uploads/ sites/33/2014/03/BREAKAWAY_Research_Brief_Final-1.pdf
• Wang, H., Choi, J. H., Wu., Y., & DeMarle, A., BREAKAWAY: Combating violence against women and girls through
soccer video game and youth camps. Health & New Media Research, 2(4), available at http://healthmedia.hallym.ac.kr/
• Wang, H., Wu, Y., Choi, J. H., & DeMarle, A., Players as transitional characters: How youth can “BREAKAWAY” from
gender-based violence, Well Played, 8, 27-40. 2019. Available at http://press.etc.cmu.edu/index.php/product/well-
played-vol-8-no-1/
• Wang, H., Choi, J. H., Wu, Y. C., & DeMarle, A. (in press). BREAKAWAY: A narrative-based digital game to educate
youth about gender-based discrimination and violence. In K. Schrier (Ed.), Learning, education, and games (Volume 3):
100 Games to Use in the classroom and beyond. ETC Press. http://breakawaygame.champlain.edu,
@breakawaygame
Come Play!
To play the mobile version for Android devices:
http://bit.ly/breakawaymobile
To play original version:
www.breakawaygame.com
Come Play!
Ann DeMarle
Professor Emeritus
Champlain College Emergent Media Center
demarle@champlain.edu, @anndemarle http://breakawaygame.champlain.edu,
@breakawaygame

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BREAKAWAY: Combating Gender-based Violence through Student Created Games

  • 1. Ann DeMarle Professor Emeritus Champlain College Emergent Media Center demarle@champlain.edu, @anndemarle I F W E A R E T O T E A C H R E A L P E A C E I N T H I S W O R L D , A N D I F W E A R E T O C A R RY O N A R E A L WA R A G A I N S T WA R , W E S H A L L H AV E T O B E G I N W I T H T H E C H I L D R E N . - M A H AT M A G H A N D I “ Combating Gender-based Violence through Student Created Games “ www.breakawaygame.com, http://breakawaygame.champlain.edu, @breakawaygame
  • 2. Ann DeMarle, Who’s She? • Teacher, artist, geek, activist • Professor emeritus, Champlain College • Founding director Champlain College Top ranked game degrees • Founding director Emergent Media Center • Founding director Governor’s Institute of Vermont in Technology • Apple Distinguished Educator • IBM Faculty Awardee • Images & Voices of Hope trustee • IEEE Computer Society Governor • VT Arts Council trustee
  • 3. Outline 1. What is BREAKAWAY? 2. Student Development Teams 3. Game & Narrative System: from Flash to Mobile 4. Research Results
  • 5. • Addresses VAWG: original sponsor UNFPA • Innovative game: • Pivotal developmental ages • First to apply Sabido methodology • Community-led youth camps adopted by UNDP, UNICEF, Save the Children What makes BREAKAWAY unique W H AT I T I S
  • 6. 1. Awareness of the issue 2. Accountability for actions 3. Attitude & behavior change 4. Advocacy Shift Boy’s Behavior Empower Girls W H AT I T I S
  • 7. W H AT I T I S Initial Online Version Production: ● Project Start 2008 ● Launched 13 episodes online/CD 2010 Educational Model: ● Facilitator’s Guide 2011 ● Hebron, Palestine camp 2012 ● El Salvador camp 2013, 2014 ● Buffalo camp 2016 Assessment & Research: ● First assessment 2014 ● Second assessment 2015 ● Third assessment 2017 Second Production: ● Mobile 2017/18 ● Mahama camps, Rwanda 2019 Timeline
  • 8. “ Student Development Teams An academic studio partnering with industry, public institutions & nonprofits to develop new concepts, processes, uses & applications for games & other forms of emergent media.
  • 9. Roots “Top US College” —Atlantic Monthly “Most Innovative College in the North East” —U.S. News & World Report 2005 Roger Perry Endowed Chair: Champlain College’s nationally ranked Game degree programs, in the top 15 for over 14 years. S T U D E N T D E V T E A M S
  • 10. EMC Formats • Mobile apps • Serious games & curriculum • Gamification strategies • Social media campaigns • Video • Static & motion graphics • Big data visualization • Large screen interactives • Alternative computer controllers • Virtual and augmented realities Conceptualization Prototyping Production S T U D E N T D E V T E A M S
  • 11. • Students: creativity, digital natives, cross-disciplinary teams guided by faculty & staff •Interdisciplinary Emergent Media design & production •Collaborative design cycle, prioritizing iteration •Designing in-person & online experiences EMC ProcessS T U D E N T D E V T E A M S
  • 12. ● Grants & fundraising: continual ● Online & CD game: ● Researching the question ● Discovery phase: South Africa ● Conceptualization: 2 designs ● Early prototype ● Build & testing: 13 chapters/levels ● Marketing & launch ● Learning Model: ● Facilitators’ Guide ● Youth camps ● Research & Assessment ● Mobile game and guide: ● Fundraising ● Mobile build ● Testing & launch ● Facilitator’s guide ● Rwanda - translation & support Project PhasesS T U D E N T D E V T E A M S “If your boyfriend beats you, he loves you best.” - 13 year old girl, South Africa interviews, 2009
  • 13. Early Game TrailerS T U D E N T D E V T E A M S
  • 14. S T U D E N T D E V T E A M S Mobile Game Update https://vimeo.com/245984705
  • 15. P L AY I S O F T E N TA L K E D A B O U T A S I F I T W E R E A R E L I E F F R O M S E R I O U S L E A R N I N G . B U T F O R C H I L D R E N P L AY I S S E R I O U S L E A R N I N G . P L AY I S R E A L LY T H E W O R K O F C H I L D H O O D . - F R E D R O D G E R S “ “ Game & Narrative System: Flash to Mobile
  • 16. First Key: SoccerG A M E & N A R R AT I V E S Y S T E M
  • 17. Second Key: Sabido Method • Jungian archetypes • Bandura’s social cognitive theory Role Modeling: • Positive • Negative • Transitional Storytelling: • Narrative 70/30 rule • Serial style with cliffhangers Entertainment-Education Mobile Challenge: no longer partnering with PMC, guidance comes from faculty & staff G A M E & N A R R AT I V E S Y S T E M
  • 18. • Identify with characters • Role-play real life situations • Active decision making=critical thinking • Experience clear cause & effect • Cycle of mastery • Reflection & storytelling Experiential Learning Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
  • 19. What does it take to become a champion? Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
  • 20. Sabido Role modeling in • Player: Transitional • Team Captain Tal: Negative • Star Player Zak: Positive • Female characters: Neutral • Supporting teammates determined by affiliation • Samuel Eto: Positive (original version, removed from mobile) Third Key: Video Game Mobile Challenge: found characters needed to be updated to today’s cultural attitudes & prevalence of online bullying G A M E & N A R R AT I V E S Y S T E M
  • 21. “...characterized by pervasive instability in moods, interpersonal relationships, self-image, and behavior. This instability often disrupts family and work life, long-term planning, and the individual's sense of self-identity.” Tal—Captain: Borderline Personality Disorder “Borderline Personality Disorder.” National Institutes of Mental Health. 13 May 2009. 25 March 2010. http://www.nimh.nih.gov/health/publications/borderline-personality-disorder-fact-sheet/index.shtml Third Key: Video Game Mobile Challenge: needed to return to original research - testing G A M E & N A R R AT I V E S Y S T E M
  • 22. Hanna—familial model Raina—collegial model Challenges: • Relationships: romance? savior? • Clothing • Provoke empathy, not sympathy Female Characters Third Key: Video Game Mobile Challenge: #MeToo movement strengthens female characters G A M E & N A R R AT I V E S Y S T E M
  • 23. ● Originally neutral ● Powerful, stands up for herself ● Player solves problem through supporting female characters rather then saving & protecting Became: ● Mentor to Hannah, Hannah learns to stand up for herself ● Stronger role model for girls Raina Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
  • 24. • Patronizing behavior • Dismissive attitude • Exclusionary tactics • Gender discrimination • Verbal abuse • Gang humiliation • Violation of personal property • Slander • Separation from friends • Mild physical violence • Abduction • Extreme violence Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
  • 25. Player Choice: • Branching Narrative: Player can always choose to play for or against gender equality • Strategic: soccer matches • Skill-building: training mini-games Third Key: Video Game Mobile Challenge: touch screen interface requires new designs for soccer matches & mini-games, tighter narrative G A M E & N A R R AT I V E S Y S T E M
  • 26. • Narrative choices determine whom one can train with & learn from influencing soccer skill level • Likewise in the mobile game, when you re-enter the narrative your choices are recounted to you and determine the ending Value (Karma 2018) System: Third Key: Video GameG A M E & N A R R AT I V E S Y S T E M
  • 27. • Narrative decisions assign negative, positive, or neutral points • Some decisions are worth more than others • Progressing relationships: Value (Karma 2018) System: Third Key: Video Game • Player must earn a certain number of points & a certain ratio allows to train with differing characters • Player earns special moves from characters as relationship builds • The more they play or train, the more player influences other characters determining potential for success in soccer matches G A M E & N A R R AT I V E S Y S T E M Mobile Challenge: other players, not the coach, decide player’s outcome
  • 28. G A M E & N A R R AT I V E S Y S T E M Third Key: Video Game
  • 29. Fourth Key: Youth CampsG A M E & N A R R AT I V E S Y S T E M Facilitator’s Guide
  • 30. Fourth Key: Youth CampsG A M E & N A R R AT I V E S Y S T E M https://vimeo.com/164490748
  • 31. Fourth Key: Youth CampsG A M E & N A R R AT I V E S Y S T E M Facilitator’s Guide
  • 32. Fourth Key: Youth CampsG A M E & N A R R AT I V E S Y S T E M UNICEF implementation—Mahama Refugee Camp, Rwanda 100,000 Burundians/40 are children
  • 33. 2014 & 2015 in El Salvador, 2017 in Buffalo NY Dr. Hua (Helen) Wang, University of Buffalo • 2013 Camp: 83 participants/2 groups • 2014 Camp: 113 participants/3 groups • 2016 Camp: 31 participants/3 groups Youth Camps Research Results
  • 34. R E S E A R C H R E S U LT S Recording Player’s Computer Screen Activities
  • 35. R E S E A R C H R E S U LT S ● 83% reread dialogue before answering ● Younger girls spend more time reading ● Pro-social rate 50-90% ● Anti-social rate 10-37% Narrative Exposure & Responses to Questions
  • 36. Participatory sketching I am hurt I don’t know why they do not allow girls to play if we are all equal R E S E A R C H R E S U LT S
  • 37. Draw an example of bullying (verbal, physical, psychological) that you have learned from BREAKAWAY and how to deal with it. we stop violence and leave discrimination in the past!!!!! nobody likes me because she looks nice. what's more, quit bothering her, She doesn't even hang out with you or do anything to you. yeah, she's such an ugly girl. oooh, so gross. this girl – don't talk to her R E S E A R C H R E S U LT S Behavior Modeling
  • 38. R E S E A R C H R E S U LT S On average, campers chose more female player stickers than male player stickers although the difference was not statistically significant Girls chose significantly more female player stickers Boys chose more male player stickers but also asked for female stickers Empowerment Open to change Gamification
  • 39. R E S E A R C H R E S U LT S 87.7% Completely agree1.8% Disagree The GREAT DEBATE: Can a girl be on a soccer team? 10.5% Conditionally agree Great Debate
  • 40. Come Play! Learn more: BREAKAWAY Web: https://breakawaygame.champlain.edu BREAKAWAY FB:https://www.facebook.com/breakawaygame EMC Web: https://www.champlain.edu/emc EMC Instagram: ccemergentmedia BREAKAWAY Twitter: @breakawaygame EMC Twitter: @CCEmergentMedia YouTube: champlainemc Vimeo: ccemergentmedia This presentation & others by Ann DeMarle: https://www.slideshare.net/anndemarle http://breakawaygame.champlain.edu, @breakawaygame
  • 41. Publications: • DeMarle, A., Let Us Entertain You: Entertainment industries propel technologies that engage our seven senses and blur the barriers of work and play, Computer Magazine, 8/17 • DeMarle, A., How do we keep the virtual world from being infected with real world biases?, Philadelphia Enquirer, 10/3/17 • Wang, H., Wu, Y. C., & Choi, J. H. BREAKAWAY Research Brief for Emergent Media Center at Champlain College in Vermont, USA and the UNDP in El Salvador, 12/16. Available at https://breakawaygame.champlain.edu/wp-content/ uploads/ sites/33/2014/03/BREAKAWAY_Research_Brief_Final-1.pdf • Wang, H., Choi, J. H., Wu., Y., & DeMarle, A., BREAKAWAY: Combating violence against women and girls through soccer video game and youth camps. Health & New Media Research, 2(4), available at http://healthmedia.hallym.ac.kr/ • Wang, H., Wu, Y., Choi, J. H., & DeMarle, A., Players as transitional characters: How youth can “BREAKAWAY” from gender-based violence, Well Played, 8, 27-40. 2019. Available at http://press.etc.cmu.edu/index.php/product/well- played-vol-8-no-1/ • Wang, H., Choi, J. H., Wu, Y. C., & DeMarle, A. (in press). BREAKAWAY: A narrative-based digital game to educate youth about gender-based discrimination and violence. In K. Schrier (Ed.), Learning, education, and games (Volume 3): 100 Games to Use in the classroom and beyond. ETC Press. http://breakawaygame.champlain.edu, @breakawaygame Come Play!
  • 42. To play the mobile version for Android devices: http://bit.ly/breakawaymobile To play original version: www.breakawaygame.com Come Play! Ann DeMarle Professor Emeritus Champlain College Emergent Media Center demarle@champlain.edu, @anndemarle http://breakawaygame.champlain.edu, @breakawaygame