Princeton and Games for Change to Partner on Virtual Reality

We are happy to announce that our team was recently awarded a sizeable grant to expand its virtual reality work together with Games for Change (G4C), a nonprofit corporation that supports the creation and distribution of digital media games for humanitarian and educational purposes. The project will build on engagement at G4C’s annual festivals, including the upcoming VR for Change Summit on August 2, which will bring together developers, storytellers, educators, and researchers using VR, AR and other immersive technologies in new ways. The grant is one of a number of projects recently awarded by the Carnegie Corporation of New York and the John D. and Catherine T. MacArthur Foundation “to support projects aimed at reducing nuclear risk through innovative and solutions-oriented approaches.”

The two-component project will employ virtual reality (VR) to support innovation, collaboration, and public awareness in nuclear arms control, with overlapping benefits to nuclear security. The first component, led by Princeton and geared toward experts, will develop full-motion VR to design and simulate new arms-control treaty verification approaches, with outputs relevant to reducing and securing weapons and fissile materials. With stalled progress toward further reductions of nuclear weapons and countries embarking on wide scale upgrades to their arsenals, building new mechanisms for cooperation in this area is essential. The VR project seeks to establish a new way for technical experts to collaborate that goes beyond the traditional exchange of ideas at conferences and workshops. It aims to offer, in particular, a way to overcome some of the confidence-building challenges that may hinder direct cooperation between countries on how to approach nuclear-weapon and fissile-material monitoring. Cooperative design and simulation exercises will seek to showcase new opportunities for state-to-state cooperation in arms control and nuclear security offered by VR. The project team aims to disseminate the findings to audiences like the Group of Governmental Experts (GGE) on Verification in Geneva through live demonstrations.

Mobilizing the public to engage with nuclear policy issues also remains a critical task for future progress. The second component, led by Games for Change, will therefore develop VR material for the public on the dangers from nuclear weapons and fissile materials. The U.S. presidential election campaign in 2016 and its aftermath has brought to the surface latent public concerns about the risks of deliberate nuclear-weapon use and even nuclear war. The aim of the VR experience will therefore be to show the risks associated with fissile-material stockpiles and large arsenals on high alert as a means to encourage greater engagement by the public in nuclear policy and decision-making. The project aims to build on the already high level of public interest in VR applications, not only for entertainment, but also for news and education applications. Established organizations are beginning to embrace the medium, resulting in more widespread public consumption of information using VR platforms. Results will be featured at the Games for Change Festivals, with the goal of engaging direct industry support for development and widespread distribution through VR app stores.

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