Tiltfactor Lab

Tiltfactor is engaged in producing games that combat biases and stereotypes against women in STEM; increase systems-level thinking; model effective bystander intervention in cases of sexual assault; facilitate open source metadata gathering for public institutions; create social networks to encourage altruism and prosocial behavior; and inspire new ways of thinking about health care delivery.

In 2008 Tiltfactor moved to Dartmouth College when Dr. Flanagan accepted her position as Sherman Fairchild Distinguished Professor in Digital Humanities.

The game was developed as part of a National Science Foundation funded project called “Transforming Science, Technology, Engineering, and Math (STEM) For Women and Girls: Reworking Stereotypes & Bias.” The two-year grant has allowed Tiltfactor to develop a number of game designs with additional assistance from the National Girls Collaborative Project, a nationwide organization that wishes to promote gender equity within STEM fields.

Players help the humans escape by vaccinating them, winning the game if the disease can no longer spread and losing if too many people become full-blown zombies.

[2] Entangled - a virtual reality video game where players take on the role of Dr. Smith, a physicist in a science fiction world who can manipulate objects in multiple dimensions.

The player uses their skills to travel through the same science lab but in many different dimensions, escaping pursuit by a shadowy enemy.

Players take on the role of Gertie, a potion-making character, in a fictional world where she encounters and overcomes a range of gender-related obstacles.

The game takes less than an hour to play, and it fosters player empathy and understanding for the many major decision points in the healthcare system.

Leechwyves and Bonesetters – an active roleplaying game in which players combat plague in medieval Europe, play groups work collaboratively to make their fiefdom the wealthiest and least plague-ridden in the land.

Layoff was developed in collaboration with the Rochester Institute of Technology and launched in the spring of 2009 amid significant economic turbulence in the United States.

Players move around the board landing on different category spaces that express either positive values such as "cooperation" or negative ideas such as "prejudice."

The game was designed with four goals in mind: to increase the time 9 to 11-year-old girls spend using technology, promote heroes from under-represented groups, increase math and science skills, and change misconceptions about math, science, and technology in order to encourage girls to pursue those fields.

Evaluation indicated that it accomplished its goals, effectively changing players' attitudes and increasing their interest in math, science and technology.

[8] Lost in Translation: Comparing the Impact of an Analog and Digital Version of a Public Health Game on Players’ Perceptions, Attitudes, and Cognitions studies the impacts of nearly identical analog and digital games in facilitating learning and attitude changes about social issues, such as public health.