Thursday, April 8, 2010

Gaming the System


It's called Armchair Revolutionary and it's the latest high-buzz social media play aiming to crowd-source social change -- only its cofounder, Ariel Hauter, says it is very different from the rest. He puts it simply. "The user experience for online social activism simply sucks," he says. "There's nothing fun" about click-and-give sites. "Why is the experience of activism online so uninspired?" he asks in one of five blog posts offered up this week as part of the site's beta launch.

It is time, Hauter says, for online giving to, well, get "stickier" -- to get less "slacktivist" and more location-aware, experiential, and engaging. Think armies of online gamers playing social games that help finance a series of short-term, "do good" projects over time. Started by the founders of The Hollywood Hill, a social change organization comprised of film, television, music, and gaming professionals in the Los Angeles area, Armchair Revolutionary is aiming to offer the public a chance to help micro-finance for-profit social ventures through its integration with Live Gamer, a micro-payment site. Armchair Revolutionary's advisers include the producer of Pulp Fiction, the producer of An Inconvenient Truth, the screenwriter of The Bourne Ultimatum, the producer of Electronic Arts' MySims and the president of 42 Entertainment, one of the best-known makers of alternate-reality games.

"Arm Rev" as it is otherwise known, reflects the cross-media diversity of its founders, combining the features of Facebook games such as FarmVille with social networking apps like foursquare (the mobile location service), and then throwing in micro-donation opportunities throughout. [Hauter says the goal is to eventually create large-scale "cause mobs" of gamers who can start crowd-sourcing activism in new and bigger ways, tapping not just into one kind of social medium, but into many at a time.] The payoff? Volume. Critical mass. "We are finally getting to a point [in the evolution of Web technologies] where we are able to tap into ... millions of people in a very viral way," Hauter says. ArmRev.org will be the platform for funding games-for-change, serious games, and alternative reality game projects developed by the Play4Change Lab, a collaboration between The Hollywood Hill and the University of Southern California's Games Institute. The site also will be the platform for funding documentary film projects developed by The Hollywood Hill.

Hauter says Arm Rev could take online fund-raising to the next level, pushing it beyond today's click-and-give one-offs to more engaged and sustainable crowd-funding communities. To test its ability to do this, Am Rev is launching with three projects, including a video game called "Make Waves" which incorporates sensors, simulation and augmented reality to promote cleaner and more sustainable waters. In this one, players "own" and maintain a 3-by-3-foot plot of the ocean, just as they would a virtual plot in FarmVille. A player's actions could help ease overfishing and pollution. Another project is called "End of Darkness." It is a game that brings users together to support, with micro-donations, three leading energy and micro-financing organizations -- E+Co, Grameen Foundation, and Selco India. Players work to finance the launch of the first publicly financed international clean energy company selling and servicing low-cost solar power kits to the world's poor. The project also invites leading thinkers to submit their projects for review.

Arm Rev advisor Robin Hunicke told ABC News earlier this week: "Blurring that boundary between science, activism and entertainment is what Armchair Revolutionary is all about."

What do you think? Can the combination of virtual worlds, online games and micro-fundraising via social networks help engage millions of new people around social causes in ways that weren't possible before? Is there something in this model that could be applied to the workplace and business teams working to achieve greater employee engagement and innovation?

Let us hear from you.


-- Marcia Stepanek

(Illustration by Chris Gorgio for istock.com)

(This first posted on Justmeans.com and appears here with permission)

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Thursday, June 5, 2008

Change Games



In his 2004 book, "The Wisdom of Crowds," New Yorker columnist James Suroweicki offered the world a simple but profound idea: large groups of people are smarter than an elite few—no matter how brilliant—and are, therefore, much better at problem-solving, innovation, and even predicting the future.

In the four years since Suroweicki's book, the phrases, "the hive mind" and "crowd-sourcing" have entered the lexicon: those inventing the next, "2.0" version of the Web are testing ways that companies, educators, and social change advocates can tap into their thousands of new and expanding social networks—on demand—for better ideas, more money, and greater influence.

Facebook's popular Causes application is already demonstrating what a cause-wired group of colleagues in multiple social networks can do if they share a common goal, like Pave My Street, Elect John Doe, Save the Whales. (Since it debuted a year ago, Causes has some 12 million users supporting more than 80,000 nonprofit causes worldwide.)

Barack Obama's campaign is tapping its "hive mind" of supporters to drum up new bucks and ideas. (OhBoyObama, reports ReadWriteWeb, is an "outsourced think tank." The site asks people to submit policy ideas for a vote by the "crowd" that logs in.)

And at this week's 5th annual Games for Change conference in Manhattan, about 350 video game designers, educators, and change advocates are meeting to create, debate, and demo new types of "cause" games. Suzanne Seggerman, Ben Stokes, and Barry Joseph founded the emerging "games-for-change" movement to enliven public debate and tap players' vast array of social networks for solutions.

Hurricane Katrina: Tempest in Crescent City , launched yesterday, explores New Orleans' stubborn housing crisis. Created almost entirely by students at Brooklyn's Canarsie High School with Global Kids, a New York City urban youth nonprofit, the game aims to "draw attention to residents' continuing fight for housing in 2008." Players follow the fictional character, Vivica Water, and relive her battle during the 2005 storm to save neighbors from rising floodwaters. (See sketch, below, from an early set design; note the watermark.)


ICED: I Can End Deportation, by the human rights nonprofit Breakthrough, lets players "walk in the shoes" of five teens facing deportation, including Marc of Haiti, who is seeking political asylum; Suki of Japan, who is living in New York on a student visa, and Anna, from Poland, who "thinks she's a (U.S.) citizen." The goal: to show players "how immigration laws deny due process and violate human rights."

But after the role-playing ends, do games like ICED and Tempest really have the power to solve anything?

Designers say that's probably why the most popular (and promising) games stress collaborative problem-solving for the real world. World Without Oil, for example, a year-old game from the Corporation for Public Broadcasting, has so far logged 60,000 visitors and 1,800 players from 12 countries who prefer to speak up and share their own views about how an oil shock might impact their real-life jobs, housing, mobility, and relationships—a "play it before you really live it" experience, Seggerman says. Peacemaker, a game about the Middle East conflict, lets players take on the role of either the Israeli or the Palestinian leader (or both, ideally), so as to better understand the kinds of decisions either one of them might be forced to make. UNICEF's Ayiti: The Cost of Life, out this month, transforms poverty into a type of strategy game that asks players to "manage a family of five over four years and keep them healthy and alive, educated and out of debt," says co-creator Barry Joseph of Global Kids. It's tough: winning isn't easy without innovative, collaborative problem-solving.

And what do players think? Are they having fun yet? In a recent survey of ICED players, a majority said they liked the adventure of evading immigration police and then having to maneuver themselves out of a detention pen. But a like-sized majority of players said they also "felt a little manipulated" because the game seemed "a little one-sided" and overtly political, says Shelley Pasnik, director of the Center for Children and Technology, which evaluated the game. "Games like ICED represent a good start," Pasnik says, but game content will need to evolve to represent more varied viewpoints and trigger more offline activism.

Viva the evolution. Says MIT professor Henry Jenkins, an expert in youth media and an enthusiastic supporter of crowd-sourcing social change: "We have to think of ways to use games not just to escape reality but to re-engage with reality."

What do you think?

For more on this week's Games for Change festival , see the video below:

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