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)

Labels: , , , , , , ,

Saturday, March 20, 2010

Education 2.0

Here's the latest machinima dispatch from award-winning reporter [and Cause Global contributor] Bernhard Drax, this one on efforts by some teachers to transform education with more daring uses of technology inside the classroom -- and outside of it. Can learning in virtual worlds empower kids to do better? Draxtor Despres, Drax's avatar [the one with the glasses and earphones] interviews a range of educators and officials in Second Life, including those from the International Society for Technology in Education and the Department of Education.

Here's his report:


Labels: , , , , , , ,

Wednesday, January 27, 2010

Virtual Worlds: The New Green?

Much is being said (again) amid the current economic downturn about the benefits of meeting virtually. Might virtual worlds be an even more efficient, effective, and eco-friendly alternative to video-conferencing? Here's Bernhard Drax's latest news report from Second Life on a recent panel discussion moderated by the U.S. State Department on the rise of virtual workspaces. [Hint: There are more than 1,400 organizations doing real work and real meetings in Second Life already.] Drax's avatar, Draxtor Despres, is the guy in the glasses:



For more on Drax, see Mo' Real, a short profile and report by Drax on President Obama's health care reform plans that appeared here, on the Cause Global blog early last year.

Labels: , , , , , , ,

Sunday, January 18, 2009

Mo' Real

A small group of social activists, journalists, and filmmakers has begun using Second Life to start covering the news. Leading the charge is Draxtor Despres [aka Bernhard Drax, a 38-year-old, Munich-born machinima hobbyist living in Pacific Grove, California]. Drax recently posted a report on YouTube telling how the incoming Obama Administration will use Second Life to help engage the public over health care reform. Here's that report, virtual video-style, below. [NOTE: Draxtor is the suited avatar with headphones.]



Drax, who has been experimenting with Second Life as a medium for news for nearly the past year, received international recognition in mid-December for his efforts [and recognition for Second Life as a new information medium] during the Paris celebration of the 60th anniversary of the Universal Declaration of Human Rights. There, Drax was awarded an "Every Human Has Rights" media award for his SL report, "Virtual Guantanamo," a feature story on the "virtual Gitmo" built in Second Life by filmmaker Nonny del la Pena and Peggy Weil, a professor at the University of Southern California. Their work, "Gone Gitmo," offers viewers an immersive experience about what it's like (no, really) to be a prisoner at Gitmo. See Drax's award-winning report, below:



Drax uses screen capture software to film events and gather interviews. Douglas Thomas, the director of USC's Network Culture Project, predicts an expansion this year in the use of the medium in education, journalism, and social advocacy, saying many nonprofits and social advocates also might start using Second Life as a new storytelling medium for encouraging public engagement in their causes. Says Drax: "How can we improve the real world? That's what I'm trying to focus on in Second Life." Drax will start filing reports next month from this virutal world for PBS's Frontline World. Said Drax, in accepting the award in Paris: "I'm proud I've gotten this award but it's a signal that this is viable, that this is legitimate, that this [SL] is not a game."

For more on the development of virtual worlds for social change, check out Games for Change co-founder Suzanne Seggerman and her work by clicking here to see her talk at the recent Pop!Tech 2008. Also check out Contribute Magazine's special report, The Cause Web, [September/October 2007], chiefly the story, Pixelanthropy, about the trend toward nonprofit activism in Second Life.

Labels: , , , , , , , , , , ,