Designing Games for Civic Action December 10, 2011Posted by Joanne KY Teoh in Civic Media, Convergence, MIT5, Social Media, Trends.
Some food for thought for designers, theorists, and activists on game design as insights, tools, and practices from gaming are increasingly integrated across different areas of life, leading to talk of the ‘gamification’ of everything – including civic media.
What are the possibilities of and challenges for civic games? Independent game designers, networks like Games for Change, and perhaps even major industry players are moving towards linking gameplay with realworld civic actions.
What is the state of play, and what is coming just over the horizon? In theorizing and developing civic games, what can we learn from games with civic content – as texts, processes, and points of community engagement? How can we understand game design itself as civic engagement, as communities become not only game players but increasingly also design, mod, develop, and critique games?
The age of e-mail is ending. A recent PEW study found that email is now the least used form of digital communication for young people, with 11% of teens engaging in daily email use. On the other hand, as of 2009, over half of teens were communicating daily via SMS, up almost 50% from 2006. For civic organizations, SMS open rates of texts are near 100%, whereas email open rates often hover between 5 – 15%.
Moving forward, organizations wishing to communicate effectively, especially with young people, must develop mobile strategies. What are the opportunities and limitations of SMS as a communication tool, particularly for driving user behavior?
This lunch talk at MIT will discuss learnings from some initial experiments designed to maximize engagement via SMS, as well as provide their insights into trends to watch for the coming years.