New Book: Untangling the Web


By Aleks Krotoski: “The World Wide Web is the most revolutionary innovation of our time. In the last decade, it has utterly transformed our lives. But what real effects is it having on our social world? What does it mean to be a modern family when dinner table conversations take place over smartphones? What happens to privacy when we readily share our personal lives with friends and corporations? Are our Facebook updates and Twitterings inspiring revolution or are they just a symptom of our global narcissism? What counts as celebrity, when everyone can have a following or be a paparazzo? And what happens to relationships when love, sex and hate can be mediated by a computer? Social psychologist Aleks Krotoski has spent a decade untangling the effects of the Web on how we work, live and play. In this groundbreaking book, she uncovers how much humanity has – and hasn’t – changed because of our increasingly co-dependent relationship with the computer. In Untangling the Web, she tells the story of how the network became woven in our lives, and what it means to be alive in the age of the Internet.” Blog: http://untanglingtheweb.tumblr.com/
 
 

Taking Games for Good to a New Level


Idit Harel Caperton (@idit) in SSIR: “Last month’s Games for Change Festival (G4C) celebrated the promising power of video games to yield social change. The event, now in its tenth year, brings game developers, educators, NGOs, and government agencies to New York City to discuss and promote the creation of social-issue games in an industry with a global market of $67 billion, projected to reach $82 billion by 2017. Big numbers like this prove that the gaming industry has engaged the masses, and G4C wants to push this engagement toward social learning and positive action.
It’s already happening on a small scale. The Games for Change Awards, announced annually at the festival, recognizes effective mission-driven games. This year’s winning games included “Data Dealer,” which raises awareness around personal data and online privacy, and “Quandary,” where players are social pioneers facing decisions that challenge their moral compass. These and other games endorsed at G4C achieve a blend of social influence and technical innovation through engaging gameplay.
G4C has also aligned with larger social impact movements, proving that video games can be vehicles for positive global action through game mechanics. Half the Sky Movement is a transmedia campaign working against the oppression of women worldwide; it includes a book, film, and game. The game, produced by G4C and available for free on Facebook, features game tasks that transfer to real-world donations and social action opportunities. Since launching in March, “Half the Sky Movement: The Game” has raised nearly $350,000 to empower women worldwide. Yet, social issue games production still resides on the edge of the gaming industry. …”

ICANN Strategy Panels Launched


ICANN PressRelease: “During today’s opening ceremony of ICANN 47 in Durban, South Africa, President and CEO Fadi Chehadé announced the creation of five new ICANN Strategy Panels that will serve as an integral part of a framework for cross-community dialogue on strategic matters. The ICANN Strategy Panels will convene subject matter experts, thought leaders and industry practitioners to support development of ICANN‘s strategic and operational plans, in coordination with many other global players, and will be comprised of up to seven members including the chair for an anticipated one-year timeframe…
In its fourteen-year history, ICANN has grown to reflect a changing landscape of continued innovation, interconnectedness, and unprecedented growth in the DNS ecosystem, one that transcends groups and borders to serve the public interest. Yet, the Internet is at a critical inflection point as billions of new people are expected to join the global network in the next few years and as the nature of its usage matures dramatically. With this in mind, the ICANN Strategy Panels are expected to help catalyze transformation and advance ICANN‘s role in the context of a dynamic, increasingly complex global environment.”
See also Learning by Doing: The GovLab’s Living Labs

Power of open data reveals global corporate networks


Open Data Institute: “The ODI today welcomed the move by OpenCorporates to release open data visualisations which show the global corporate networks of millions of businesses and the power of open data.
See the Maps
OpenCorporates, a company based at the ODI, has produced visuals using several sources, which it has published as open data for the first time:

  • Filings made by large domestic and foreign companies to the U.S. Securities and Exchange Commission
  • Banking data held by the National Information Center of the Federal Reserve System in the U.S.
  • Information about individual shareholders published by the official New Zealand corporate registry

Launched today, the visualisations are available through the main OpenCorporates website.”

Urban Observatory


Understanding Precedes Action: “Richard Saul Wurman, Radical Media, and Esri bring you the Urban Observatory—a live museum with a data pulse. You’ll have access to rich datasets for cities around the world that let you simultaneously view answers to the most important questions impacting today’s global cities—and you. Compare and contrast visualized information for a greater understanding of life in the 21st century.”

Open Government is an Open Conversation


Lisa Ellman and Hollie Russon Gilman at the White House Blog: “President Obama launched the first U.S. Open Government National Action Plan in September 2011, as part of the Nation’s commitment to the principles of the global Open Government Partnership. The Plan laid out twenty-six concrete steps the United States would take to promote public participation in government, increase transparency in government, and manage public resources more effectively.
A  year and a half later, we have fulfilled twenty-four of the Plan’s prescribed commitments—including launching the online We the People petition platform, which has been used by more than 9.6 million people, and unleashing thousands of government data resources as part of the Administration’s Open Data Initiatives.
We are proud of this progress, but recognize that there is always more work to be done to build a more efficient, effective, and transparent government. In that spirit, as part of our ongoing commitment to the international Open Government Partnership, the Obama Administration has committed to develop a second National Action Plan on Open Government.
To accomplish this task effectively, we’ll need all-hands-on-deck. That’s why we plan to solicit and incorporate your input as we develop the National Action Plan “2.0.”…
Over the next few months, we will continue to gather your thoughts. We will leverage online platforms such as Quora, Google+, and Twitter to communicate with the public and collect feedback.  We will meet with members of open government civil society organizations and other experts, to ensure all voices are brought to the table.  We will solicit input from Federal agencies on lessons learned from their unique experiences, and gather information about successful initiatives that could potentially be scaled across government.  And finally, we will canvass the international community for their diverse insights and innovative ideas.”

From the digital divide to inclusive innovation: the case of digital money


A new pamphlet by Irving Wladawsky-Berger et al for the Royal Society (RSA):  “The history of economic development has been characterised by periods of massive transformation brought about by technological  innovation. As well as creating new industries, technology transforms the  ways we live and work. Steam power led to industrialisation and rapid urbanisation, electricity enabled the assembly line and mass production of consumer goods, the automobile encouraged mass mobility and the development of suburban living, and the internet and world wide web have revolutionised access to communications and knowledge. It is very hard to anticipate the consequences of such enormously disruptive technologies. Technology continues to surprise, seen, for example, in the unexpected growth of SMS messaging and social networking and the massive changes brought about by online media and music.
This pamphlet is concerned with a profoundly transformative technology, one that affects a crucial element of the fabric of society. It examines digital money, a technology that moves economic transactions, payments, remittances, transfers etc, from the physical into the digital world. Just as communications and publishing have been transformed by digital technologies, so too will financial services. The progress of digital money will inevitably surprise us and it will develop in unexpected ways, but we believe it is on the cusp of delivering a remarkable transformation in the global economy. It will end the divide between those who can and those who cannot participate in formal economic transactions. It may usher in a new era of more inclusive innovation that involves billions of more people around the world in constructing the services that affect their future…”
M DODGSON, D GANN, I WLADAWSKY-BERGER

Open Data Directory – Use Cases and Requirements


Word Wide Web Foundation: “Today, we’re pleased to be publishing a report entitled “Open Data Directory: Use Cases and Requirements”. The full report can be downloaded here.

As we noted in April when we released a draft for comment, quality rich information and content references are a need when you are dealing with innovative environments such as Open Data, where sharing and reusing are necessary routines in order to advance, and to give Open Data initiatives the visibility and recognition they need.

Although only a few years ago it was nearly impossible to find information and examples of Open Government Data initiatives and their components, there are currently a growing and varied number of Open Data resources all over the Web.
Given the increasing number of Open Data-related activities all around the world, and the social, economic or cultural diversity within the different countries, no single person or organization could grasp the whole scope of such a huge amount of information.
Any Government or organization interested in Open Data would greatly benefit from the existing and growing knowledge base and resources, so this scenario represents an invaluable opportunity to construct a neutral and trustable central directory that can help us to structure references, share best practices, and, generally speaking, mobilize the global Open Data community around it….”

Gamification: A Short History


Ty McCormick in Foreign Policy: “If you’re checking in on Foursquare or ramping up the “strength” of your LinkedIn profile, you’ve just been gamified — whether or not you know it. “Gamification,” today’s hottest business buzzword, is gaining traction everywhere from corporate boardrooms to jihadi chat forums, and its proponents say it can revolutionize just about anything, from education to cancer treatment to ending poverty. While the global market for gamification is expected to explode from $242 million in 2012 to $2.8 billion in 2016, according to market analysis firm M2 Research, there is a growing chorus of critics who think it’s little more than a marketing gimmick. So is the application of game mechanics to everyday life more than just a passing fad? You decide.
1910
Kellogg’s cereals offers its first “premium,” the Funny Jungleland Moving-Pictures book, free with every two boxes. Two years later, Cracker Jack starts putting prizes, from stickers to baseball cards, in its boxes of caramel-coated corn snacks. “A prize in every box” is an instant hit; over the next 100 years, Cracker Jack gives away more than 23 billion in-package treasures. By the 1950s, the concept of gamification is yet to be born, but its primary building block — fun — is motivating billions of consumers around the world.
1959
Duke University sociologist Donald F. Roy publishes “Banana Time,” an ethnographic study of garment workers in Chicago. Roy chronicles how workers use “fun” and “fooling” on the factory room floor — including a daily ritual game in which workers steal a banana — to stave off the “beast of monotony.” The notion that fun can enhance job satisfaction and productivity inspires reams of research on games in the workplace….”