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. …”
The Little Data Book on Information and Communication Technology 2013
The World Bank: “This new addition to the Little Data Book series presents at-a-glance tables for more than 200 economies showing the most recent national data on key indicators of information and communications technology (ICT), including access, quality, affordability, efficiency, sustainability and applications.”
The Republic of Choosing
William H. Simon in the Boston Review: “Cass Sunstein went to Washington with the aim of putting some theory into practice. As administrator of the Office of Information and Regulatory Affairs (OIRA) during President Obama’s first term, he drew on the behavioral economics he helped develop as an academic. In his new book, Simpler, he reports on these efforts and elaborates a larger vision in which they exemplify “the future of government.”
…Simpler reports some notable achievements, but it exaggerates the practical value of the behaviorist toolkit. The Obama administration’s most important policy initiatives make only minor use of it. Despite its upbeat tone, the book implies an oddly constrained conception of the means and ends of government. It sometimes calls to mind a doctor putting on a cheerful face to say that, while there is little he can do to arrest the disease, he will try to make the patient as comfortable as possible.
…The obverse of Sunstein’s preoccupation with choice architecture is his relative indifference to other approaches to making administration less rigid. Recall that among the problems Sunstein sees with conventional regulation are, first, that it mandates conduct in situations where the regulator doesn’t know with confidence what is the right thing to do, and second, that it is insufficiently sensitive to relevant local variations in taste or circumstances.
The most common way to deal with the first problem—insufficient information—is to build learning into the process of intervention: the regulator intervenes provisionally, studies the effects of her intervention, and adapts as she learns. It is commonplace for statutes to mandate or fund demonstration or pilot projects. More importantly, statutes often demand that both top administrators and frontline workers reassess and adjust their practices continuously. This approach is the central and explicit thrust of Race to the Top’s “instructional improvement systems,” and it recurs prominently in all the statutes mentioned so far.”
Infoglut: How Too Much Information Is Changing the Way We Think and Know
Infoglut explores the connections between these wide-ranging sense-making strategies for an era of information overload and “big data,” and the new forms of control they enable. Andrejevic critiques the popular embrace of deconstructive debunkery, calling into question the post-truth, post-narrative, and post-comprehension politics it underwrites, and tracing a way beyond them.”
Infographics: Winds of change
Book Review in the Economist:
- Data Points: Visualisation That Means Something. By Nathan Yau. Wiley; 300 pages; $32 and £26.99.
- Facts are Sacred. By Simon Rogers. Faber and Faber; 311 pages; £20.
- The Infographic History of the World. By James Ball and Valentina D’Efilippo. Collins; 224 pages; £20.
“IN THE late 1700s William Playfair, a Scottish engineer, created the bar chart, pie chart and line graph. These amounted to visual breakthroughs, innovations that allowed people to see patterns in data that they would otherwise have missed if they just stared at long tables of numbers.
Big data, the idea that the world is replete with more information than ever, is now all the rage. And the search for fresh and enlightened ways to help people absorb it is causing a revolution. A new generation of statisticians and designers—often the same person—are working on computer technologies and visual techniques that will depict data at scales and in forms previously unimaginable. The simple line graph and pie chart are being supplemented by things like colourful, animated bubble charts, which can present more variables. Three-dimensional network diagrams show ratios and relationships that were impossible to depict before.
Governing Gets Social
Government Executive: “More than 4 million people joined together online in December 2011 to express outrage over the Stop Online Piracy Act, a bill Congress was considering that would have made content-sharing websties legally responsible for their users’ copyright violations, with punishments including prison time.
Experts called the campaign a victory for digital democracy: The people had spoken— the ones who don’t have lobbyists or make large campaign donations. And just as important, their representatives had listened.
There was a problem, though. Through social media, ordinary citizens told Congress and the president what they didn’t want. But the filmmakers, recording artists and others concerned about protecting intellectual property rights, many of whom supported SOPA, had a legitimate beef. And there was no good way to gauge what measures the public would support to address that.
A handful of staffers in the office of Rep. Darrell Issa, R-Calif., thought they might have a solution. As the debate over SOPA rose to a boil, they launched the Madison Project, an online forum where users could comment on proposed legislation, suggest alternative text and vote those suggestions up or down. It was a cross between Microsoft Word’s track changes function and crowdsourced book reviews on Amazon.
Not all examples of this new breed of interactive social media happen at the macro level of legislation and presidential directives. Agencies across government have been turning to the platform IdeaScale, for instance, to gather feedback on more granular policy questions.
Once an agency poses a question on IdeaScale, anyone can offer a response or suggestion and other discussion participants can vote those suggestions up or down. That typically means the wisdom of the masses will drive the best ideas from the most qualified participants to the top of the queue without officials having to sift through every suggestion….
What many people see as the endgame for projects like Madison and Textizen is a vibrant civic culture in which people report potholes, sign petitions and even vote online or through mobile devices.
The Internet is great at gathering and processing information, but it’s not as good at verifying who that information is coming from, says Alan Shark, a Rutgers University professor and executive director of the Public Technology Institute, a nonprofit that focuses on technology issues affecting local governments.
“Star Trek is here,” Shark says. “We have these personal communicators, their use is continuing to grow dramatically and we’re going to have broader civic participation because of it. The missing piece is trusted identities.”
Social: Why Our Brains are Wired to Connect
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….”
FailureFest
Geoff Mulgan’s blog: “We’ve often discussed the role of failure in innovation – and have started running FailureFests and other devices to get practitioners talking honestly about what they learned from things that didn’t work. We all know how hard this is.
There’s a new book out by the guru of failure in engineering, Henry Petroski: To forgive design: understanding failure. He argues that the best way of achieving lasting success is by understanding failure and that a single failure may show ‘weaknesses in reasoning, knowledge, and performance that all the successful designs may not even hint at’. For him the best examples are collapsing bridges. Here’s a very different, but helpful, example of trying to extract some useful lessons from a well-intentioned project that didn’t quite work in a field very distant from bridges. It’s a reminder of why it’s so important that the new What Works centres are brave enough to set out clearly the ideas that they think have been tested and shown not to work – that may be just as useful as the recommendations on best or proven practice.
Of course it’s not enough to say we should celebrate failure. No organisation or system can do that. Instead there is an unavoidable ambiguity in the relationship between innovation and failure. On the one hand if you’re not failing often, you’re probably not taking enough creative risks. On the other hand, if you fail too much don’t expect to keep your job, or your funding. “
Software Takes Command
A new book by Lev Manovich: “This new book from the celebrated author of The Language of New Media is the first to offer a rigorous theory of the technology we all use daily – software for media authoring, access, and sharing.
What motivated developers in the 1960s and ‘70s to create the concepts and techniques that now underlie contemporary applications like Photoshop, Illustrator, and Final Cut?
How do these tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a “medium” after previously media-specific tools have been simulated and extended into software?
Lev Manovich answers these questions through detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and milestone projects in design, motion graphics, and interactive environments.
Software Takes Command is a must for scholars, designers, technologists, and artists concerned with contemporary media and digital culture.”