Jtm-sv-wednesday-gaming

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jtmsv.jpg NewsTools2008: A concept/design mashup for journalists, technologists and entrepreneurs
WHO PARTICIPATED? ***** EVENT BLOG ****PROGRAM **** BREAKOUT TOPICS **** GOALS **** INITIAL PLANNING **** DC SESSIONS ****ABOUT US **** NEWSTOOLS NING COLLABORATION **** NEWS LINKS **** THE WISH LISTS**** TEN DISRUPTIVE TECHNOLOGIES?**** EVENT SPONSORS**** POST SESSION NOTES**** RESOURCE LINKS****


Arizona State University student blogger Josh Constine reports on the "10 disruptive technologies" after-dinner discussion on Wed., April 30, 2008 at NewsTools2008 / Sunnyvale.


Our group on social and civic engagement and gaming saw a number of bright minds floating ideas about how to tempt an audience into sustained interaction with a news source. The problem raised was that as people move to the internet for their news, there are a multitude of easily accessible free sources.


Therefore, keeping the user engaged to a single source is the goal. The leader of the group explained that people enjoy being rewarded through point and other systems for their interaction and completion of tasks. World of Warcraft, a massively multiplayer online role playing game known for the huge tracts of time players spend in the game world, gives points to players for accomplishments or even just for spending time in game.


A representative from the company Social Chord was in attendance and he explained his company's attempt at using gaming to engage a small community. The company is trying to find a way to engage the community of New Brunswick, N.J., hoping to pull together educational, social, religious, and other organizations to address the issue of gentrification.


The rep explained that New Brunswick is being divided. Moving the city in a direction of higher priced housing and less authentic culture are Rutgers University, hosting primarily middle to upper socioeconomic class students, and Johnson and Johnson bringing in mostly white middle to upper class employees from other locations. The traditional community, primarily the families connected to the public school system, many of which are of African or Latino decent, are attempting to rally against this change, which is eroding existing small businesses and driving families to the outskirts of the city through increased home prices.


To encourage involvement in civil planning decisions and discussion on the issue, the company has created a game where participants are rewarded with points for attending PTA and town planning meetings and conducting interviews with citizens and posting them to a central site. Local high-school students are focused on to do the legwork and primary reporting. College students from Rutgers are then asked to edit the work of the high school students before a final review by editors employed by Social Chord.


In theory, this game should raise awareness and involvement in the community, while being fun to participate in for the students. Other members of our group were impressed with this idea, but had lot of questions about how the game would actually be scored to make it enjoyable as well as a natural extension of civic involvement.


I thought the basic method was sound, but that it needed more incentives to get players involved, such as a prize of a journalism internship or a feature article in a local paper. Otherwise, I imagined there would be too few players to make the game and the goals viable.


The problem of luring users could also be solved when the model is tried in a different market, possibly with an issue more attractive or dynamic than gentrification at the center of the game.


Overall, I thought the group spent too much of our limited time discussing both general questions, and very specific inquiries into the methods of a certain engagement gaming method. I instead would have liked to see time spent looking at possible solutions and the stumbling blocks certain models have circumvented or overcame.