Desperately Seeking Future

This is the portion of the show where we contemplate what our dream social technology would do. I’m not great at dreaming big (the hazard of being a realist). I am, however, great at explaining why I like what I like; we start there.

First and foremost, my favorite social media is Google; all of it. The reason being that there are so many ways to connect, types of uses, and useful media all under one roof. That being said, Google doesn’t work under one application (at least on my phone), so moving from one to the other can be challenging. Google, as a company, seems to be mindful of ways in which the internet COULD be used better, rather than just coming up with more options for current use (although Google+ did kinda do that).

I love Skype because it allows me to see and hear friends who are far away (same reason I enjoy Google Hangouts). I like Twitter because it allows me to connect with people I don’t otherwise know via networking and like-minded communities. Most of my new friends come from Twitter. Twitter, for the record, is also where my secret venting account is. Control over who sees you ginger rage is good. Facebook allows me to keep contact with friends from long ago, keep up on current events (because that’s where they get posted… sadly), and keep in (distant) touch with family that is, well… family. StumbleUpon and Pinterest allow me to explore sites and places on the interwebs that I would likely never find on my own, as well as connect with people who are like minded. Foursquare feeds my competitive side while I’m out doing chores I would be doing otherwise, helps me connect with people in my community who frequent similar places, and gives great access to great tips and discounts. I love texting because it allows me to have instant access to my friends and let’s me word things deliberately. Email gives me a similar outlet, but I tend to use it more formally, and typically when I don’t need an immediate response. I love Pandora because it let’s me discover new music for when I’m studying or gaming, as well as let’s me customize a playlist of music I don’t necessarily own. Dropbox allows me to share things that I don’t want everyone else to see. Gaming let’s me socialize, achieve, and escape. And I love the skills I develop from gaming as well. Finally, WordPress, of course, gives me a place to share my passion, as nerdy as they tend to be. 😉

So, now that I’ve nearly exhausted my list of social technologies I love already, what can be better? Having them all in one place. While the cell phone is nearly that (and allows for immediate and mobile access to boot), I’m talking about an all in one, open source (Apple and Microsoft give me a headache with their exclusivity and partnering), simply designed but fully customizable, social technology that allows for all of my contacts, venting, exploring, connecting,  sharing, etc.

Oh… and here’s the kicker; the reason it’s a dream: I want it to be ad free. No sponsors begging me to allow them to control all of my doohickies… none of that.  I know it’s a lot to ask. But this is MY dream, right?

OOH! And since we ARE dreaming… I want it all to be in an AR contact lens that allows me to drive and still wear my vision correcting lenses. 🙂

Gender Bender Project

It doesn’t get any sexier than the amazing Yara Sophia.

Tyanne Olson (Olson, 2012) does a great job of creating a comprehensive transmedia portfolio which seeks to challenge the social construction of ‘gender’. She uses Twitter (@gendertweet) to target in-group individuals by sharing insights, photos, and creating a community for the safe identity verification of those affected by marginalization. Facebook is used as another way of connecting with the in-group and providing socialization, support, and links to related articles, blogs, and alternate social media outlets. Tyanne also uses Pinterest as a creative element; its purpose is to resonate with in-group and general populations via visual stimuli. To round out the transmedia goodness, she uses Time Magazine to reach the general populous, branching out to begin a reformation of marginalizing social norms.

Tyanne’s project works because she has a targeted audience and uses specific media to reach them (i.e., those affected by marginalization and the general population). She is conscious of the needs of the in-group and provides support for them, allowing for a safe community which facilitates the trying-on and verification of an identity which may be easier to come to grips with in a virtual community first. She also provides a clearly defined identity for the project, which immediately allows the viewer/participant/community member to understand where they are (e.g., what sociomental space they’ve stumbled into) and what is being addressed.

For more information click the links below:

Facebook Page

Twitter Feed

Pinterest

References:

Olson, T. (2012).  The gender identity project [PowerPoint presentation]. Retrieved from:

Augmented Reality: Don’t Worry, It Won’t Bite

Though augmented reality (AR) is becoming more and more predominate in the gaming community, it isn’t likely to replace gaming as it stands now. Henry Jenkins (2008) notes that one of the most common fears of media based companies is the advent of new media. He reminds them that new media compliments- not replaces- existing media. This, I believe, is the same idea behind AR’s place in gaming. Still to this day, games built on 64 and even 8 bit graphics are very popular. Gamers tend to be motivated by the content of the game and less by the visual appeal (Yee, 2006). That being said, and in light of the fact that this is obviously a personal preference thing, immersion is absolutely a motivational factor for game play. However, the game has to be done right. Think of it in terms of The Lord of the Rings has to have a good plot, not just good computer graphics.

A good example of this is the  Spider-Man AR app. There are levels/missions that can be unlocked and achievements to be had by going through a variety of activities. Some of these activities involve computers, and some involve going to stores to interact with merchandise; a brilliant way to create consumer loyalty, resonance, and solidify brand identity. Though this game appeals to a variety of motivational types in gaming, (including immersion and achievement), it doesn’t quite fulfill all of them. We’ve seen how a variety of gaming styles, platforms, and media can be- and often are- used simultaneously or thoughtfully chosen between. The Wii didn’t bring an end to controllers and neither did the Kinect. The PS2 didn’t cause every N64 to evaporate off the face of the earth. Similarly, there are still several reasons why someone would choose the XBox 360 game over the AR app; not the least of which is the desire for escapism. Let’s be honest, combining your world with a different world doesn’t exactly let you ESCAPE your world, does it?

Don’t get me wrong, being able to put a contact lens in my eye in order to apprehend the Second Life style bad guy who happens to be running through the super market as I go shopping doesn’t sound like a terrible addition to my sometimes mundane life. But history has told us that retro never goes out of style with gaming, and sometimes you need the click of the mouse, the mashing of the a, b, x, and y buttons, or the “strumming” of the fake guitar to wash away your IRL blues.

References:

Jenkins, H. (2008). Convergence culture where old and new media collide. New York; London: New York University Press.
Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772-775.

Portable Media: What Will These Crazy Kids Come Up With Next?

Mobility means the ability to take something outside of it’s typical physical limitations. It means not having to adhere to a specific locale. But this doesn’t have to only refer to our ability to carry something with us, it can also mean the movement of metal property from one sociomental space to another. Messages may travel from one person to the next; this network of consumers (who are simultaneously producing content) becomes a very powerful, very intimidating thing (Shirky, 2009).But the fact that we can also carry physical connections to our networks means we are able to distribute our mental property at any time, to any one in the world.

Mobile technology can become a powerful tool. When we forget the latest and greatest features, and get back to the basic operations, remembering it’s very basic functions and putting them to work creatively is when we are empowered by them (Shirky, 2009). Indigenous people are using social media to communicate their struggles, pass on tradition, and overcome oppression (Wilson & Steward, 2008). People find it their personal mission to deploy social agendas via portable technologies (Chayko, 2008). Chayko observes that the ‘have nots’ are falling further behind as technology swiftly progresses. However, I would argue that the ‘haves’ are more aware, willing, and able to take part in supporting those agendas than ever before. That being said, the uses for these mobile technologies need not be so profound.

Cell phones may be used as tools for writing (Pertierra, 2005). Excellent examples of this are cellphone novels. Though most of it’s popularity comes from Japan, cellphone novels are a great way to create, distribute, and receive feedback on novels in microbursts. Those subscribing to a story can elect to read them on the internet, or have them sent via SMS text at varying intervals. This would be a great addition to the Whisperer’s Web portfolio. Being able to share the gossip that is created via SMS novels would allow for the gossip to spread, be immediately responded to, and allows for a whole different level of improvisation and socialmental connection to others in the group.

In my opinion, the really fantastic thing about portable media is the way it demolishes physical boundaries and pulls the world into a much smaller sphere. Connecting with people all over the world- listening to their plights, building foundations of trust based on universal truths, and greatly reducing the effects of prejudices- in order to accomplish anything the most creative person could dream up… it is something magical, motivating, and scary as hell.

References:

Chayko, M. (2008). Portable communities : the social dynamics of online and mobile connectedness. Albany: SUNY.

Pertierra,R. (2005). Mobile phones, identity, and discursive intimacy. HumanTechnology1(1), 23-44. Retrieved from: http://www.humantechnology.jyu.fi

Shirky, C. (2009). How cellphones, Twitter, Facebook make history [Web video]. TED Talks. Retrieved from: http://www.youtube.com/watch?v=c_iN_QubRs0

Wilson, P., & Stewart, M. (Eds.). (2008). Global indigenous media: Cultures, poetics, and politics. London: Duke University Press.

LoL Raging: Disinhibition Effect at its Most Toxic

I have two mains: Sona and Galio.

Though I tend to experience benign disinhibition online (e.g. flirting more than normal, or sharing personal things/venting where I typically wouldn’t), I try to avoid toxic disinhibition no matter what the circumstance (Joinson, 2007). Though I may be a member of an out-group in that way, a person would be hard pressed to find a gamer that agrees with the assertions that gaming causes aggression. But you would also be hard pressed to find a gamer who doesn’t agree there is a fairly significant amount of disinhibition inherent in games. My favorite example of this is my favorite game, League of Legends (LoL).

League of Legends is a game that is played online either with personal friends, or strangers. In game, there is a chat bar which allows communication between teammates, or with the opposing team. This chat box is supposed to allow for strategy, but typically turns into a flaming war zone (Joinson, 2007). Disinhibited gamers, when provoked by “noobs” or “trolls”, often become belligerent, authoritative, and downright vicious. Nearly all effects of disinhibition can be found (Gackenbach & von Stackleberg, 2007): dissociative anonymity, invisibility, asynchronicity, dissociative imagination, and minimization of status and authority.

You know you hear Michael Dorn’s voice in your head…

When I play LoL, I try to play by the Golden Rule; if I don’t have something nice (or productive) to say, I don’t say anything. However, there are those who become so angry with other players, that they begin flaming (e.g., calling people names, threatening to rage quit, intentionally helping the other team to win, etc.) (Joinson, 2007). It is a widely accepted concept in the LoL community that everyone has a bad game. Be that as it may, however, it is rare that a player will escape unscathed by the hateful words of effected teammates. I have been on the receiving end of this harassment. I remember one time I was so hurt and angered by the comments made, that I cried. Another time, I witnessed someone being so rude in game to someone else (not even to me), that I didn’t touch the game for three weeks. Though the people in game tend to be strangers, the effects of the online interaction are just as hurtful as they would be offline (Chayko, 2008). By the same token, however, when you have a good game, and you “carry” your team to victory, the praise and status are reinforcing and motivating; the pride you feel is real and validating.

Though these are not true of every gaming experience, every game, or every gamer, they are accepted memes in the gaming world. There are very few people immune to it. And gamers who would otherwise be very kind and would never think of being belligerent or aggressive face-to-face, allow themselves to unwind in game. I have several friends who do this, some of which admit they play so that they have a safe place to release aggression- something that Joinson (2007) suggests may account for what is typically thought to be disinhibition. What gamers, and all online users, must remember, is that no matter where the aggression takes place, it is negatively affecting someone.

References:

Chayko, M. (2008). Portable communities: The social dynamics of online and mobile connectedness. New York: SUNY Press.

Gackenbach, J., & von Stackelberg, H. (2007). Self online: Personality and demographic implications. In J. Gachenbach (Ed.), Psychology and the Internet: Intrapersonal, interpersonal, and transpersonal implications. (55-73). New York, Academic Press.

Joinson, A. N. (2007). Disinhibition and the internet. In J. Gachenbach (Ed.), Psychology and the Internet: Intrapersonal, interpersonal, and transpersonal implications. (75-92). New York: Academic Press.

If You Love It: Long Distance Relationships Revisited

There’s no doubt about it: Relationships are tough. But the age old saying, “If you love it, set it free. If it comes back, it was meant to be” has plagued hearts young and old for what seems like ages. First of all, no one WANTS to let the <person> go, because they don’t want to take the chance of losing it forever. What if it doesn’t come back? This advice is one of two traditional responses when someone decides to try a long distance relationship. The other, of course, being, “Long distance relationships don’t work.” Either way, not something people want to hear. With traditional media a connection was possible, but the immediacy- the sharing of current thoughts, feelings, events, etc.- was difficult, if not impossible. 

Chayko (2008) mentions a sociomental connection that allows us to connect on a deeper level. She brings attention to the amount of emotional and mental investment needed to create a concept of someone who we haven’t necessarily been wholly exposed to. Though we miss the things that Harlow (1958) helped us understand our deep seeded needs for, we are able to maintain a mental and emotional connection that, at times, may supersede the strength of those connections in person. This idea got me thinking, very intently, about long distant relationships and how viable they are compared to before such facilitating connectivity. Especially living in Alaska, when a friend left the state, you were likely never to see them again. Now, when my best friend leaves the state, we’re almost MORE connected than we are when we’re cuddling in front of the television. I guess my point is that there are benefits to both connections.

In general, however, the readings got me thinking about how I relate to others around me, whether in online communities, or in person. I have taken a more specific attention to the ways in which my actions change based on which group I’m currently in, and what about that group makes me a part of it, or WANT to be a part of it. Though the catalyst for this focus was Identity Theory (Burke & Stets, 2009), it has carried over into the Chayko (2008) readings as well. On the one hand, how do I connect to my communities and what do I bring to the table. On the other hand, how has that changed based on connectedness. The result, as mentioned above, is a focus on the relationships I have and do have, and how they’ve been effected by not only portability, but emotional and mental availability.

References:

Burke, P., & Stets, J. E. (2009). Identity theory. New York, NY: Oxford University Press.
Chayko, M. (2008). Portable communities : the social dynamics of online and mobile connectedness. Albany: SUNY.
Classics in the History of Psychology — Harlow (1958). (n.d.). Retrieved February 21, 2012, from http://psychclassics.yorku.ca/Harlow/love.htm

Cause An Uproar: Social Marketing Strategies for National Geographic’s Big Cat Initiative

A friend of mine, Crystal Cierlak, and I created a social marketing campaign improvement proposal for National Geographic’s Cause An Uproar campaign. Also, please check out our companion prezi for graphics and visuals representative of the content and suggestions in the proposal. This was SUPER fun. Also, we got 110% on it. That is fun too!

Cause An Uproar: Social Marketing Strategies for National Geographic’s Big Cat Initiative

            National Geographic’s Big Cat Initiative is a campaign aimed at preserving the world’s declining big cat population using education, various conservation efforts, incentives, and awareness. The program suggests several steps, the first of which is to halt the decline of lions by 2015, and to facilitate the growth of the population to self-sustaining levels thereafter. With a variety of partnered groups, including the IUCN Lion Working Group and conservationists from various groups in Botswana, members of local and national groups are encouraged to join the efforts. As such, we have worked to facilitate the growth of this important effort, by producing a social marketing campaign analysis including a constructive and critical look at the current campaign website, as well as offering research supported ideas for improvement and growth.

Gardner’s Seven R’s

Howard Gardner, a noted cognitive psychologist, in his book Changing Minds (2006), suggests that encouraging change includes steps which he calls the seven R’s. An effective campaign for behavior, and ultimately attitude, change successfully utilizes these principles. We have used these principles as the backbone of our analysis. Understanding how these principles affect change allows us to continue to reassess the effectiveness of any attitude and behavior change campaign. That is, after all, the purpose of social marketing.

Reason gives the consumer a focus; it communicates the purpose for the change. Reason appeals to those who deal in logic. Tools such as analogies, comparisons, cause and effect relations, and debates may lead consumers to the conclusions sought after. In this case, the Big Cat Initiative (BCI) stresses the decay of the big cat population. An example of this can be found in the ‘About’ section of the Cause An Uproar site. While this site includes reasons for big cat conservation, this is an area which lacks in content.

Research is defined by the amount of information collected to support the reasons given. If an argument does not have supporting documentation, it has nothing to stand on. Research provides this documentation. Though the arguments given for facilitating this change are somewhat weak, the research has clearly been done by the BCI. On the ‘Main’ page, towards the bottom, facts about big cats are separated by cat type. However, as one of the goals of this campaign is global education, information could be more clearly disseminated throughout the site; educating readers at every point in their journey.

Resonance relates to the emotional connection that the consumer has to the material or change. Making the information relevant to the consumer encourages a personal interest in the cause. When someone sees themselves as directly affected, they are more likely to join the fight. This site features two notable activities which bring the big cats home to the consumer. First, the activity “Little Kitties for Big Cats” collects five dollars for the upload of a picture of a consumer’s kitten. This project simultaneously collects monetary donations, and allows consumers to connect the attachment to their kittens at home with the big cats elsewhere. Second, the site invites consumers (specifically children in this case) to write letters to the big cats. In doing so, children are afforded the opportunity to feel a personal connection with the animals. These are  brilliant examples of bringing home the message, and using conditioning to create resonance.

Redescriptions are reiterations of the story being told. This is important because, just as there are several types of learners, there are several ways to present an argument. The BCI uses videos, pictures, and case studies to reinforce the need for action. However, the layout of the site makes these redescriptions difficult to find, and somewhat labor intensive to experience.

Resources and Rewards relate to the gain that a consumer receives from participation; whether it is informational, emotional, or tangible. Sometimes, getting someone to change their attitudes or behaviors is as easy is helping them understand, or see the value in what they personally receive from the change. Just as with resonance, if a change is personally connected to them, they are more likely to partake. There are small rewards for donation and participation included in the BCI. These include descriptions and pictures of grants and their impact, and the pictures of the kittens which appear when the five dollars are donated to the little kitten effort. Another small incentive is the presentation of the avatars of Facebook users who have ‘liked’ the site. Seeing their faces on the front page of the site, and knowing that others see your face as well, gives consumers the emotional reward gained from prosocial behavior.

Real World Events include the utilization of situations which occur on broader scales which facilitate change. The BCI has, on their ‘Main’ page, news articles from around the globe which relate to their efforts. Though real world events are not always plentiful, taking advantage of the learning experiences, or changes which those events inadvertently cause, strengthens the argument made by the campaign. There is not much control over the availability of content in this area, so the news sections, though small and somewhat under exposed, is a thoughtful inclusion.

Resistances denote the reasons why this change may not take place; things which work against a cause. Resistances may include ease of use of the product, reward availability, monetary insufficiencies, etc. Careful contemplation of these resistances, and planning contingencies for them, allows the campaign to overcome many of them. The BCI does this by the inclusion of a variety of ways to contribute and clearly articulating the needs/goals of the campaign. Again, the site format reduces the visibility and ease of use, which is, in and of itself, a major resistance.

Reinforcing the Seven R’s: Suggestions for Improvement

While a sense of urgency is certainly important, educating the public about why big cat species need swift and lasting conservation efforts  must instead appeal to their reasonable intellect. The information in the ‘About’ section should include answers to questions such as ‘What happens to an area’s ecological system when these cats are gone?’, ‘What other species are affected by the declining numbers of big cats?’, and ‘How does even a little bit of support help in the long term?’ In the commercials for Cause an Uproar, the narration states that if we do not act now to protect species of big cats, we will one day speak of them the way we speak of dinosaurs now. This reasonable line of thinking is a good starting place but deserves explication on the website.

It is also unclear who the target audience is. The same approach to educating adults does not necessarily apply to children, for obvious reasons. While there is a section ‘For Kids’, much of the content on the site seems to be a combination of adult and youth content. Separation of the site for kids from the site for adults (e.g., rather than a tab for children, redirecting the user to a completely separate site just for children), allows the reasoning to be clear for each target demographic. Where the urgent message currently presented might work for a child’s level of reasoning, more specific information, such as that turned up by research, could be advantageously aimed to reason with the adult demographic.

Documented research need not be confined to a column of text and an accompanying cartographic image. A great majority of the website appears to be targeted at children, perhaps with the aim of eliciting their young minds to adopt a stance on big cats early in life. This may also ensure they will be long-time partners of positive change for the Big Cat Initiative. As such, research presented to children should appeal to their young minds by being interactive as well as educational.

Again, being mindful of the target audience allows the research collected to be representative of what appeals to that audience. If the target audience is children, research presented on the website should be two-pronged: fun and educational. Alternatively, if the target audience is the adult demographic, the research collected should appeal to them. This is another aspect in which separating out the sites may benefit the cause: two sites, two demographics, more room to affect change in more consumers. This also, however, means potentially more work and more capital invested. The good news is that BCI has seemingly done most of the research necessary for both demographics.

Also inherent in the separation of sites, is the opportunity to create content that further resonates with two varied target audiences. Utilizing the varying sensibilities and concerns of each demographic, to convey the most appropriate message, would allow BCI to resonate with target audiences appropriately. If a consumer isn’t exposed to a resonating message immediately, there is nothing keeping them interested, and therefore nothing encouraging them to contribute.

In fact, resonance may well be the most important principle where consistent repeat donations are concerned. Consider the “foot-in-the-door” concept: ask something small of a consumer first, and once they have committed to that small request, they are more likely to commit to something more substantial. Take, for example, ‘Little Kitties for Big Cats’. In this scenario, the initial commitment (i.e., paying five dollars to upload a picture of their kitten) has been made. The consumer is therefore more likely to engage in a second activity (were one to be plainly and readily available) because they were a part of, and saw results from, the first commitment. In tandem with the “foot-in-the-door” concept, producing more and varied content that resonates with the consumer on a deeper level that is appropriate to their particular demographic, will create an opportunity to increase consistent and repeated donor support.

While it is clear that a large variety of resistances were considered by the BCI team, we have found one that consistently affected our research: website build. While there is a plethora of valuable and educational content on the website, it is difficult to find and, in most cases, seems haphazardly placed. Rather than indirectly forcing the user to explore the website like some puzzle with an unknown picture, content should be made readily available from a top-level portion of the website. While pages are currently labeled, the menus are layered with menus from other parts of the National Geographic website. This makes redirecting an accidental click, or attempting to further self-explore the site, very challenging.

In general, it should not take more than two clicks to find the most relevant information and content on the website. There are two consequences to not making this content readily available: 1) if a user does not know the content exists and they don’t happen to come upon it, they will miss out on what valuable information the content has to offer, and 2) if a user spends too much time trying to find content they may give up and leave the website altogether. In order to facilitate the separation of content by target demographic, as well as ease of site use, we propose the following adjustments.

Cause An Uproar: A Site Focused on Kids

Cause An Uproar has a tremendous opportunity to create an awareness campaign that will not only appeal to adults who are able to help now, but also to children and young adults who can create a lasting bond with, and facilitate the continued presence of, big cats throughout the world. Done properly, a social media and networking campaign targeted towards children and young adults can be the catalyst of that desired lasting bond.

The proposed campaign addition is comprised of five main components: character, story, game, socialization, and awareness. Each component is explained below in detail, along with examples of how each component can be accomplished. These changes are based on readily available content from the Cause An Uproar site, and necessitate only a small amount of extra work for implementation.

Character

We’ve created a character to serve as an amalgamation of everything The Big Cat Initiative and Cause An Uproar stands for: Teagan Tigress. Teagan is a young tigress with an appetite for knowledge and a passion for big cats. She travels the globe to study various species of big cats with the purpose of finding solutions to their declining populations. She can serve as a role model to young minds who want to make a difference in the lives of big cats everywhere. Allowing for a role model or authority, someone children (and even adults where appropriate) can look up to or identify with, adds not only resonance, but helps to act as an easily identifiable resource for guidance along the learning and helping path. The creation of a heroic character may also serve as a springboard for developing a transmedia promotional campaign incorporating a cartoon show, products, further games, and much, much more!

Story

Teagan Tigress is an example of a character that could be the heroic narrator of the story which introduces youth to the plight of the big cats worldwide. In her various travels around the world – from the Americas to explore Puma concolor, a.k.a., the cougar, to Southeast Asia to explore Neofelis nebulosa, a.k.a., the clouded leopard – she has amassed a generous amount of information in the journal she travels with. The journal itself can be utilized as an encyclopedic reference guide; something akin to a Wikipedia-like resource, and would encourage students to participate in post modernistic information gathering and distribution, as well as media literacy. This is very useful for kids and young adults who are stronger learners visually and proactively, as well as reinforcing traditional literacy. These additional elements take little to no additional effort, but encourage a more hands on approach to learning, allow youth to better articulate and share the message implicit in the campaign, and creates a learning environment that parents can be comfortable letting their children explore. With a few beautiful graphics, information can be shared in a visually pleasing way that facilitates a variety of learning and processing styles.

Game

Design a game that anyone can play on the website: The Chronicles of Teagan Tigress! Imagine a storyline such as the following:

Have you seen Teagan Tigress? The last time we heard from Teagan, she was camping out by the Amur River. However, that was almost a week ago! We sent out an expedition team to search for Teagan, but all they were able to recover was her trusty journal. Can you help us? Take her journal and look for clues as to where Teagan might be. Don’t worry! We’re sure you won’t go missing too! (At least, we hope you don’t.)

Using one clue from the game prompt (i.e., Teagan was last seen camping along the Amur River), is the first of many steps that will create a tangential learning experience. In order for the player to begin their journey, they must know where to start. They can search through Teagan’s journal to find a reference to Amur River. This tells them where to start, and the clues lead them on a scavenger hunt. Maybe they’ll have an extremely rare sighting of an Amur leopard while they’re there, and maybe they’ll have to learn something about the Amur leopard being the most endangered big cat in the world, in order to discover the next clue about where Teagan is! Including facts, images, an engaging storyline, and other opportunities for tangential learning (e.g., not one, but two Amur leopards are at the Santa Barbara Zoo in California), can create a deeper learning experience, which can, in turn, be further augmented by visiting real and accessible places throughout the country (in the form of pictures, videos, or wiki entries).

Socialization

With a heroic character in place, a story for her to tell, and a game in which kids can be transported to a rich learning environment, an element of socialization adds to the higher end of the target audience age range. The game itself can serve as a large component of a social network site where young explorers (users) can get together to share clues about where Teagan may be, what they have discovered about big cats, and share ideas they’ve come up with to combat the various issues affecting the population of big cats (e.g., poaching and a variety of human and environmental factors). Another approach may be utilizing already existing social networking sites, such as Facebook, Google, or Twitter. Allowing users to share their progress, facts that they found interesting, or hints about Teagan’s whereabouts allows not only socialization, but word of mouth advertising, and positive reinforcement; it enhances the feeling of resonance. Best of all, these sites are already a part of the Cause An Uproar campaign.

Conclusion

By creating a tangential experience for the user, as well as enhanced and separated sites with content aimed at specified target audiences, Cause An Uproar and the Big Cat Initiative will promote awareness in a manner unlike most other campaigns. When learning and awareness is fostered via means of entertainment, the capacity for growth is exponential. Consumers are spending a great deal of time online. Appropriating a small chunk of that precious time for the much needed opening of hearts and minds to the issues plaguing big cats across the globe, allows for the global awareness articulated in the goals of the BCI. With some minor adjustments to the current content, the addition of a website specifically aimed at youth, and continual reinforcement of support, the Big Cat Initiative can implement a campaign that will provide edutainment to the future minds of our nation while encouraging continued support, of an adult target audience, for the preservation of the beautiful big cats we all love so much.

References

Floyd, D. (Writer) (2008). Brain training: Video games and tangential learning [Web]. Retrieved

from http://www.youtube.com/watch?v=rN0qRKjfX3s

Gardner, H. (2006). Changing minds: The art and science of changing our own and other

people’s minds. Boston, MA: Harvard Business School Publishing.

Kotler, P., & Lee, N. R. (2008). Social marketing: Influencing behaviors for good. (3 ed.).

Thousand Oaks, CA: Sage.

A Constant Love

This is my final project for my Narrative/Digital Storytelling class at Fielding. I got 100%. YAY!! I hope you enjoy it! Also, I would like to thank Frank Delaney for helping me with the audio editing, and Chris Nitz for his contemplation image (his link is listed on the right).

Kaw Lah Films

The plight of the Karen who are indigenous to Burma led to several epiphanic moments for me. Exploring possible causes via analysis using Garner’s (2006) factors may lead to more epiphanies. I only hope that one day I can use media as effectively, and to such valiant ends as these.

Cease Fire (Kaw Lah Films, 2009) is a film created by an indigenous film group which strives to educate the Karen, as well as those outside Burma, about self-determination, steps toward freeing the Karen of the oppressive SPDC tyranny under which they “live”, and examples of courage in the face of SPDC adversity. The most striking notion expressed in this chapter is the idea that the international audience can best help by not giving charity to those struggling, but by supporting their self-determination. Allowing them the support to brave this tyranny and overcome the Burmese themselves by standing up for themselves.

Because it is important the Kaw Law to encourage self-determination, the audience I believe is targeted by Kaw Lah, is the indigenous Karen. Were Kaw Law Films able to distribute this message to those Karen struggling to survive, the factors in play would be using reason, research, resonance, real world events, and redescriptions.

Kaw Law uses reason by examining facts about historical populations, land control, military, and previously enjoyed rights; basic rights owed to humans. They use research by seeking out specific examples of rape, death, forced abandonment of homes and villages, case studies, etc. This kind of information would resonate with audiences who have lived through similar examples of tyranny. Real world events (in the case of Cease Fire they specifically highlight the cease fire ordered in January of 2004) give examples of how no self-determination leads to even worse consequences (e.g., no Karen military to defend the Karen ended in much more abuse and violence). Finally, filming the events and distributing them throughout villages and Karen refuges allows for redescriptions of the events and stories which seek to encourage self-determination.

The Kaw Law media group relays a variety of stories; courage, loss, abuse, and accomplishment. Their message doesn’t ask for hand outs, rather it asks for the intolerance of abuse and the courage to reject that abuse. It asks for us, as an international audience, to become aware and supportive, while refusing to enable. The fact that Kaw Lah Films are willing to go into dangerous places, interviewing Karen, and braving Burmese, shows their drive towards self-determination as well; a great example to those who may not know a world where it is acceptable to stand up for yourself.

References:

Gardner, H. (2006). Changing minds: The art and science of changing our own and other people’s minds. Boston, MA: Harvard Business School Press.

Kaw Lah Films. (2009) Cease fire. Retrieved from: http://www.youtube.com/watch?list=PL6F93A963CC913B16&feature=player_embedded&v=ZOH529OwYZo

Twitter: The Rant (aka Part II)

Don't mind if I do!

As promised, as there is a break in classes and this is long overdue, I will rant a bit about why I don’t tweet nearly as much as I used to.

First, let me say that there is a time and a place for Twitter. People who use Twitter, tend to do so in order to appraise others of their daily goings on, share information with colleagues or other like-minded individuals, or get the latest scoop on whatever their favorite subject/celeb has to offer. I’m not going to site the resources again (see my first post about Twitter for those), but the point is that there is a time and a place. It is useful.

However, one of the big draws to Twitter is that you can use the internet and social networking to connect to a community (whether it’s geogratphical or topical). The kicker, though, is that people aren’t interested in being a part of a community when they aren’t appreciated, treated fairly, or contributing rather substantially in one way or another. The key here for me, personally, is the former.

I don’t want to be a part of a community that doesn’t value it’s members enough to protect them from each other. A community where one person makes a bad choice and is completely shunned. And another person makes the same choice, but is charismatic, and is cheered as a hero. A community where someone who is honest, and kind, and supportive is dismissed because the person who hurt him is revered. I can not be a part of such a community; I WON’T.

Although Twitter is literally populated with millions of users, in reality, it’s a tiny world where those who know you are GOING to find you whether you want them to read what you’re saying or not. Thank goodness for permissions.

The bottom line for me: If I’m supposed to be able to say whatever is on my mind, and feel safe, I need to know that what I say isn’t going to be used against me in my “IRL” social life. I need to know that I’m not inadvertently giving people fuel for their evil doings. I need to know that when I show up to a “tweetup”, I won’t be subjected to liars, swindlers, and people of an otherwise ill reputed nature. The obvious answer is to stop tweeting; and I have. Or… have I?