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Advancing the Vegan Movement Through Online Social Games NAVS Summerfest 2011 Mark Berman MD Sources are listed here…
First Some Vital Concepts Technology radically transforms human life Agriculture The Printing Press The Internet Ideas and behaviors (i.e. meme’s) spread through social networks Online social networks will facilitate idea spread
Tech·nol·o·gy The application of scientific knowledge for practical purposes, esp. in industry - advances in computer technology - recycling technologies Machinery and equipment developed from such scientific knowledge The branch of knowledge dealing with engineering or applied sciences Google.com http://www.ontariocorn.org/research/
He who first shortened the labor of copyists by device of movable types was disbanding hired armies, and cashiering most kings and senates, and creating a whole new democratic world: he had invented the art of printing. ~ Thomas Carlyle, Sartor Resartus, 1833 http://alexanderdesignco.com/wp-content/uploads/printing-press-1024x782.jpg
Dawn of A New Information Age (VISUALIZATION OF THE INTERNET) Lanet-vi program of I. Alvarez-Hamelin et al
Online Social Networks Are a Tool for Social Change
#jan25 http://www.flickr.com/photos/ramyraoof/5391761756/sizes/l/in/photostream/
Even Arm-Chair Activists Can Be Put to Use
Even Arm-Chair Activists Can Be Put to Use
Even Arm-Chair Activists Can Be Put to Use
Even Arm-Chair Activists Can Be Put to Use
Meme (miːm) — noun an idea or element of social behaviour passed on through generations in a culture, esp by imitation  — noun a cultural item that is transmitted by repetition in a manner analogous to the biological transmission of genes.  Dictionary.com http://cultureandcommunication.org/tdm/nmrs/sp1/2011/05/01/meme-update/
Obesity is Contagious N.A. Christakis and J.H. Fowler, "The Spread of Obesity in a Large Social Network Over 32 Years," New England Journal of Medicine  357(4): 370-379 (July 2007)
Emotions Spread Through Social Networks
Positivity Spreads Faster?
500 Million and Counting
You Are On A Social Graph http://www.socialmediaexaminer.com/what-your-business-needs-to-know-about-social-graphs/
Pause For A Serious Take Home Recipe for Meme Spread Don’t be a hermit Be likeable and image conscious Connect yourself to others Connect yourself to people you want to influence Share your ideas wisely Gravy: Have a nice blog http://www.bbc.co.uk/bbcfour/beautyofmaps/digital_worlds-map3.shtml
Vegan Bloggers Conference!!!
Beyond Social Networking “The Game Layer” 3 Billion hours per week 500 Million People playing 1 hr/day or more 1.5 Billion by next decade Average youth: 10,000 hours by age 21 Jane McGonigal, Seth Priebetsh, Tom Chatfield
Games Are Exploding 1990		$10 Billion 2010 	$50 Billion 2014 	$80 Billion Currently $8 Billion spent purchasing virtual goods in online games. Tom Chatfield
Online Games Are Captivating
Games Obey Rules
Games & Positive Psychology Reward Schedules… Appointment Dynamics… Influence and Status… Progress… Communal Discovery… Surprise Victories… Cooperation and Sharing… Sources: Jane McGonigal, Seth Priebetsh, Tom Chatfield, Martin Seligman http://www.stephanieschwab.com/2010/08/31/more-on-gamification-game-mechanics/
Games & Positive Psychology Reward Schedules… Appointment Dynamics… Influence and Status… Progress… Communal Discovery… Surprise Victories… Cooperation and Sharing…  Positive Emotions  Relationships  Meaning  Accomplishments (mastery, achievement) Sources: Jane McGonigal, Seth Priebetsh, Tom Chatfield, Martin Seligman http://www.stephanieschwab.com/2010/08/31/more-on-gamification-game-mechanics/
Let’s Get Serious…Motivating Behavior Change with Online Games http://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world
Serious Games: Examples
Serious Games: Examples
Understanding Why People Act http://gamification.co/2011/06/01/the-science-of-gamification/
Serious Games: Examples
Serious Games: Examples
Serious Games: Examples
Vegan Sites…Moving to Games
We Ain’t Seen Nothing Yet http://gamepocalypsenow.blogspot.com/2010/07/visions-of-gamepocalypse.html
Um, This is Real http://gamepocalypsenow.blogspot.com/2010/07/belgian-urinal-game.html
We must do better…
Gamification is a hot trend…probably for good reason.
100 Points For Listening Mark Berman, MD mbermanmd@gmail.com http://veganmd.blogspot.com/ http://www.linkedin.com/in/markberman http://www.facebook.com/markalanberman
Great Game Talks Short talk on games being the next major trend on the web:http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.htmlShort talk on how games reward the brain:http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain.htmlJesse Schell on the infiltration of gaming into all aspects of our lives:http://fora.tv/2010/07/27/Jesse_Schell_Visions_of_the_Gamepocalypse#fullprogram On the science of gamification: http://gamification.co/2011/06/01/the-science-of-gamification/ On incorporating game mechanics into software:Amy Jo Kim's tech talk at Google: http://www.youtube.com/watch?v=ihUt-163gZI

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Vegan Social Gaming Talk

  • 1. Advancing the Vegan Movement Through Online Social Games NAVS Summerfest 2011 Mark Berman MD Sources are listed here…
  • 2. First Some Vital Concepts Technology radically transforms human life Agriculture The Printing Press The Internet Ideas and behaviors (i.e. meme’s) spread through social networks Online social networks will facilitate idea spread
  • 3. Tech·nol·o·gy The application of scientific knowledge for practical purposes, esp. in industry - advances in computer technology - recycling technologies Machinery and equipment developed from such scientific knowledge The branch of knowledge dealing with engineering or applied sciences Google.com http://www.ontariocorn.org/research/
  • 4. He who first shortened the labor of copyists by device of movable types was disbanding hired armies, and cashiering most kings and senates, and creating a whole new democratic world: he had invented the art of printing. ~ Thomas Carlyle, Sartor Resartus, 1833 http://alexanderdesignco.com/wp-content/uploads/printing-press-1024x782.jpg
  • 5. Dawn of A New Information Age (VISUALIZATION OF THE INTERNET) Lanet-vi program of I. Alvarez-Hamelin et al
  • 6. Online Social Networks Are a Tool for Social Change
  • 8. Even Arm-Chair Activists Can Be Put to Use
  • 9. Even Arm-Chair Activists Can Be Put to Use
  • 10. Even Arm-Chair Activists Can Be Put to Use
  • 11. Even Arm-Chair Activists Can Be Put to Use
  • 12. Meme (miːm) — noun an idea or element of social behaviour passed on through generations in a culture, esp by imitation — noun a cultural item that is transmitted by repetition in a manner analogous to the biological transmission of genes. Dictionary.com http://cultureandcommunication.org/tdm/nmrs/sp1/2011/05/01/meme-update/
  • 13. Obesity is Contagious N.A. Christakis and J.H. Fowler, "The Spread of Obesity in a Large Social Network Over 32 Years," New England Journal of Medicine 357(4): 370-379 (July 2007)
  • 14. Emotions Spread Through Social Networks
  • 16. 500 Million and Counting
  • 17. You Are On A Social Graph http://www.socialmediaexaminer.com/what-your-business-needs-to-know-about-social-graphs/
  • 18. Pause For A Serious Take Home Recipe for Meme Spread Don’t be a hermit Be likeable and image conscious Connect yourself to others Connect yourself to people you want to influence Share your ideas wisely Gravy: Have a nice blog http://www.bbc.co.uk/bbcfour/beautyofmaps/digital_worlds-map3.shtml
  • 20. Beyond Social Networking “The Game Layer” 3 Billion hours per week 500 Million People playing 1 hr/day or more 1.5 Billion by next decade Average youth: 10,000 hours by age 21 Jane McGonigal, Seth Priebetsh, Tom Chatfield
  • 21. Games Are Exploding 1990 $10 Billion 2010 $50 Billion 2014 $80 Billion Currently $8 Billion spent purchasing virtual goods in online games. Tom Chatfield
  • 22. Online Games Are Captivating
  • 24. Games & Positive Psychology Reward Schedules… Appointment Dynamics… Influence and Status… Progress… Communal Discovery… Surprise Victories… Cooperation and Sharing… Sources: Jane McGonigal, Seth Priebetsh, Tom Chatfield, Martin Seligman http://www.stephanieschwab.com/2010/08/31/more-on-gamification-game-mechanics/
  • 25. Games & Positive Psychology Reward Schedules… Appointment Dynamics… Influence and Status… Progress… Communal Discovery… Surprise Victories… Cooperation and Sharing… Positive Emotions Relationships Meaning Accomplishments (mastery, achievement) Sources: Jane McGonigal, Seth Priebetsh, Tom Chatfield, Martin Seligman http://www.stephanieschwab.com/2010/08/31/more-on-gamification-game-mechanics/
  • 26. Let’s Get Serious…Motivating Behavior Change with Online Games http://www.slideshare.net/amyjokim/smart-gamification-social-game-design-for-a-connected-world
  • 29. Understanding Why People Act http://gamification.co/2011/06/01/the-science-of-gamification/
  • 34. We Ain’t Seen Nothing Yet http://gamepocalypsenow.blogspot.com/2010/07/visions-of-gamepocalypse.html
  • 35. Um, This is Real http://gamepocalypsenow.blogspot.com/2010/07/belgian-urinal-game.html
  • 36. We must do better…
  • 37. Gamification is a hot trend…probably for good reason.
  • 38. 100 Points For Listening Mark Berman, MD mbermanmd@gmail.com http://veganmd.blogspot.com/ http://www.linkedin.com/in/markberman http://www.facebook.com/markalanberman
  • 39. Great Game Talks Short talk on games being the next major trend on the web:http://www.ted.com/talks/seth_priebatsch_the_game_layer_on_top_of_the_world.htmlShort talk on how games reward the brain:http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain.htmlJesse Schell on the infiltration of gaming into all aspects of our lives:http://fora.tv/2010/07/27/Jesse_Schell_Visions_of_the_Gamepocalypse#fullprogram On the science of gamification: http://gamification.co/2011/06/01/the-science-of-gamification/ On incorporating game mechanics into software:Amy Jo Kim's tech talk at Google: http://www.youtube.com/watch?v=ihUt-163gZI

Notes de l'éditeur

  1. The game teaches innovative problem solving and raises awareness about real world crises, with the idea being that a game experience can enhance people’s perception that they can contribute to making the world a better place.This and other serious games are tied to real world programs, whereby participants in the game can land scholarships and fellowships in leadership programs, or even seed funding for the ideas they generate while playing Evoke.This is a great approach to building new leaders and social entrepeneurs. But how can games be used to influence everyday people?