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marine_colab:workshop_20151125 [2015-12-03 11:23] – [Game On!] maja | marine_colab:workshop_20151125 [2015-12-03 11:28] – [Values based approach] maja |
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To do in 2016 → look at values based campaigning [[http://www.campaignstrategy.org/|Chris Rose]] and also NEF’s approaches. | To do in 2016 → look at values based campaigning [[http://www.campaignstrategy.org/|Chris Rose]] and also NEF’s approaches. |
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| ==Next steps== |
| * Giles to compile a proposal for a mission statement based on these reflections and the materials from Lisbon. |
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What are the values of Marine CoLAB? Could **shared values** be Marine CoLAB’s focus at all times and across all projects? Is there a spectrum of existing values that are shared (instrinsic/extrinsic, economic & cultural, individual & collective, etc.)? By working with a range of different values this approach can focus on whichever value catalyses different target groups - starting from their existing values, connecting them to oceans and each other, making the values collective and shared. | What are the values of Marine CoLAB? Could **shared values** be Marine CoLAB’s focus at all times and across all projects? Is there a spectrum of existing values that are shared (instrinsic/extrinsic, economic & cultural, individual & collective, etc.)? By working with a range of different values this approach can focus on whichever value catalyses different target groups - starting from their existing values, connecting them to oceans and each other, making the values collective and shared. |
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How to begin using a values based approach in Marine CoLAB: **learn by doing**: | How to begin using a values based approach in Marine CoLAB: **learn by doing**! |
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| ==Next steps == |
* invite speakers | * invite speakers |
* share readings | * share readings |
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The first [[game on experiment]] focused on public engagement with rules related to oceans, which might be less game focused, perhaps more suitable as a training tool. Instead, it might be better to focus on more general 'ocean awareness'. So far it looks like there are two main possible directions: | The first [[game on experiment]] focused on public engagement with rules related to oceans, which might be less game focused, perhaps more suitable as a training tool. Instead, it might be better to focus on more general 'ocean awareness'. So far it looks like there are two main possible directions: |
* Develop a game (see below) | * __Develop a game__ (see below) |
* Influence game developers: develop best practice guides, become a "one stop shop" or "think tank" for film makers and game developers… This approach would encourage leadership in design communities related to connecting transmedia stories to the value of oceans. | * __Influence game developers__: develop best practice guides, become a "one stop shop" or "think tank" for film makers and game developers… This approach would encourage leadership in design communities related to connecting transmedia stories to the value of oceans. |
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If Marine CoLAB would develop a game, different approaches are possible: | If Marine CoLAB would develop a game, different approaches are possible: |
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* **Coached lab session** or "challenge workshop" to develop (mini) game(s) and/or app(s) and add-ons to games, with different stakeholders. There is a possibility to conduct this experiment at ZSL, similar to 'fish hackathons'. The focus is on the process (journey) and education of diverse participants. Through the journey of a lab development session the participants create simple experiments to test the ideas and if successful, find ways to scale them. | * **Coached lab session** or "challenge workshop" to develop (mini) game(s) and/or app(s) and add-ons to games, with different stakeholders. There is a possibility to conduct this experiment at ZSL, similar to 'fish hackathons'. The focus is on the process (journey) and education of diverse participants. Through the journey of a lab development session the participants create simple experiments to test the ideas and if successful, find ways to scale them. |
* Develop **add-ons to existing games** | * Develop **add-ons to existing games** |
* Develop games as **tie-ins** to other games/films/etc (add to transmedia stories including BBC documentaries, Google Ocean, Natural Geographic programmes, etc | * Develop games as **tie-ins** to other games/films/etc (add to transmedia stories including BBC documentaries, Google Ocean, Natural Geographic programmes, etc) |
* Develop a full-blown mainstream **marine conservation game**, e.g. a ’simcity-like’ versions of initial scenarios (from [[http://lib.fo.am/marine_colab/workshop_201501|Workshop 1]], or SIM_MPA (cf. beyond (..?) rising tide - maxis?). The interesting aspects of this approach is to enhance both digital games with marine content and experiences of oceans for the gaming community (e.g. using augmented reality). | * Develop a full-blown mainstream **marine conservation game**, e.g. a ’simcity-like’ versions of initial scenarios (from [[http://lib.fo.am/marine_colab/workshop_201501|Workshop 1]], or SIM_MPA (cf. beyond (..?) rising tide - maxis?). The interesting aspects of this approach is to enhance both digital games with marine content and experiences of oceans for the gaming community (e.g. using augmented reality). |
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Out of these directions, the group distilled three most promising options for progress and looked at their advantages and disadvantages: | Out of these directions, the group distilled three most promising options for progress and looked at their advantages and disadvantages: |
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Small Lab Games | == Small Lab Games== |
* Advantages: existing format, easier to test assumptions with small games, practice-based learning of values; connecting environmental and technological challenges | * Advantages: existing format, easier to test assumptions with small games, practice-based learning of values; connecting environmental and technological challenges |
* Disadvantages: does developing a mini game in a lab actually 'work' as a way to develop connections to the oceans? Hackathon process can be too technology focused, the outcomes can be lacklustre, with limited audience impact. | * Disadvantages: does developing a mini game in a lab actually 'work' as a way to develop connections to the oceans? Hackathon process can be too technology focused, the outcomes can be lacklustre, with limited audience impact. |
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Marine Conservation Game | ==Marine Conservation Game== |
* advantage; Making such a game would connect digital and conservation worlds; There is possibly large impact and educational opportunities, potentially reaching wide audiences, and amplification of Marine CoLAB messages. Augmented Reality (AR) tech becoming cheaper, easier to create and access (see existing research from BBC on AR in education). Added advantage: experiencing remote places without having to travel there (e.g. Galapagos with ZSL) | * Advantages: Making such a game would connect digital and conservation worlds; There is possibly large impact and educational opportunities, potentially reaching wide audiences, and amplification of Marine CoLAB messages. Augmented Reality (AR) tech becoming cheaper, easier to create and access (see existing research from BBC on AR in education). Added advantage: experiencing remote places without having to travel there (e.g. Galapagos with ZSL) |
* disadvantage; high expectations, competitive market, difficult to create impact, cost of development is high, educational games are perceived as boring | * Disadvantages high expectations, competitive market, difficult to create impact, cost of development is high, educational games are perceived as boring |
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Influencing Game Developers | ==Influencing Game Developers== |
* advantage; might be scope for a 'think tank' with more general (less issue/agenda based) consulting where Marine CoLAB can add positive messages, influence through others; connection points to value of oceans through different media; broader impact than developing a single game - potential for driving systemic change, for example by connecting to games bloggers and journalists | * Advantages might be scope for a 'think tank' with more general (less issue/agenda based) consulting where Marine CoLAB can add positive messages, influence through others; connection points to value of oceans through different media; broader impact than developing a single game - potential for driving systemic change, for example by connecting to games bloggers and journalists |
* disadvantage; Hard to reach and connect this target group for mutual benefit (though this is slowly changing); Nemo effect' (clown fish), Disney often difficult to work with, span of control is extended, possible dilution. | * Disadvantages: Hard to reach and connect this target group for mutual benefit (though this is slowly changing); Nemo effect' (clown fish), Disney often difficult to work with, span of control is extended, possible dilution. |
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