Gaming for Good

Do you consider yourself a gamer? Think carefully about how you answer that question, as the reality may surprise you. The typical definition of 'gamer' is usually someone who looks a little something like this --> But the reality is that games have begun to infiltrate our lives to the point that we don't always recognize when we are playing one. The Entertainment Software Association's 2011 Report found that 72% of American households play computer of video games, with the average game player being 37 years old. Female gamers are also on the rise, making up a whopping 42% of game players. With so many people online, gaming can and is being used to spur some pretty amazing ideas and initiatives.

PSFK recently released a study on the Future of Gaming. Since it costs $150 and I'm low on cash this month, I perused the abbreviated version, posted below. It covers off all of the major gaming mechanics and tactics and includes a bunch of pretty amazing examples.

PSFK Future of Gaming Report [Preview]

View more presentations from PSFK

There are a few that I really wanted to draw attention to for their ability to take game mechanics and turn them into real, applicable and useful tools to further our society and do good.

1. Realitree: A digital manifestation of our local environments and the role that we play in keeping it healthy. Realitree is a huge projection of a

tree and it's surroundings (sky, earth, etc.) that thrives and suffers based on the health of its surroundings. It takes into account news media so that stories that are in conflict with climate reality decrease the visible health of the tree and expose agents of the fossil fuel industry who propagate smears and lies.  Groups, cities and even countries can compete across social networks for the healthiest image of their environment.

2. Fold.it: A web based platform that allows users to compete against each other to design new proteins. This work can be used to help spur innovation in curing diseases such as AIDS/HIV, Alzheimer's and Cancer. Researchers recently engaged gamers to compete in configuring an enzyme structure related to AIDS/HIV. The result: A breakthrough structure in a matter of weeks that had stumped scientists for years. Big win for collaborative gaming!

3. Astronaut: Moon, Mars and Beyond: A collaborative game from NASA intended to grow interest around science, math, technology and engineering. The game is set in a fictional community in the year 2035 and allows players to undertake authentic solar system exploration using resources like NASA's Astronaut Handbook and complete renditions of real Mars exploration missions. I know this is definitely up one Blog Campaigner's alley (@parkernow)

4. Interactive Ping Pong: This one is a little less "for the good of the people" but still a pretty cool idea. An advertising campaign for McDonalds in Sweden asks pedestrians to play ping pong on a giant screen in Stockholm Square. Pedestrians download an app and play an interactive game of ping pong using their mobile phone and the billboard. If a player can play for 30 seconds or more, a McDonalds coupon is sent to their phone.

If all the predictions hold true, some pretty incredible initiatives should come to life all thanks to gaming.

What examples of gaming have inspired or amazed you so far?

 

 

(Gamer photo courtesy of Holy Taco)

Going Off The Book

A few weeks ago I was listening to a RadioLab podcast about Games. In this episode, hosts Robert Krulwich and Jad Abamrod spoke to Brian Christian, an author who recounted the story of the checkers craze of the 60s that culminated in the World Checkers Championship in 1963. Apparently. this championship was a series of 40 games between the world's two top players. All 40 games ended in a draw. 21 of those 40 games were the exact same.

"Checkers had gotten to the point where there was a perfect game of checkers," Brian said as he discussed how the top players memorized previous games and knew the ideal countermove for the other player's moves. "This was rock bottom for the checkers community."

The name for this knowing of all the games, all the moves, is The Book.

Brian continues on the podcast to say that the same thing happens in chess, and that there is an equivalent book  (actually a computer program called "Fritz" these ays) of every chess game played by grandmasters for the past few hundred years. Although there are way, way more variations, there are occasions where two grandmasters will play the exact same game that has been played years before. Nowadays, the first 20 moves or so in major chess games are totally by The Book: the two players playing moves that they've memorized, just like their checkers predecessors.

To chess enthusiasts, the most exciting part (and true brilliance) is when players go off The Book: that moment when they make a move that hasn't been done before in the history of recorded chess.

When I first started my career 5 years ago, there were no best practices for social media. There were no case studies. Everything was new. Everything we did was off the book.

Now it seems that everyone is staying on the book. Facebook brand pages are almost cookie-cutter copies of each other. Pitch emails to bloggers feel about as personal and special as a Hallmark card.

I still think there is a ton of opportunity to go off the book. I just worry that we're too concerned with playing that perfect game.