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Guest Post by Nina Simon -- Self-Expression is Overrated: Better Constraints Make Better Participatory Experiences

Beth's Blog: How Nonprofits Can Use Social Media

Forrester created the “social technographics” profile tool to help businesses understand the way different audiences engage with social media (and you can read more of my thoughts on it here ). If you have a bunch of novice friends, it can be maddening to find appropriate “sous chef” roles for them to fill. It’s like cooking.

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Games and Cultural Spaces: Live Blog Notes from Games for Change

Amy Sample Ward

Trying to engaged the teen-to-twenty-something who normally may not use the research library. During the period that the 500 were selected, they learned a lot about how various social networking tools could be used as they saw participants start partnering up and organizing themselves for the game.

Game 140
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Self-Expression is Overrated: Better Constraints Make Better Participatory Experiences

Museum 2.0

Forrester created the “social technographics” profile tool to help businesses understand the way different audiences engage with social media (and you can read more of my thoughts on it here ). If you have a bunch of novice friends, it can be maddening to find appropriate “sous chef” roles for them to fill. It’s like cooking.

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Six New Games for Change: Check Out the Future of Gaming for Good

NTEN

” Presented by filmmaker Chelo Alvarez-Stehle, SOS_Slaves aims to raise trafficking awareness in teens while empowering them with the tools to take responsibility and speak out against this issue. Her game uses the human body to transform the verbs of nature into game play tools. BOTTOM LINE & FUNDING.

Game 81
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The Participatory Museum, Five Years Later

Museum 2.0

Our museum is highly participatory: plenty of opportunities for visitors to contribute, for artists to collaborate, for community members to co-create. PARTICIPATION IS POLITICAL When I wrote The Participatory Museum , I wrote about participation as a design tool--a wrench that could be turned to reach certain goals in a cultural setting.

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Games and Cultural Spaces: Live Blog Notes from Games for Change

NTEN

Trying to engaged the teen-to-twenty-something who normally may not use the research library. During the period that the 500 were selected, they learned a lot about how various social networking tools could be used as they saw participants start partnering up and organizing themselves for the game.

Game 52