Written By Global Planner Delphine Digonnet & Junior Planner Sheena Vohra
from Saatchi & Saatchi Switzerland http://www.saatchi-ch.com/
It is true that many Facebook users have at some point become irritated by the incessant clutter in their news feeds and requests consisting of: Sandra has added a cow to her farm, or “Please play mafia wars with me.”

But the truth remains that there are many of us who are keen to be digitally involved. Statistics continue to indicate that it is not your usual teenage boy or web geek, so much as the experienced impressive lifeblood of our workforce. According to the 2010 PopCap Social Gaming study, 55% of all players are women in their mid 30s and 40s. And yes, they do have college degrees. A whopping 65% of these women play daily or more than once per day.
Gaming has gone a lot further than super Mario on the Gameboy or Nintendo 64. The games referred to here, reward the player with public recognition amongst their social network contacts, which indeed provides a strong incentive to play. Imagine the amount of time people spend in real life to stand out in a crowd – so why not do it virtually?
Derrick Mains, CEO of GreenNurture remarks on, in “How Social Gaming can advance Sustainability,” how people seem to find the time. He writes that he himself works a 16 hour day, six days a week. So where does this ample time come from? Games like Farmville and Mafia wars are designed for short bursts of play which Mains describes as “challenging players to complete small tasks that only take a few minutes, such as planting crops and then coming back later to harvest them.” It is due to structure like this, which allows social networks and gaming to permeate into our daily lives –whilst drinking our morning coffee or waiting for that delayed conference call.
Why so much time is spent gaming?
Experts claim that many feel like they can achieve and accomplish more in virtual worlds as opposed to real life. In reality, we don’t collect points or acquire any material gain. We don’t go to the next level upon completion of a work project. Jane McGonigal a game researcher and designer stated at the 2010 TED conference that, “we feel we are not as good in reality as in games.”

You might remember the famous RSA Animate – Drive: The Surprising Truth about what motivates us (hyperlink) which states that there are three factors that lead to better performance and personal satisfaction: Autonomy, Mastery and Purpose. Take Mastery or example. Playing online games is not economically rational, but it is socially satisfying. It’s fun, and over time you get better at it – another thing which motivates us. Purpose – we can’t help but feel glorified when we get onto the next level of a game. Lastly autonomy – we do prefer to be self-directed and knowing that what we achieve is with thanks to me, myself and I.
But what if we tie together the amount of time spent on gaming recognition to something which can make our world more sustainable?
For example: NASA’s Lunar Reconnaissance Orbiter has been mapping the moon, capturing terabytes worth of data about its rocks and craters. The challenge is that this data needs to be viewed, sorted and catalogued and that effort takes a lot of eyes (aka time and money). MoonZoo.org, a site created by Oxford astrophysicist Chris Lintott, harnesses the eyes and interest of amateur astronomers worldwide, empowering them to catalog and measure craters and rocks-even allowing them to flag oddities they see when exploring the moon’s surface. This project uses the collective intelligence of interested parties to save NASA millions and educate and amuse enthusiasts worldwide.
Environmental and social issues in our world are ever prevalent, and these need a large scale global effort to be addressed. The main excuse given is that one person doesn’t make a difference, but how about we use the five minutes that 61.6 million people use anyway (gaming) and convert that into something more constructive to better our world.
There is also the added argument that we are not work horses, and we too need moments to breathe in order to relax and distract ourselves away from work in order to sustain ourselves, achieve personal satisfaction and avoid burn out aka a stress buster.
We need to find ways to engage and involve people in those random periods of latency. The challenge of being more sustainable can indeed be transferred to their space, so why not the gaming space? Of course there is still the question of no one wanting to play a game where no one wins.
There is also the question of having the appropriate people to build the games, create the rules and measure the outputs. Most importantly design how one will be rewarded and recognized, which has still not been designed. Sustainability is still very much in its infant stages in today’s business, but thanks to Generation Y (tomorrow’s leaders -whose leadership strategies consist of a global approach to innovation and sustainability.) we can have a smarter planet vision of a world connected by smart measures and green technology.
Refereces
RSA Animate Drive: The Suprising truth about what motivates us







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