Expect the Right Kinds of Returns from Your Work

Expect the Right Kinds of Returns from Your Work

Showing posts with label social benefits game. Show all posts
Showing posts with label social benefits game. Show all posts

Friday, March 9, 2012

Playground, Imaginarium, Laboratory


         You really want to know what it feels like to be rewarded for work that makes the world a better place.

Where’s the job that will pay me “a living wage” for producing social benefits?

Where’s the job that will leave me feeling proud of what I’ve accomplished—both for myself and for others—when my workday is over?  

There’s nowhere you can think of where you can bring your energy and talent to a job and get these kinds of returns.

         Sure, there are plenty of opportunities “to give your time away.” Places to volunteer. Worthy causes. You can knock on doors.  Call strangers up at dinnertime for donations. Play your guitar in a hospital room. There are many things good people do “after work” in your community.

That is, after they do what they have to do.

Because they’ve got to put food on the table, pay the bills, keep the wolf at the door. They want, and you want your work to have an impact, but how do you “make a living” and also accomplish something worthwhile?

Can you really afford to do work that makes a difference?

You never thought it was possible that your work in the store or office, in your car, on the phone or behind a counter could be about healing the world and, just like any other job, that you’d be paid well for your time, your effort and your talent.

You always thought it was “either/or.”

There was charity and there was business, but not the business of doing good.

         The world you can preview in a social benefit game like WeTopia is neither a non-profit nor a for-profit world.  It’s a mixture of both.


It’s surprising how fulfilling it can be to see your work combine with your friends’ work to help not just one child, but a whole school full of children. You’re surprised at how satisfying it can be—even in a game—when work that’s this fulfilling also comes with a paycheck, a home, and a happy community.

It’s the virtual experience of a business model for a better world.

As such, social benefits games like WeTopia give you a glimpse of something that may be difficult to find where you live and work.  Games like this fire up your imagination with new possibilities, and get you thinking about blueprints for different and better kinds of work. Work you can do solving real problems that are crying out for solutions right now, all around you, where you live.

         Beyond the learning-by-doing discussed in my last post, this is an additional promise of a game like WeTopia.

To imagine your work differently.

It’s a promise that the sponsoring advertisers, the sellers hocking virtual goods, and those IPO-hungry Facebook investors are all helping to bring to your interactive screen.  And in the final analysis, that’s not such a bad thing. Because when all is said and done, the merchandising is really pretty benign.  It won’t impair your enjoyment or diminish the game’s virtuous effects, and it’s easy to navigate around (if you want to) on your way to having fun.

No, all the selling and buying is not where we’ll find the greatest danger, or the greatest promise for that matter, in this brave new world.   

         Think for a minute of that showstopper in The Wizard of Oz where (of all things) it’s Dorothy’s little dog Toto who triggers an at-first thundering but-then almost conversational:

“Don’t pay any attention to that man behind the curtain.”


(That’s Toto down there in the lower right.  Yes it required lots of dog biscuits, but it produced his biggest scene.)

And just like it was in Emerald City, there is a man behind the curtain in most of these social benefit games.   

Of course there is.  We couldn’t live in this age and not suspect.  But who is he exactly, and what is he doing there?  

He’s a social scientist who has never had more real time information about how and why people behave in the ways that they do (not ever) than he can gather today by watching hundreds, sometimes even millions of us play these kinds of social games.

Why you did one thing and not another. What activities attracted you and which ones didn’t.  What set of circumstances got you to use your credit card, or to ask your friends to give you a hand, or to play for 10 hours instead of just 10 minutes.

There’s a lot for that man to learn because, quite frankly, we never act more naturally or in more revealing ways than when we’re at play.

(“We’re not in Kansas anymore.”)

So what could possibly be in it for you, for me, for any of the lab rats?

It’s certainly not the thrill of being analyzed when we’re at our most unsuspecting.

At play and under a microscope.

(“Run Toto, run!”)

(Well not just yet.)

         We’ll take a brief look at the downside, and then try to find the real upside together—next time around.  


Monday, February 27, 2012

GAME CHANGER?


I spent a morning this weekend in a virtual world that promised to teach me (along with each of my 440,000 fellow players) how to become a more productive and generous person.

The experience percolated my thinking about how to change good inclinations into good behaviors, and then make those good behaviors a more natural part of my life through repeated use.

But wait, there was more!  Somewhere in the sweaty little palms of all these players, the unremittingly sunny experience also gave me a glimpse of what might be a whole new way "to get ready for" the kind of work where your personal rewards are bound up with the benefits that you bring to the world.   

The repetitive activities in this virtual world didn’t feel like rote learning because the over-and-over-again was embedded in the diversions of what was, at least at the front end, only a game.  Playing it came with surprises  (blinking “opportunities” and “limited time offers”), cheerful reminders (to water my “giving tree” or harvest my carrots), and rewards from all of the “work” I was doing (the “energy,”  “experience,” and “good will” credits I kept racking up by remembering to restock Almanzo’s store or to grow my soccer-playing community of friends).

The social benefits game I was playing was WeTopia.

Where once we had to practice our altruism in the real world, it now seems possible for us to do so with a couple of mouse clicks.


(Yes, every one of those yellow, smiley-faced balloons is really a benefit you’ve earned, or are about to earn at your home, farm or factory!)

Can this kind of playful learning really help us to become more productive for ourselves, and more productive for others, in the real world?

         That’s certainly WeTopia’s back-end—where the obligations I’d met, and the yields I’d obtained, were taken from this virtual world of chubby multicultural tikes and lite-calypso music and delivered to what looked a lot like their equivalents in the real one.

For example, watering my “giving tree” produces a “special seed” that (once planted) promises to “grow into a hot meal that I can send to the real world to help kids!”  The credits I’ve earned from harvesting fields, building houses, or replenishing the bakery all are conglomerated into “Joy!” that is exchanged, by virtual magic, for real dollars and cents when I send it in a hot air balloon to real world charities.  Whitney Food Pantry or Haiti Hot Meals 2 for hungry kids!, something called Homeless Children’s Care for kids needing a place to stay!:  these were three of the places where I could share my Joy!—that is, after I’d “earned” enough of it to share.

       (The exclamation points embedded in the total experience, along with endearing faces like these, help to ensure that it would be difficult for anyone to miss the relentlessly positive, and not entirely unpleasant, rush of generosity in all of this.) 

       Knowing that nearly 2 billion dollars of virtual goods are purchased on-line in the U.S each year, and that advertising is more tied up than ever with my Facebook experience, put me on the lookout for the funding sources that were helping me to convert all this Joy! into food and shelter for smiling, needy kids.

I didn’t have to look very hard.

        While you can power the exchange between virtual to real giving by your hard work and growing skill at the game, you can also do so by buying “building blocks” or other virtual things with your (or your parent’s) credit card.  Even when you decline to do so, I noticed that upon delivering my Joy! to the pictures of those smiling kids in Haiti, my currency visually merged with the contributions of the game’s sponsoring advertisers to put actual food on actual tables.

       Whether “my” charitable giving came from my hard work, my credit card or one of my advertising partners, I received new goodwill and energy tokens “to do more good later on" in the increasingly complex and engrossing cycle of working and harvesting, giving and receiving.    

        WeTopia’s platform was interactive across my network. (Sending “gifts” to my Facebook friends would build my inventory of credits, while hopefully turning my connections into good-deed-doers as well.)  Its format also tantalized by promising future fun, full of expectancy. (When you pick your strawberries in only 7.3 minutes, or 3.1 hours from now when your fountain starts spouting, all of these additional benefits will be yours!) 

       What I’m wondering is whether this kind of immersive on-line experience can change real world behavior.

       We assume that the proverbial rat in this maze will learn how to press the buzzer with his little paw when the pellets keep coming.

       Will he (or she) become even more motivated if he can see that a fellow rat, outside his maze, also gets pellets every time he presses his buzzer?

       And what happens when he leaves the maze?

       Is this really a way to prepare the shock troops needed to change the world?