Professional Documents
Culture Documents
As designers we need to take an active approach in creating systems that allow those who have
experienced trauma and overcome it, teach others how to overcome their own demons.
Gaming is a strong platform we must use for teaching, as it allows anyone to see your unique
perspective in a powerful way.
Games need to be more than just another social construct for people to be distracted by.
If we create a system that encourages jumping from one social media induced cause to the next
we are encouraging Slacktivism [not] Activism.
If we allow a society to develop where people care more Liking a sad image on social media
platforms than the person next to them who suffers in silence because people cannot recognize
that, we are failing.
We need to evoke true passion about something and not encourage a herd mentality, which is
far too easily manipulated by the next headline.
We must hold society accountable for its actions and inactions by holding up a mirror through
game worlds that comment on the failings as well as the success of humanity.
In these mimic worlds we must have the player feel like a Flaneur that wants to find out why
the constructed world is the way it is.
Doing so, gamers will become more self-aware and encourage others to experience what they
did, creating a viral effect that will make us all want to be better and more empathetic towards
each other.
Empathy is the one thing that will allow us all to compromise and find a balance to allow
humanity to move forward and not be doomed to repeat the past.
(274 words)
any impact. I feel the same. We need to make sure we dont develop too many ways for
people to be distracted from issues that have meaning related to them and not just something
that evokes a quick emotion.
References :
Rotman, D., Vieweg, S., Yardi, S., Chi, E., Preece, J., Shneiderman, B., ... & Glaisyer, T. (2011, May).
From slacktivism to activism: participatory culture in the age of social media. In CHI'11 Extended
Abstracts on Human Factors in Computing Systems (pp. 819-822). ACM.
Lachmayer, H. (2010) Flaneur and Flaneuse as Todays Urban Researchers: Reflections on the Experience
of Walking as a Lively Fetishism to Make Everyday Life Inspiring. in Noever, P., & Meyer, K. (2010). Urban
future manifestos. Ostfildern, Germany: Hatje Cantz.
Gladwell, M. (2010) Small change Why the revolution will not be Tweeted. The New Yorker. Obtained
from: http://www.newyorker.com/magazine/2010/10/04/small-change-malcolm-gladwell