![]() The Gamer DispositionJohn Seely Brown and Douglas ThomasNamed as one of Harvard Business Review's "Breakthrough Ideas of 2008," our work on the Gamer Disposition examines how business and education might look toward the kinds of things gamers are doing for guidance in embracing change in the 21st century. We outline some of the ways gamers learn, share ideas, and deal with the challenges of a rapidly changing environment and suggest that it might be time for business to start taking the world of play seriously.Network Culture at USCI am the director and lead investigator on a year long project supported by the MacArthur Foundation on the topic of Philanthropy and Virtual Worlds. In addition to hosting a series of ground breaking events in virtual worlds, we also created a Community Challenge to fund projects that advanced the notion of the public good in virtual worlds.The Role of the Foundation in Virtual WorldsThis project, led by Douglas Thomas, and made possible with a grant from the John D. and Catherine T. MacArthur Foundaiton, is an effort to better understand what role philanthropic organizations might play in the context of virtual worlds. As virtual worlds grow in size and scope so do the opportunities for engagement with the players who visit them, the communities they build, and the spaces they inhabit. In order to access the ways in which foundations might be integrated into virtual worlds, we ask the following three questions to help us understand the purpose of philanthropy in virtual worlds:
Each of these questions forms the basis for groups of projects that we believe will help define what virtual communities in these worlds look like, how foundations might build communities of interest around key topics, and how activities in virtual worlds might contribute back to communities with which they are connected. In what follows, we will expand on these basic questions to envision how we might understand, utilize, and connect virtual worlds to the goals of philanthropic organizations.
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