Educational and Environmental Elements of Virtual Worlds
So far, (Dizzywood is) commercial-free, kid-safe environs are prime for Shaping Youth to test the use of digital technology to seed knowledge, enable fun to flourish and grow without the preach-n-teach boredom of the schoolyard scene, once it comes out of beta and solidifies core content. For instance, their new ‘garden gazebo’ eco-embedded message has a variety of behavioral benefits that could easily springboard from online to offline outdoors.
Dizzywood is ‘planting’ the concept of collaboration, as kids nourish and tend a garden that grows faster with teamwork…
By rewarding kids with seeds instead of the usual ‘coinage and consumption’ cues, they’re enabling more meaningful content to take root, a prize in itself.
Now…with a digital dose of creativity and open-ended experimentation how about if we take it another step further?
Go check out Amy’s post about educational/conservation elements within Virtual Worlds!!! There’s a lot lot lot more than what I attached to this.
I’m currently really chewing on the interweaving of such elements into (entertainment) brand based virtual worlds– and how to do it without being irreverent, contrived, or slapped on to an environment with a play pattern that may not be as organic to such ideals.
Do entertainment-based brands with particular play patterns need to have such things? Or should we let kids do what they came to do without inundating them with side plots? Or is it our duty as youth-based-biz to role model and cultivate the future? Or is there no right answer, and you do as your company’s goals & intentions set forth?
Can you have everything and still manage high rates of success & organic play?
…have you seen any instances of educational/conservation-based objectives done well, awesome, so-so, meh… and still effective/successful on all levels?
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