Sept. 2, 2016 Update Adding a few recent finds along these lines of 'putting emotion into game play' like "Shelter, Paws" and other empathy based critter care games to edge towards seeding compassion for all creatures great and small caring for wolf pups and badger babies, instead of fantasy Pokemon Go creations. Also, here's a recently funded Kickstarter called Junior … [Read more...]
Tilt World’s Nicole Lazzaro (Interview) Putting Emotion Into Game Play
Filed Under: EcoKids-Environment, Emerging trends & STEM, Interactive Games, Marketing Shaping Youth, Media Literacy, Mobile Media, Apps & Gaming, People Shaping Youth, Positive Picks, Pro-Social & Positive Picks, Shaping Youth Tagged With: Amy-Jussel, Arbor Day, climate change, deforestation, eco edu iphone apps, eco heroes, eco literacy, Environment-Kids, Environmental Education, Fiero, Flip the Frog, Games for Change, gamification, gaming for trees, green gaming, healthy-planet, iPhone apps kids, kids causes, Madagascar, Nature Rocks, NCLI, Nicole Lazzaro, Planet Green, plant trees, Playsourcing, seeding green, serious-games, social cause gaming, social change, STEM, Sustainability, Tilt World, TiltWorld, WeForest, XeoDesign, XeoPlay, youth eco advocacy
Consider This: Virtual Worlds In Institutional Settings
May 7, 2009 See this smiling face? Meet my goddaughter, Lara, who recently turned 12. We gifted her an Elf Island 'virtual world' membership for 'premium content' as part of her B-Day celebration. Why? 1.) It was one of the few things I KNEW she didn't have (living afar and gift-guessing is dicey) 2.) She's a VERY social only child who loves to chat and make new friends 3.) … [Read more...]
Filed Under: Branding & Consumerism, Consumerism, Emerging trends & STEM, Interactive Games, Marketing Shaping Youth, Media Literacy, Product Placement, Shaping Youth Tagged With: AAP, ad free, ad-creep, arcade games, blurred boundaries, brand influence, branding, CCFC, commercialism, commercialism in hospitals, commercialism in schools, consumption, Critical-thinking-skills, Disney, doing good, Dora the Explorer, Eco-Childs-Play, Electronic Pacifier, Elf-Island, entertainment industry, follow the money, gaming, gaming addiction, Georgia, GoodQuests, Great Turtle Race, hospital influence, hospitals, Immersive Worlds, infant formula, institutional precedent, institutions, licensed cartoon characters, Liz and Craig Kronenberger, media-literacy, medical marketing, Nationwide Children's Hospital, NCH, OLPC, pediatrics, plant trees, Premium Content, pro-social, schools, subscriber model, video games, Virtual-Worlds, VMK, VW, Wyland