Friday, November 19, 2010

Call for Proposals: Interactive Games, Mobile Apps for Public Engmt

One-day Online Conference
Thursday, April 7, 2011

call for proposals


Today there is a proliferation of interactive games and mobile applications ("apps") that support public engagement.

Online interactive games (such as "Virtual Mine", Participatory Chinatown and others) educate people about issues or challenges in ways that can add value to public engagement. These experiences deepen and broaden how people understand and talk together about the issues that are important to them, and they also have the potential for changing how people interpret other perspectives.

Mobile "apps" provide a means for collecting information and for interacting with stakeholders on a 'real time' basis. From reporting problems (such as "SeeClickFix") to Twyford's new Facilitation First Aid app, texting to support stakeholder information gathering and other uses too, mobile technology is being used both in the developed and developing world to effectively engage people.

Yet there is little discussion about how we consider and choose among these two kinds of tools when creating an engagement strategy, and as well little discussion about how they are effectively being used by organizations today for engagement purposes.

o How are interactive games and mobile apps are being used today for engagement? What's on the horizon?

o What criteria do we use to review and evaluate interactive games and/or mobile apps?

o How have other organizations and communities used them for the best effect?

o How do we best integrate them with other engagement tools and approaches?



Proposals are sought for presentations at this one-day online conference in four subject areas:

1. State of the Practice
►New interactive games and/or mobile apps primarily designed for engagement or that can be used for engagement purposes
►Emerging trends in technology for engagement, with emphasis on interactive games and/or mobile apps
►Research on existing use of interactive games and/or mobile apps for engagement

2. Effective Use of Interactive Games and Mobile Apps
►Case studies that showcase creative or unique uses for interactive games and mobile apps today
►Evaluating potential interactive games/mobile apps: Benefits, costs, risks and implications of interactive games and/or mobile apps for engagement
►What 'lessons learned' can we gain from others who have used -- or are using -- games/mobile apps today?
►Tools and approaches for measuring and tracking the effectiveness of interactive games and/or mobile apps

3. Bridging the Broad and Narrow Reach of Technology
►Approaches that incorporate interactive games and/or mobile apps with other tools and technologies (e.g., GIS, social media, etc.) in order to serve diverse audiences of people all across the digital divide
►Collaborative projects that engage with diverse stakeholders in the design or deployment of interactive games and/or mobile apps for engagement

4. Interactive Games and Mobile Apps for Action
►Case studies that demonstrate how interactive games and/or mobile apps are being used to spur stakeholder action
►Strategies for designing interactive games and/or mobile apps in order to spur action

Presenter requirements
►High-speed internet
►A telephone
►Attend presentation training session (1 hour max)

As a Presenter, you'll receive training on our meeting platform and complimentary conference registration.

Questions?  Contact:
Beth Offenbacker
Chief Learning Officer
PublicDecisions
beth@publicdecisions.com
571 303 9208 (US)
Conference co-sponsored by PublicDecisions and Learning Times


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