Thursday, April 7, 2011
11am-8pm Eastern
Register early to confirm your participation
Seats are limited
►Individuals $49 USD
Discounts available for multiple registrants from the same organization
►Groups
-Small group (up to 5 persons) $149 USD
-Medium group (6-10 persons) $199 USD
-Large group (11 or more persons) $249 USD
We accept government purchase orders
about this conference
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?
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?
conference program
We're delighted to highlight the leading-edge practitioners who'll be speaking as part of our April 7 program.
We're delighted to highlight the leading-edge practitioners who'll be speaking as part of our April 7 program.
download the detailed program here
Sessions include:
Engaging Communities in the Planning Process Using New Technology
This session showcases two case studies that demonstrate how two communities have used interactive games and mobile apps in support of public engagement.
Sessions include:
Engaging Communities in the Planning Process Using New Technology
This session showcases two case studies that demonstrate how two communities have used interactive games and mobile apps in support of public engagement.
►
“There's an App for That: Integrating Mobile Apps into a Food Systems
Recovery Plan” by Jennifer Evans-Cowley / Ohio State
University
►“Rewriting
History - A Case Study of the Augmented Reality Engaging Community” by
Matthew Slaats / PAUSE
Keynote Address
Join us for an exciting and indepth exploration of how the City of Vancouver, British Columbia, is employing games, apps and other technologies as well traditional engagement approaches as part of changing how people respond to climate change and overall sustainability.
►“Greenest City
by 2020 Project: Bridging Digital and Traditional Participation in Vancouver, BC” by Susanna
Haas Lyons / University
of British Columbia
Interactive Games and Mobile
Apps for Action
This session showcases interactive games and mobile apps that are being used for engaging people. We’ll explore what the tools are designed to do, who they serve and the benefits and drawbacks of using these technologies for engagement. A facilitated discussion following the speaker presentations will examine the key design factors and questions that organizations need to consider when creating their own games or apps.
This session showcases interactive games and mobile apps that are being used for engaging people. We’ll explore what the tools are designed to do, who they serve and the benefits and drawbacks of using these technologies for engagement. A facilitated discussion following the speaker presentations will examine the key design factors and questions that organizations need to consider when creating their own games or apps.
►“Citizen
Connect Mobile App” by Nigel Jacob / City of Boston
►“Backseat
Budgeter Simulation Game" by Brenda Morrison /
Engaged Public
Effective Use of Interactive Games for Engagement
Join
us to hear about Eric’s exciting work on place-based digital communities, media
and urbanism, and games for civic engagement, highlighting the Participatory
Chinatown and Community PlanIt games.
►“Games for Engagement” by Eric Gordon / Engagement Games Lab, Emerson College
►“Games for Engagement” by Eric Gordon / Engagement Games Lab, Emerson College
Pecha Kucha Session
This
session features Pecha Kucha presentations (Japanese for “chit
chat”). It’s a quick round of talks on a key topic; each presentation is 6
minutes and 40 seconds and highlights a particular app or game for public
engagement. There's also time for networking and discussion too!
►“Crowdbrite: Website and Mobile App” by Darin Dinsmore / Crowdbrite
►“Crowdbrite: Website and Mobile App” by Darin Dinsmore / Crowdbrite
►"Facilitation
First Aid Mobile App" by Stuart Waters /
Twyfords