Urgent Evoke

A crash course in changing the world.

Seven principles for cultivating the community - Part 1

Here are seven principles for cultivating communities:

1. Design for evolution
2. Open a dialogue between inside and outside perspectives.
3. Invite different levels of participation.
4. Develop both public and private community spaces.
5. Focus on value.
6. Combine familiarity and excitement.
7. Create a rhytm for the community
[ Source ]

Let's first discuss the first principle: Design for evolution.

A quote from the same book:
"The dynamic nature of communities is key to their evolution. As the community grows, new members bring new interests and may pull the focus of the community in different directionsl. Changes in the organization influence the relative importance of the community and place new demands on it".

How do you feel that EVOKE has been designed for evolution? Do you think the 10 missions are already developed? I think they are - the comics are finished, the story they tell is fixed. But how we as a community react to all this also influences us, the players.

For instance, I don't see a lot of evolution yet in our discourse on this site about the food crisis in Japan in 2020. Why not?

How do you think the players can influence the site? And how can the players influence the World Bank or other trans-national organizations?

How are we evolving as a community, and how can we evolve further?

Views: 26

Comment by Brian Ballsun-Stanton on March 6, 2010 at 12:34pm
There's been no evolution... yet. But I'm willing to allow Alchemy the weekend off. The GAME1 example is evolution... of a sort. Without real integration, however... the nature of our communication is limited.
Comment by Raymond M. Kristiansen on March 6, 2010 at 12:38pm
Integration - how? I mean - the GAME1 players - how can their gameplay be integrated with the site? Do you have any specific scenarios?
Comment by Brian Ballsun-Stanton on March 6, 2010 at 12:40pm
Well, the obvious way is to extend the badge system. Allow people to pay points to get a badge they can award to people. For that matter, allow people to spend their points. That means that we'll have a (rather inflationary) economy of points.
Comment by Raymond M. Kristiansen on March 6, 2010 at 12:44pm
So for instance, when I just now found this article which I think deserved more than +1 (which is the maximum of what I can give), I should be able to invest some of my Own points in escalating points for the author?

That's an interesting scenario!
Comment by Brian Ballsun-Stanton on March 6, 2010 at 12:46pm
Absolutely. Points are a currency of respect. We should be able to spend them (and have a log of those expenditures be public.) That would be a dramatic difference to the game right there. Why let alchemy have point reserves?

With this, we would be able to make communities of interest with little to no other infrastructure. Communities invest points, then spend them to highlight issues of interest to them. If we could have a "Trending posts" area where point expenditures are tallied, the feedback side of the circle would be complete.
Comment by Brian Ballsun-Stanton on March 6, 2010 at 12:49pm
Also, people should be able to sacrifice points to burn off others. Communities can then police rogue spammers without too much effort.
Comment by Raymond M. Kristiansen on March 6, 2010 at 12:50pm
So who goes around making a detailed proposal about this which can be presented to Alchemy? Who calls in other coders, who digs in the current code of the site to see how we can tweak this to our purpose? Oh, and the API - is it open somehow? Maybe they are working on that already?
Comment by Amos Meeks on March 6, 2010 at 9:45pm
To answer one of your questions, Raymond, "I don't see a lot of evolution yet in our discourse on this site about the food crisis in Japan in 2020. Why not?" I think this is because all of the missions and quests so far have been focused on who you are as a person, what you are going to do in general, what your strengths and weaknesses are, etc. Thus people now seem to be focusing more on their thoughts and ideas, on social innovation and problems in general, and not the story of the game. I don't think that this is at all a bad thing.
Comment by David Anderson on April 1, 2010 at 1:37pm
Comment by Raymond M. Kristiansen on April 1, 2010 at 2:01pm
no offense david, but what does your blog have to do with this discussion? :) or are you just spreading the link to your blog all over no matter what people were discussing? looking at your profile page, I see that there are quite a few comments you make which is just a link to one of your own blog posts. this is in most internet systems considered rude and certainly doesnt support your goal - in my opinion. i might be wrong, and this kind of link-spamming might be the new way of doing things. :P

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