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God Save the Green:  Community and Gardening

God Save the Green: Community and Gardening

It’s no surprise that community and gardening go hand in hand.   Gardening side by side or with others has been creating camaraderie between people and building community since the early days of agriculture when people began to grow and harvest grains.

God Save the Green is a documentary in progress that tells the stories from around the world of groups of people regaining a sense of community and improving their lives through gardening.

Today for the first time in history,  the majority of people in the world live in suburbs or cities and not in the country.  In the edges and central part of cities, the need to grow on the land and innovative ways to do so continue to emerge.  God Save the Queen tells the story of gardening around the world such as Morocco, Brazil, Berlin, Italy, Kenya.

One story explores the one garden that has survived in the biggest slum of Casablanca that uses cement and tin to grow potatoes, coriander, salad, pumpkin.  In Brazil, a group of women in Teresina have been making a living growing vegetables using hydroponic growing made with recycled materials.   In Nairobi, Kenya, a family grows vegetables inside large bags filled with soil from the forest surrounding the city. This method of gardening is gaining in popularity and more families are producing food in this way.

In this way Morris can get his crop also in rainy season. Food is used to feed his large family and also to be sold in the slum. This new idea is spreading all around the slum helping families, needy people and schools.

The project is currently in production, and you can see video clips and stills at the godsavethegreen website.

Links:

http://godsavethegreen.it/

 

Food Font – New Website and Two Upcoming Food Font Events

My new project Food Font has a new website that I will be continuing to build this summer.  Food Font is a project comprised of design workshops, font making activities and the use of the interactive online design tool FoodFont.  The project supports education, interaction, and communication about food, health, and design.  With the Food Font project, people make alphabets out of food and later are able to use these and other food alphabets in a fun, free, interactive online design tool.

For the project, people make an alphabet (also called letterforms) out of any kind of food.  A set of letters could be made out of one kind of food, or several types of food.  Some Food fonts that have been made include a kale font, holiday dinner font (made of food from a Christmas dinner), a French fry font, a vending machine food font, a packed lunch food font , and a chopped vegetable font.  The letter making activity is a great way for individuals and groups to have fun and to interact and talk about food.

At the Food Font event, each letter created is photographed.  These are later edited and loaded into the online Food Font interactive design tool.  With this tool, individuals can load up the food alphabet that they helped create as well as use the other food alphabets in the system.  You can type in words, choose backgrounds, resize and rotate elements, and do basic layout techniques to make images that can be saved, shared electronically, and also printed.  The tool can be used to make images, posters, signs, greeting cards, and other printed materials.

The project is meant for anyone to do, which includes community members at Farmer’s market or at a community garden, teachers and students in a classroom or by a restaurant,  by “foodies” and people who love food , or by you with your friends and family.  It is a fun, creative activity that anyone can do of any age, and in any size group.

To get the word out about my project I am currently scheduling a number of Food Font events during Summer and Fall of 2012.  With the events, I hope to get the word out about the project and to inspire others to make their own food alphabets.   So far I have a event scheduled in Buffalo, NY on July 28th, and one that is being finalized for the Lakewood Farmer’s market in Lakewood near Cleveland, OH.  If you have ideas about where a Food Font event should happen let me know. I am booking gigs now.

 

Links:

http://foodfont.com/

Jane Mcgonigal – The Game That Changed My Life and Super Better

Jane Mcgonigal – The Game That Changed My Life and Super Better

Jane Mcgonigal is known as an ambassador for the gaming industry and games for social change.   As a writer, game producer, and speaker, she has helped spread the word about games being good for you.   I was able to hear her speak in person at the Games For Change conference in New York that I attended last week, where she was the opening keynote speaker.

Part of what she shared was that almost two years ago, she suffered a debilitating concussion. It affected her sleep, her eating and her social life. She tried doctors and resting, but nothing seemed to make her feel better.  That is, until she made a game of her recovery. In this game she became Jane the Concussion-Slayer (modeled after Buffy the Vampire-Slayer) and found that through the form of games that she could feel better.  The outcome of this is her new project, a game called SuperBetter, which was originally designed to treat concussions, or mild traumatic brain injuries but has been used in its tests by people with cancer, Crohn’s disease, diabetes, and other illnesses.

Since the project started, SuperBetter has been developed as a system that can be used to feel better, faster through any injury, illness or chronic condition — including asthma, diabetes, migraines, depression, chronic pain, quitting smoking, and rehabilitation for sports-related injuries.  For the game, she partnered with four universities, which includes the University of Berkeley, and Ohio State University.  The game has been submitted, and is waiting for approval from Apple so it can be available on the Itunes store.

In her talk, Mcgonigal started by talking about what games for change.  4 days before the Games for Change Conference, she tweeted the question, “ What do you think games can change?”   Comments ranged from answers like, “games change my bad mood,” “games change our willingness to trust and get me to try new things, “  “games can change my mind, brain map, and structure of my brain,” “my social confidence and family relationships,” “my self image and perception.”

Mcgonigal summed these answers up by saying “ Games basically can change your life.”  She went on to talk about the need for proof and research, and that her website www.showmethescience.com has all of the papers, citations, and research for everything in her talk.

She went on to show some research done with hospice workers, which surveyed people who were close to dying about their regrets.  The research showed that there were 5 regrets most people had.  These included, “ I wish I would not have worked so hard, I wish I had stayed in touch with my friends more, I wish I’d let myself be happier, I wish I had had the courage to express myself more, and I wish I’d led a life true to my dreams and not what others expected of me.

Mcgonigal went through each of these regrets  – and related each one to aspects of gaming.  After she went through the list – it was clear that gaming and playing games addresses each of the regrets in the study.

She then shared her personal story about how she hit her head and got a traumatic brain injury.  She had mental fog, could not work, and had constant pain.  She was told that she had to rest her brain, and for the first time in her life she felt a sense of hopelessness and that she had no reason to live.

She then got to the idea that I’m either going to kill myself or I’m going to make a game out of it.  Being a game designer – she decided to view he r situation as a game.  She worked with her husband to make a list of enemies – or things that made her feel worse.  She then made a list of allies, which were things like cuddling with her dog, which made her feel better.  One frustration she had is that she felt that friends and family did not understand her challenges and experience.  By having them play the game with her, she felt that they could better understand how she felt and the challenges she faced.

She found that after a few days of trying this game, the depression went away.  She went on to make a video called Jane the Concussion Slayer – which eventually became Super Better.  She had other people try the game, and others with cancer, Crohn’s disease, and diabetes felt that the game helped them feel happier, and they felt understood by friends and family better.

The symptoms were still there for a year, but she mentally felt better and braver.  For the game, challenges are called power ups. If you reach your goal it is called an epic win. Power ups are the things that make you feel better.  Players can set a goal which might be to sleep at least 4 hours a night, to get your sugar level to a certain number, or to lose ten pounds.

To have us understand the game, Mcgonigal had us in the audience try some challenges in the game, or play the game of super better.  We had to hold our hands in the air for 5 seconds or take 3 steps forward.  This was to power up our physical resilience.  Next we had to snap 50 times or count from 100 to 7 backwards which was for mental resilience.

She talked about the research that shows that tackling a tiny quest even small will increase your willpower.  Next we were to look outside the window or look up your favorite baby animal, which would power up our emotional resilience.  Research shows that if you can experience three positive emotions to one bad one we have more emotional resilience.

The final challenge was to shake hands for 6 seconds for someone or to send a thank you email or text to someone.  This was for social resilience.

Mcgonigal talked about Hope Lab, a group that made a remission game to teach about chemotherapy did some research about why people who played the game had better chemotherapy adherence, in that they would stay with the directions and dosages that they were supposed to do.  They also found that the chemical in the body were 20 percent higher.  Their research showed that active gameplay activated the brain.  What was interesting about the research is that it showed that the main time that the brain was activated was in response to pursuing an outcome and waiting to see the impact of the action, such as firing at something and waiting to see what would happen.

In her closing remarks she talked about games can change our lives, destiny and that we can measure that change.  She then showed us her research that by doing the super better exercises during her talk that our lifespan had been increased by seven and a half minutes.

I strongly recommend watching the video of her talk, which you can see through the Games For Change livestream online page.  It might just give you seven and a half more minutes to your lifespan, and tell others that games are good for your health.

Images:
Jane Mcgonigal –  Keynote Video on Livestream
Jane Mcgonigal website and blog

Links:
Jane Mcgonigal – Video of The Game That Changed My Life, Opening Keynote Video on Livestream

Jane the Concussion Slayer, Ep 66 – Youtube Video

Jane Mcgonigal website and blog

Super Better – the Game website

SuperBetter – updates from Jane Mcgonigal website

Show Me the Science – research, citations, and papers from Jane Mcgonigal’s talks

 

Games For Change – and Finding the Way

Games For Change – and Finding the Way

If you get my weekly newsletter, I apologize for the small  number of posts in the newsletter that went out early this morning.    Since I started tinySplash bigView, I have been committed to writing posts 4-5 times a week.  The weekly newsletter email lists all the posts, and is a way for me to make sure that I have written enough for the week.

I just got back last night from the Games for Change Festival in New York City last night.  At the 3 day conference I was busy attending presentaitons taking notes on my ipad, and participating in the discussions related to the conference on Twitter.  I had intentions of writing two posts early today before the tinySplash bigView newsletter went out.  Problem is that I thought that today was Wednesday, so I did not get this done before it got sent out. Anyway – I just posted 3 new posts, and everything is all caught up and the world is in balance. (and sorry for 2 email newsletters in one day if you are on the list.)

The Games for Change Festival was amazing, and I will be writing a number of future posts about what I learned, saw, and heard.  The annual Games for Change Festival is the largest games gathering that focuses on games for social good.  I went to some amazing talks, played some great games, and was able to attend some roundtables with funders and others interested in games for change.

Games for Change (G4C) facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts an aim to leverage entertainment and engagement for social good.  This was the 9th annual festival, and there were attendees from the digital games industry, gaming enthusiasts, educators, policymakers, activists, foundations and others.  Near the main auditorium was a Game Arcade where the games nominated for awards could be played.

Last night was the award ceremony, and the Game of the Year award went to WAY, which is an online cultural bridge-builder game in which two players must communicate without words in order to overcome obstacles.  The Way  utilizes puppetry, and players can make hand signals and make gestures to communicate.  As in real life, everyone sees the world differently, and the two players have unique views while playing the game.   One interesting thing about the game is that if you quit – you abandon the other player, so feeling connected to someone that you do not even know occurs when you play the game.

I attended a interesting and thoughtful talk by Chris Bell, who was one of the designers of the game that I will be writing about later this week.  The developer of the games is CoCo & Co, and you can download the alpha version from the game website.  I just downloaded it, and will be trying it out this week before I write about Chris Bell’s talk.

Get ready for some posts on this site about games making social change. I am still thinking about the amazing opening keynote speech by Jane McGonigal  which was called “The Game That Changed My Life” So get ready for most likely a week or two where we get our game on tinySplash bigView.   The great thing also – is that you can watch all the talks and presentations from the Games For Change site, which is great since I missed a few and I can catch up this week.

One last note:   make sure you play at least an hour of games today – it is proven now that it is good for your health.

Images:
www.gamesforchange.org

Links:

www.gamesforchange.org/festival2012/awards/

www.makeourway.com

www.gamesforchange.org

Bjorn Qorn:  Popcorn Popped by the Sun

Bjorn Qorn: Popcorn Popped by the Sun

Bjorn Qorn is a new popcorn snack that is cooked not in a popcorn maker, but by a 5 meter basin structure that is built into the ground.  The team behind the project is Jamie O’Shea, Ezer Lichtenstein and Bjorn Quenemoen who have been developing the cooking structure called the Caloris Basin, which can concentrate sunlight in an effective way for cooking.

All solar cooking devices work with reflecting light, but the unique thing about the Caloris Basin is that instead of being a structure built above ground, the Caloris Basin is a crater-like shape that is dug in the ground.   To construct it, a lage hole is dug. This is then lined with concrete and mortar, and then laminated with a reflective material.  The result is a large half dome structure which will heat up a kettle that is suspended at the center.

The idea came from team members looking at a picture of a bomb crater, and thinking about how this natural structure could be used instead of having to idea build the structure.  With the cooking structure, you get free energy that you can use to cook for 6 hours a day.

Quenemoen has always wanted to make a popcorn business, so the team’s first project is using the Caloris Basin to make popcorn.  To make the popcorn, the popcorn is put into a bucket and suspended in the central focal point of the circular reflective structure.  When it heats up – the kettle gets up to around 600 degrees which is perfect for popping popcorn.

Earlier this month, a batch of Bjorn Qorn was made for an event at the Eyebeam center in New York, and you can currently buy some of the popcorn at the Eyebeam bookstore.

Their new facility will be opening this month in the Hudson Valley in New York state.  Check out their website or video, which gives an overview of the project and you can see the Caloris Basin at work popping corn.

Image Source:
www.bjornqorn.com/

Links:

Bjorn Qorn – Vimeo Video

calorisbasin.tumblr.com/

www.bjornqorn.com/