Community PlanIt
This article contains too many or overly lengthy quotations. (January 2017) |
Community Planit is a community planning platform that uses gamification to diversify and engage citizens that participate in community decision-making. Designed by Engagement Lab at Emerson College in September 2012,[1] Community Planit is centered around time-sensitive games that help players use their voice in community decisions, as well as community leaders and local officeholders cheaply and easily gain feedback from difficult to reach stakeholders.[2]
Incentives come in the form of coins which have several purposes:
"Coins function to rank players’ performance in the game, and also serve as a currency that can be spent on "causes" which are local projects that benefit the communities playing, such as college application assistance for low-income youth or funding a neighborhood bike program. Players with more coins accumulated have a greater impact on which causes win.[3]"
Each game culminates in real life community planning meeting that acts as a "Game Finale."
Operations
[edit]Games created on Community Planit's platform have ranged from the neighborhood level to the international level.[4]
Neighborhood level projects include What's "The Point"?[permanent dead link], a Salem-based game that involved citizens in a local visioning process.
In April 2013, their game tackling Moldovan unemployment Youth@Work gained the attention of the UK news site, The Guardian.[5]
In March, 2016, Community Planit featured a game about tackling Boston's carbon emissions and sustainability issues.[6]
Funding
[edit]Community Planit is supported by the Engagement Lab at Emerson College, as well as financial contributions from the Knight Foundation.
Other sponsors include the World Wildlife Fund.[7]
See also
[edit]Sources
[edit]- ^ Lab, Engagement. "Engagement Lab". elab.emerson.edu. Retrieved 2016-11-27.
- ^ "Community PlanIt | Planning Tool Exchange". www.planningtoolexchange.org. Retrieved 2016-11-27.
- ^ "Community PlanIt | Gamification World Map". www.gamificationworldmap.com. Archived from the original on 2016-12-20. Retrieved 2016-11-27.
- ^ Lab, Engagement. "Engagement Lab". elab.emerson.edu. Retrieved 2016-11-28.
- ^ Vujnovic, Vuk; Seecom (2014-04-29). "Europe's young democracies learn to speak less and listen more". The Guardian. ISSN 0261-3077. Retrieved 2016-11-27.
- ^ Wilson, Christina (2016-03-26). "Community PlanIt: Climate Smart Boston — Launches March 25, Gathers Public Input on Climate Change… – Engagement Lab @ Emerson College". Medium. Retrieved 2016-12-16.
- ^ "Contact | Community PlanIt". www.communityplanit.org. Archived from the original on 2017-02-16. Retrieved 2016-11-27.
External links
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