The goal of the social network game is to help empower people all over the world to come up with creative solutions to our most urgent social problems

Type of content: Assets
Type of asset:
Big data potential
Phase in the policy cycle:
Policy Design and Analysis
Open license availability
Tags: Citizen-centred policy-making Socio-technical systems
SWOT Analysis for
Helpful Harmful
Strengths• Ability to innovate and experiment to creatively solve problems and reach goals.
• Mobile & low-bandwidth version available
• Award-winning
• Multi-player online educational game, which uses storytelling, game mechanics, and social networks,
• Has been played in three languages by student groups in over 100 countries over the past seven years.
• Better learning experience
• Instant feedback. Since gamification provides metrics it can be easily seen, as trainer, how a participant is progressing.
• Learning experience is personalized; the learners could evolve in their own rhythm, in a safe way. Gratification system provides an effective, informal learning environment that helps learners practice real life situations and challenges.
Weaknesses• Applies only to young people and people familiar with technology
• Internet connection is needed.
Opportunities• Preparing young people to become social innovators who create solutions that address global ‘grand challenges’ (e.g., displacement, hunger, poverty, water scarcity).
• Large-scale Alternate Reality Games can reach and impact far more individuals than a typical classroom intervention. The ability to tap into the masses makes ARGs ideal for content areas related to large-scale social phenomena such as globalization, economics, environmental science, social media, and social innovation
• Support young people in developing an understanding of complex challenges and acquiring 21st century skills (e.g. creativity, collaboration, critical reflection), socio-emotional skills (e.g. curiosity, empathy, generosity), and gain the confidence to experiment, collaborate, and create innovative solutions.
• Push of Videogame Industry: The success of gamification is also driven by the recent growth in the gaming industry and the mass appeal that videogames have in the entertainment arena. - Increasing interest of the academic world: Gamification is receiving an increasing attention by the academic world. Researches aimed at investigating the effects of game elements on users are more and more
• Inclusion of new game elements: Although points, badges and leaderboards are the most common game elements used in gamification, game designers have a huge quantity of components at their disposal, almost unexplored in the gamification practices
Threats• For performance and security reasons, modern browsers either discourage the use of, or block completely, the Flash Player plug-in. you need to give explicit permission to your browser to run it -Unclear effects on user attitudes and behaviours
• Simplification and limitation of the game elements employed: Some designers believe that limiting its perspective to the use of points, badges and leader boards is the main problem of gamification.
• One size fits all: The spreading of third-part services on the one hand has promoted the adoption of gamification, on the other hand has highlighted the problem of the one size-fits-all approach currently applied to many gamification interventions. This design technique is mainly actualized as a cut and paste methodology, lacking originality not only for the scarce variety of the elements commonly employed, but also for a perspective that is inclined to consider different contexts and different users in the same way.
• Side effects: many researches highlighted that different forms of extrinsic rewards could determine in specific contexts, a detrimental effect on the users’ intrinsic motivation

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