This is Violence

The Importance of Farmville

Among Time magazine’s 50 Worst Inventions there are many that probably deserve to be there: Hair in a can, the parachute jacket, and popup advertising among them. But two that stuck out to me as being misplaced on the list though were Foursquare and Farmville.

Both are regular targets of ridicule as time-sinks, examples of wide spread vanity, and general creepiness; and while they may be all those things - worst inventions they are not. In fact, I think there is a lot we can learn from the popularity of each. In either case, rather than mocking these games and their fans we might be better served instead by looking at what they’re telling us about societies own short comings and how we as designers, developers and strategists can not only respond to them, but try to alleviate them.

Think about this from Jane McGonigal’s recent TED presentation

“We know that we are optimized, as human beings, to do hard meaningful work. And gamers are willing to work hard all the time, if they’re given the right work.”

Then consider Time’s take on Farmville - “more a series of mindless chores” than a game. To me, the real criticism lays at a society and industrial system so devoid of meaning or fulfillment that people get more out of tending a make believe farm.

Similarly, in describing Foursquare as “Just another tool tapping into a generation of narcissism” and creating “another layer onto a generation living virtually” I have to wonder if the author has ever actually played the game. In fact, Foursquare is an outstanding example of how a game can actually move people out into the physical world. After all, you can’t really play the game without going out into the world, and the more places you visit, the higher your score. If anything, it’s the pressure coming from brands and agencies trying to find an angle and those who ask “but how does it make money?” that have pushed Foursquare away from the core that made it popular in the first place. Instead of focusing on how to make the game play better, the Foursquare team has ended up focusing on how further enable coupons and business oriented reporting tools.

While it’s easy to poke fun at either of these or write them off as nothing more than mindless wastes of time, doing so misses the message in each. While businesses decry the loss of passion and dedication of their workforce, and brands fret about a lack of relevance, the solutions are staring us in the face.

What if though, instead of that next micro-site; you, your agency, and you client actually tapped into this need for meaningful work and provided the structure and toolset for people to do it? What if a brand project was able to motivate people in the way Farmville or Foursquare does, but for something more than digital farms?

Here is a small example of how Fight is trying this:

A while ago, one of Fight’s clients, Portland General Electric came to us with a challenge - how could they use the web to get people more information about energy efficiency? While we could have set them up with a Twitter account to send out efficiency tips, or a micro-site about wind farms we decided to go a different direction. We instead started a project called Operation Switch. The purpose of Switch is to give people simple missions - installing CFL light bulbs, or washing your laundry in cold water - that while individually small, have a huge benefit when done collectively. After the first mission, Switch participants managed to make changes that will result in 14,445 fewer pounds of CO2 in the atmosphere.

We’re still in the early stages of the game, and it’s likely that we’ll continue to tune things along the way, so far peoples response to being given work that means something and then shown the results of their work, is proving that the desire to act is there it’s just up to us to help make it happen.