Sometimes, little things make big differences. The garbage collector who called me, not to tell me he'd found my dog, but to tell me he'd spent his whole shift looking. The man who directed me to the "up" escalator when I could only find the "down". The shopkeeper who walked me a whole block to make sure I got to the right place. The highway patrolman who "loaned" me $5 when I was out of gas.
The people at
Akoha built their company on the notion that the Internet can and should be used to bring happiness to the real world through the promotion of random acts of kindness. Akoha is an alternate reality game that sends players on missions of kindness by distributing playing-card size mission assignments.
The missions are easy to accomplish (e.g., make someone smile, give someone a book), and have the result of delight and pleasure on the part of the giver and the receiver. When asked how the receiver can give back, the giver responds, "Pay it forward!" In other words, take the mission card and use it with someone else.
If gameplay alone doesn't inspire you, go to the Akoha website. You will find a map that tracks all the missions in action and those that are completed. You can follow your own missions to find out how far they have advanced, where in the world they have traveled, and how many stops they have made along the way. In the brief time since the game entered open beta (where it is now), 3,119 missions have been completed; as I've been sitting here writing, the map screen has been abuzz with activity.
While Akoha is a stand-alone game today, it has the distinct potential of becoming equal part game, equal part game platform. By that, I mean that one of the game's key design elements is the user-generated mission capability. Any player can submit a mission idea or set of ideas. Those missions then become available to all players. This is what has me seriously excited.
Imagine that you are a community organizer trying to engage your target group in the efforts you are undertaking. By setting up a series of missions, you might make the work lighter and the impact more widely-spread. What if you're a school vice-principal dealing with the problem of vandalism at your school. Maybe engaging known taggers in a game where they use their art talents for good acts instead of petty crimes would re-orient their behavior. Or you might be a coach whose team needs a lot of work in coalescing as a team, or a systems administration trainer, or nurse practitioner... well, you get the idea.
I urge you to take a look. Not only will you feel good about yourself and your magnanimity, you'll be inspired to figure out how to introduce this game into your learning activities.
I'm serious,
Anne