It’s that time of year again, when tech types and social media mavens contribute to the grand crowd-sourcing exercise that is the South by Southwest Panel Picker. The PanelPicker allows those planning to attend the SXSW Interactive Festival to have a say in the curation of the conference content. PanelPicker votes constitute 30% of the decision-making process for SXSW, with 40% coming from an advisory board of industry professionals and the remaining 30% from the festival staff.
Here are three panels submitted by HopeLab and our spinoff social enterprise Zamzee. We’d love your support for these– just hit the thumbs-up button on the PanelPicker page (links below) to give them a vote. And please feel free to comment or ask questions!
Positively Inspired Change Campaigns
A proposed Core Conversation with HopeLab Manager of Emerging Media Tom Dawkins and Epic Change founder/CEO Stacey Monk.
Social change agents often use guilt, fear, pity, or outrage to rally an audience around a cause. But does tapping into negative emotions with the hope of creating positive change make sense?
Read the full description and vote here.
Stealth Health: Scaling Gamified Systems for Good
A presentation by HopeLab VP of Communications and Marketing Richard Tate.
What will it take to bring games for health to the masses? Academics, nonprofits and independent developers have spent years and millions proving the potential for games to engage consumers in their own healthcare. Still, few titles have reached the kind of scale that can move the needle on the world’s most challenging – and costly – health problems.
Read the full description and vote here.
Zamzee: Tech That Moves
A presentation by Zamzee CEO Jonathan Attwood.
Two converging megatrends just might offer a solution to a major social problem: Clearly, technology has kids’ attention. Could this be a solution to the obesity problem?
Read the full description and vote here.
Here is a selection of other panel proposals we like:
How Gaming Could Transform Your Organization
Maximizing Engagement With Gamification
Deviant Gamification: Rules Made to be Followed
Reaching Teens on the Digital Streets
Gaming in Assessments: It’s for the Kids Stupid
Motivating Employees: Gamification at Work
Got any recommendations in the areas of social change gaming, tween and youth communications and community-building we have missed? Please share them in the comments!
Image by Cle0patra on a Creative Commons license.
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