Sunday, October 9, 2011

Is Productive Entertainment really an oxymoron?

Within the last couple of weeks, I came across a very intriguing article describing an event that immediately brought my attention to some of the concepts discussed in our classes.  This article (link: http://www.cbsnews.com/8301-504763_162-20108763-10391704.html) describes the molecular structure of a protein vital to scientists research of HIV/AIDs.  This structure baffled scientists for over a decade until online non scientist gamers developed an accurate model of the protein’s molecule………….. in less than three weeks!!  Given the extremely complicated nature of protein modeling, a company called Foldit developed an online game to tap the brain power of thousands of online participants. 
Although “crowd-sourcing” has been in existence for a while, this is by far one of the largest such contributions by any such group that will hopefully prove vital to HIV/AIDS research.  I was baffled by this article and soon began to ponder the true potential of a person’s brain and how companies can better unlock such potential through entertainment mediums.  As I look back on a long career of video gaming which included such prestigious accomplishments as defeating Hitler and a fictional cast of Nazi specialists and fulfilling my dream as a professional football player, I (along with millions of other gamers), have thorough enjoyed a few hours of mindless pleasure, however, could I have put those hours and willingness to accept a virtual challenge to good use instead?  Referring to the mp3 of “Switch,” and its example of the elephant and the rider, our modern society craves hours of mental idleness and mindless entertainment (the elephant).  However, if organizations can effectively harness the momentum and ability of those being entertained and steer them onto the road of productivity, the sky is the limit! (Sorry for the cliché). 

Maybe now, after so many modern consumers have continually gorged themselves on the mind-numbing benefits of decades of advances in technology and entertainment, both organizations and customers are beginning to realize that entertainment and productivity do not have to be mutually exclusive.  Could such productivity gains be intertwined into other popular entertainment mediums such as television or web browsing?  Organizations successful in such endeavors instantly instill an emotional connection with its customer base who gain an addictive sense of accomplishment as well as a continuous platform for positive PR and cause marketing campaigns.  Just for our own pondering, the average American watches about 153 hours of television every month at home.  What if organization’s were able to harness a portion of those 46,050,982,500 hours a month for their own interests while providing meaningful entertainment?  A difficult balance, but a powerful concept. 
-Brandon Belk

2 comments:

  1. Great post, when I read about the gamers solving the HIV/AIDS protein I started thinking about how much mental effort we put in for our “work” vs. our hobbies. For example I used to drag my feet when a teacher asked us to read classic novels in high school yet now that they are no longer required I read them with a gusto.

    Another hobby that confuses me slightly is the intricate knowledge people develop about sports. It surprises me how much people know about all the teams in the league, all the players on the teams, for numerous sports. If we could just harness a small portion of that memory and mental model building I wonder which of the worlds problems we could really solve… How could we take the elements that drive this passion for sports and apply it to a passion to learn in schools?

    Alyssa Thomas

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  2. Honestly, I couldn’t believe it when I first read the blog. I could not believe that non-scientist were able to develop the HIV structure. My first thought was, that the “players” must have had a chemical background. When I started my studies I didn’t have a chemical background either and thus I know how hard it is to understand mechanisms without previous knowledge. It’s like learning a new language and getting used to different terms before even being slightly able to understand the various effects which lead to stable structures. Therefore I could not believe that non-scientist gamers could capture and even solve the problem within 3 weeks. That they were able to do that due to their intuition and 3D problem solving skills is just amazing.
    Transferring this concept to the business world is definitely a powerful tool. Companies can include their consumers in the development process and may profit twice. First they might find solutions quicker and secondly they can create customer loyalty by including them. Throughout the whole buyers behavior class it has been apparent how important it is to actively interact with the customers. And this could definitely be a smart way to do it…

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