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SElearninggames
Challenges Entered:
Social entrepreneurs make an elearning game together. Our collective intelligence solves the mystery of nonprofit earned income venture profitability. Game goal: make more real-world money to support social missions.
SElearninggames Vision:
Nonprofit social entrepreneurs can make an elearning game together that solves the mystery of earned income venture profitability.
An earned income venture is a business activity operated by a nonprofit for the purpose of making some of its own money to support its social mission.
When more nonprofit earned income ventures are profitable
More social good can get done in this world
The Selearninggames project weaves gaming, elearning, and Web2.0 community-building technologies to create a space for the making-the-game game to materialize this vision.
Game Goal = increase profitability for individual nonprofit earned income ventures; thereby improve individual nonprofit capacity to serve its own social mission
Game Concept = by making a game together, we learn from each other what works and doesn't work to make an earned income venture profitable
Game Design = collaboratively player/learner-made game content and rules of play, made out of our collective real-world experience
We "win" when we apply what we learn in the game to our real-world ventures. Our ventures are more profitable. We have more money to serve our social missions. Our clients benefit. More good gets done in the world.
Underlying philosophy:
Social entrepreneurs have built up a vast reservoir of collective experience/collective intelligence. We just don’t yet know what we know.
The process of making an elearning game together is a way for us to discover and apply the strategic meta-pattern solutions to profitability that are hidden in our collective real-world experience.
Starter Tools
We get started making game content and rules of play together using free Web2.0 tools (wiki and blog)
Social Impact:
65% (more than 500,000) of nonprofits in the US alone are operating (49%), or wish to operate (16%), an earned income venture. When your venture is profitable -- you are making more money than it costs you to operate the venture. When your venture is profitable, you have money left over to contribute to the support of your mission. The problem is: less than half of ventures are profitable.
Selearninggames has social impact directly and indirectly:
Direct =
Increasing individual venture profitability: make more money than its costs to operate the venture.
Indirect =
When your venture is profitable, you have money left over to support your social mission. With more money, you improve your capacity to serve your own mission, and your clients benefit.
Massively scalable, exponentialsocial impact:
When more nonprofit ventures are profitable, more nonprofits have more money to improve their capacity to serve their missions, and more clients benefit across the spectrum (from human services, health, mental health, environment, education, arts, to neighborhood development...)
Making-the-game game community member engagement/participation
from intersection of pre-exisitng communities of practice and knowledge networks:
Nonprofit Social Entrepreneurs
Gamers
Elearners
Web2.0 community-builders
Technology Resources needed:
(please follow above links to equipment, software, services and product development technology needs for details)
Update 3/20: Anand Chhatper has offered his software tool, Brainreactions, to integrate with Selearninggames wiki and blog to help us get started asking our questions and discovering our common answers.
Submitted by Gordman (not verified) on October 18, 2007 - 4:32am.
This sure sounds functional, but remember we also need to keep a financial equilibrum to be able to control all impacts at any level. That's a very informative review, and I really support the idea.
Submitted by SandraDickinson on April 6, 2007 - 2:43pm.
Sandra Dickinson
The Working Draft Redesign of SElearninggames home page is really "working."
You can really play it.
Let me know how it plays out for you.
The working draft lays out a 'new & improved' version of how we can get started making the game together. The working draft demonstrates how the integration of the wiki, the blog, and the BrainReactions tool help us get started discovering our common questions and our common answers.
There is clearly a lot of theory here, but there are still some basic points that I'm confused about:
- what is an "earned income venture"? I'm not familiar with this term and it doesn't seem to be defined anywhere
- why would nonprofits be concerned about profitability?
- I understand what you're saying about pattern recognition leading to collaborative learning. But how SPECIFICALLY does this help nonprofits achieve the goals (which, again, I'm confused about)? Are you saying that pattern recognition would help any group of people achieve any given goal? If not, then what about this program lends itself to these specific goals?
Overall I feel like I am listening to a very interesting conversation, but missed the first two minutes in which the basic premise was outlined, terms were defined and goals were set.
Submitted by SandraDickinson on April 6, 2007 - 2:23pm.
Sandra Dickinson
(Dear Ivan, this is it -- "from the top")
SElearninggames creates a Web2.0 space for social entrepreneurs to make an elearning game together that solves the mystery of nonprofit earned income venture profitability.
Nonprofit Earned Income Ventures: The Problem
Earned income venturing is a strategy for nonprofit sustainability. A significant, and increasing, majority (65%) of nonprofit social entrepreneurs in the US are operating (or wish to operate) an earned income venture. An earned income venture is a business activity operated by a nonprofit for the purpose of making some of its own money to support its social mission.
The problem is: most earned income ventures do not fulfill their purpose. Less than half of ventures are profitable. That means, most ventures do not make more money than it costs to operate the venture. Then, there is no money left over to contribute to the support of the social mission. Many ventures are not even self-sustaining. That means, many ventures do not even make an amount of money equal to the cost of operation. Then, the nonprofit must continually fundraise to subsidize the venture.
This problem matters to the nonprofit sector as a whole because more and more nonprofits are starting up ventures and pursuing earned income as a sustainability strategy. The promise is great. The problem is worth solving.
SElearninggames: The Solution
SElearninggames believes that together -- nonprofit social entrepreneurs themselves can solve the problem of earned income venture profitability. Nonprofit social entrepreneurs have built up a vast reservoir of collective intelligence grounded in the past 10 years of collective experience. We just don't yet know what we know.
SElearningames believes that we can use gaming, learning, and Web2.0 technologies to harness our collective intelligence. We can use these tools to make an elearning game together. The process of making the game together is a way for us to discover and apply the strategic meta-pattern solutions to our common profitability problems.
Making-the-game-together Game Goals
Discover the patterns of our common questions and our common answers
Apply what we learn in the game to our-real world ventures 3.
Increase individual nonprofit earned income venture profitability
Pattern Premise
Patterns of Commonality:
Emerge from sharing the real-life questions each one of us faces day-to-day sharing the answers we have come up with.
We discover:
What questions and answers do profitable ventures have in common with each other?
What questions and answers do unprofitable ventures have in common with each other?
What questions and answers do profitable and unprofitable ventures have in common?
Patterns of Relationship:
Emerge from patterns of commonality
We discover:
Solutions to the problem that have proven effective over and over again
When most of us do "x"; then, most of the time "y" happens
Application:
When my venture matches those other ventures on key elements of commonality
If I do "x"; then, I can expect "y" will probably happen
Threaded example
to illustrate how the pattern premises in this game might play out
High-level patterns observed (gleaned from research reports, survey results, individual case studies, anecdote, and 10 years personal professional experience)
Highest level patterns observed, as mentioned:
a majority of nonprofits operate or wish to operate an earned income venture
most earned income ventures are not profitable.
Next level patterns:
Nonprofit ventures balance both money and mission goals (double bottomline):
Money goals (indirectly serving mission, by contributing financial support)
Mission goals (directly serving mission, by contributing to furtherance of the nonprofit's exempt purpose)
Common Venture Type:
employment/job training/job placement for nonprofit's client population
Common Venture Business Model: two revenue streams
3d party payer revenues
direct sales revenues
Money goals:
nonprofit makes some of its own money to support its social mission
decrease dependence upon traditional nonprofit sources of revenue, i.e., grants and contributions
increase independence and control over revenues: earned income revenue is completely "unrestricted": nonprofit can use the money it makes from its venture in any area where the organization needs it most (especially those areas which grants often won't support, such as administrative overhead or outcomes evaluation)
diversify revenue streams to improve long-term nonprofit organization sustainability
Money Bottomline goal: make more money than it costs to operate the venture, so you have money left over to accomplish the above goals
Mission goals of Common Venture Type:
venture employs the hard-to-employ client population the nonprofit serves (homeless, recovering substance abusers, living with HIV/AIDS, physically/mentally/emotionally-challenged…)
venture provides specialized on-the-job training for the client population the nonprofit serves
surround client employees/trainees with support services (practice coming to work on time every day; crisis intervention/prevention…)
Mission bottomline goal: improve independence and self-esteem for nonprofit client population
Business Model of Common Venture Type (two revenue streams):
3d party employer pays for venture services that benefit both the employer and the nonprofit's client population
employers pay fee for job training/recruitment/placement of qualified employees
sales of venture products/services to commercial market customers (the venture market may be in any industry: bakery, bookstore, landscape services, doggie day care…)
Trends suggest Patterns of Commonality:
social costs of doing business
ventures in services industries predominate (40-74%)
40% spin off the venture into a for-profit subsidiary controlled by the nonprofit parent
Some things we don't yet know that we know:
These are the deeper, multi-dimensional, level of pattern recognition things that Selearninggames seeks to address.
Relationship between social costs of doing business and profitability
Prevalent assumption: social costs of doing business are higher for a nonprofit earned income venture
Concomitant assumption: profits are lower
Relationship between operating in a service industry and being profitable
some service ventures are profitable; others are not b.
What's the underlying key pattern of commonality and relationship to profitability?
Relationship between operating as a spin-off for-profit sub and being profitable
again, some spun-off ventures are, some are not
What's the underlying key pattern of commonality and relationship to profitability?
Hypothetically, we may discover:
Social cost of doing business:
some or all of the cost of the wrap around crisis intervention/prevention services I provide can be accounted for as "employee benefits;"
if I account for these costs as indirect costs covered by insurance, I can be more profitable
Service venture:
otherwise hard-to-employ persons are capable of managing labor time (labor time is the highest direct cost for a service business);
if I delegate control over and reward my employees for optimally efficient use of labor time, I can be more profitable
Spin off venture:
management of a for-profit subsidiary is free to make just-in-time, market-driven decisions;
if I spin off my venture, it can be more profitable
Submitted by SandraDickinson on April 4, 2007 - 9:18am.
Sandra Dickinson
Thank you for your comments and questions, quixotic. This is the kind of feedback I was hoping to receive. I will edit my proposal based on your comments.
In the meantime, my definition:
An earned income venture is a business activity operated by a nonprofit for the purpose of making some of its own money to support its social mission.
Nonprofits who operate earned income ventures care about profitability because when your venture is profitable -- you are making more money than it costs you to operate the venture. When your venture is profitable, you have money left over to contribute to the support of your mission. When the venture is not profitable, it's not serving its purpose.
Here are some more elaborate definitions that ground the SElearninggames project (These definitions come from the lexicon provided by the Social Enterprise Alliance - the only membership organization dedicated to nonprofit earned income venturing.):
Earned Income: Payments received in direct exchange for a product, service or privilege. [Earned income for a nonprofit includes such elements as tuition and fees for service, commercial products or services, government contracts, consulting fees, membership dues (when dues purchase tangible benefits), sale of intellectual property, agreement to use the nonprofit's identity, property rentals, etc. Earned income does not include such sources as corporate, foundation or government grants or subsidies, contributions from individuals, or in-kind donation of products or services.]
Earned Income Strategies: Attempts to capitalize on the earned income potential of a program or other organizational asset (property, intellectual capital, reputation, etc.) in order to cover part or all of the program's costs or to offset a portion of the organization's overall expenses.
Social Enterprise: An organization or venture that advances its social mission through entrepreneurial, earned income strategies.
Social Entrepreneurship: The art of persistently and creatively leveraging resources to capitalize upon marketplace opportunities in order to achieve sustainable social change.
As a founding SEA board member, I know how controversial definitions are in this arena. Definitions were controversial several years ago, and still are today. (You may have seen the article in the Spring issue of Stanford Social Innovation Review, calling for a more rigorous definition of social entrepreneurship.) So, you are right on when you ask me to clarify my definition.
This sure sounds functional,
This sure sounds functional, but remember we also need to keep a financial equilibrum to be able to control all impacts at any level. That's a very informative review, and I really support the idea.
Gordman,
SBA Loans
Working Draft Redesign - really "working"
Sandra Dickinson
The Working Draft Redesign of SElearninggames home page is really "working."
You can really play it.
Let me know how it plays out for you.
The working draft lays out a 'new & improved' version of how we can get started making the game together. The working draft demonstrates how the integration of the wiki, the blog, and the BrainReactions tool help us get started discovering our common questions and our common answers.
Missing pieces
There is clearly a lot of theory here, but there are still some basic points that I'm confused about:
- what is an "earned income venture"? I'm not familiar with this term and it doesn't seem to be defined anywhere
- why would nonprofits be concerned about profitability?
- I understand what you're saying about pattern recognition leading to collaborative learning. But how SPECIFICALLY does this help nonprofits achieve the goals (which, again, I'm confused about)? Are you saying that pattern recognition would help any group of people achieve any given goal? If not, then what about this program lends itself to these specific goals?
Overall I feel like I am listening to a very interesting conversation, but missed the first two minutes in which the basic premise was outlined, terms were defined and goals were set.
--ivan (quixotic1.com/Genocide Intervention Network)
Missing Piece: Patterns
Sandra Dickinson
(Dear Ivan, this is it -- "from the top")
SElearninggames creates a Web2.0 space for social entrepreneurs to make an elearning game together that solves the mystery of nonprofit earned income venture profitability.
Nonprofit Earned Income Ventures: The Problem
Earned income venturing is a strategy for nonprofit sustainability. A significant, and increasing, majority (65%) of nonprofit social entrepreneurs in the US are operating (or wish to operate) an earned income venture. An earned income venture is a business activity operated by a nonprofit for the purpose of making some of its own money to support its social mission.
The problem is: most earned income ventures do not fulfill their purpose. Less than half of ventures are profitable. That means, most ventures do not make more money than it costs to operate the venture. Then, there is no money left over to contribute to the support of the social mission. Many ventures are not even self-sustaining. That means, many ventures do not even make an amount of money equal to the cost of operation. Then, the nonprofit must continually fundraise to subsidize the venture.
This problem matters to the nonprofit sector as a whole because more and more nonprofits are starting up ventures and pursuing earned income as a sustainability strategy. The promise is great. The problem is worth solving.
SElearninggames: The Solution
SElearninggames believes that together -- nonprofit social entrepreneurs themselves can solve the problem of earned income venture profitability. Nonprofit social entrepreneurs have built up a vast reservoir of collective intelligence grounded in the past 10 years of collective experience. We just don't yet know what we know.
SElearningames believes that we can use gaming, learning, and Web2.0 technologies to harness our collective intelligence. We can use these tools to make an elearning game together. The process of making the game together is a way for us to discover and apply the strategic meta-pattern solutions to our common profitability problems.
Making-the-game-together Game Goals
Pattern Premise
Patterns of Commonality:
Emerge from sharing the real-life questions each one of us faces day-to-day sharing the answers we have come up with.
We discover:
Patterns of Relationship:
Emerge from patterns of commonality
We discover:
Application:
Threaded example
to illustrate how the pattern premises in this game might play out
High-level patterns observed (gleaned from research reports, survey results, individual case studies, anecdote, and 10 years personal professional experience)
Highest level patterns observed, as mentioned:
Next level patterns:
Money goals:
Mission goals of Common Venture Type:
Business Model of Common Venture Type (two revenue streams):
Trends suggest Patterns of Commonality:
Some things we don't yet know that we know:
These are the deeper, multi-dimensional, level of pattern recognition things that Selearninggames seeks to address.
Hypothetically, we may discover:
Social cost of doing business:
Service venture:
Spin off venture:
Something else altogether
Missing Piece: Definition Earned Income Venture
Sandra Dickinson
Thank you for your comments and questions, quixotic. This is the kind of feedback I was hoping to receive. I will edit my proposal based on your comments.
In the meantime, my definition:
An earned income venture is a business activity operated by a nonprofit for the purpose of making some of its own money to support its social mission.
Nonprofits who operate earned income ventures care about profitability because when your venture is profitable -- you are making more money than it costs you to operate the venture. When your venture is profitable, you have money left over to contribute to the support of your mission. When the venture is not profitable, it's not serving its purpose.
Here are some more elaborate definitions that ground the SElearninggames project (These definitions come from the lexicon provided by the Social Enterprise Alliance - the only membership organization dedicated to nonprofit earned income venturing.):
Earned Income: Payments received in direct exchange for a product, service or privilege. [Earned income for a nonprofit includes such elements as tuition and fees for service, commercial products or services, government contracts, consulting fees, membership dues (when dues purchase tangible benefits), sale of intellectual property, agreement to use the nonprofit's identity, property rentals, etc. Earned income does not include such sources as corporate, foundation or government grants or subsidies, contributions from individuals, or in-kind donation of products or services.]
Earned Income Strategies: Attempts to capitalize on the earned income potential of a program or other organizational asset (property, intellectual capital, reputation, etc.) in order to cover part or all of the program's costs or to offset a portion of the organization's overall expenses.
Social Enterprise: An organization or venture that advances its social mission through entrepreneurial, earned income strategies.
Social Entrepreneurship: The art of persistently and creatively leveraging resources to capitalize upon marketplace opportunities in order to achieve sustainable social change.
As a founding SEA board member, I know how controversial definitions are in this arena. Definitions were controversial several years ago, and still are today. (You may have seen the article in the Spring issue of Stanford Social Innovation Review, calling for a more rigorous definition of social entrepreneurship.) So, you are right on when you ask me to clarify my definition.