NetSquared enables social benefit organizations to leverage the tools of the social web.

Meetup with social changemakers and web innovators near you. Join a local Net Tuesday in 21 cities around the world, or start your own!

SElearninggames

Voting Summary (Elevator Pitch):

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.

URL:
http://selearninggames.wikispaces.com
City:
Columbus
State/Region:
Ohio
Country:
USA
Project Vision Statement & Potential Social Impact:

logo

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, exponential social 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...)

Sustainability (financial) model:

Financing Design & Development phases (Y1-Y2)

Selearningames is actively raising investment funds from private angel sources. Following a project-based “indie” game financing model, financial returns for investors come from commercial subscription revenues.

Commercial Phase Financial Projections (Y3 – Y5):

Revenues $4.5 M $12.5 M $22 M

Profits $1.9 M $5.6 M $10.5 M

 

Commercial business model keystones:

  1. web-based delivery
  2. subscription-based pricing
  3. virtual organization
  4. viral marketing
  5. player/learner-made content

Further details regarding the Business Plan, Design/Development Budget, and Financial Projections may be view at Venture-Selearninggames.

 

In the bigger picture –

a portion of Selearninggames’ commercial profits will be used to seed an investment fund that will provide equity-like growth capital for nonprofit earned income ventures.

 

Potential obstacles:

Immediate real obstacle (not “potential”):

Initial PlayTest results show that visitors to starter tools wiki and blog don’t know “what to do” and don’t know “how to get started” making the elearning game together.

Potential Obstacles:

  • We never do get a grip on how to design making-the-game tools that breaks the barrier to engagement/participation by nonprofit social entrepreneurs
  • Insufficient working capital is raised to finance the design and development phases
  • Commercial release phase does not generate sufficient subscription revenue to sustain operations


Resource Needs:

Financial Resources needed:

Funraising goals:

Design Phase (Y1) = $130,000

Development Phase (Y2) = $1,000,000

Use of Funds:

  1. Compensate dedicated fulltime personnel (Chief Weaving Officer)
  2. Upgrade dedicated business equipment, software, services
  3. Marketing (community-building; attracting making-the-game participants)
  4. Technology product development

 

People Resources needed:

Making-the-game game community member engagement/participation

from intersection of pre-exisitng communities of practice and knowledge networks:

  1. Nonprofit Social Entrepreneurs
  2. Gamers
  3. Elearners
  4. 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.

 

Key Milestones:

Project TimeLine:

Design Phase (Y1): build the making-the-game community; player/learners engage with free Web2.0 tools (wiki and blog) to collaboratively create game content and rules of play built out of collective real-world experience (our "paper & pencil" version)

Y1 Performance Goals: 30 active making-the-game community members.

Development Phase (Y2): put the tech to it: features and functionality of game engine, learning & knowledge management systems, and business intelligence technologies mobilize the player/learner-made game content and game rules; community playtest; iterative redesign; playtest; iterative redesign.

Commercial Release (Y3): we make an elearning game that is worth “paying to play.” Player/learners continue to create content in real-time - as we play. As we play, we generate a unique knowledgebase that is hard to imitate or keep up with, establishing deep network effects in this specialized niche.

Initial PlayTest

Wiki & blog launched 11/2006

PlayTest Period 11/1/2006 – 12/31/2006

Results

  1. very positive re: concept/theorySmile
  2. not-so-positive re: engagement/participationFrown
    1. don’t know “what to do”
    2. don’t know how to “get started”

Next Step Iterative Redesign

3/15/2007- 6/30/2007

“Bee” Redesign Team formed 3/12 - 3/15

  • 36 targeted invitations issued 3/12/07
  • immediate response: 10 new wiki members

Limited Redesign (wiki home page plus accessory pages) Objective:

  1. Make it clearer “how to” participate in making-the-game together game
  2. Redesign starter tools to break thru the initial barrier to engagement/participation of broad-based making-the-game community
  3. Find the fine line btwn over-design/under-design

"Bee" Redesign wiki workspace page created 3/12

Redesign themes emerging:

  • Story
  • Questions/Answer
  • (integrating Brainreactions tool + wiki + blog)

Working Draft New Home Page created 3/22

3/22 - 4/30

  • Circulating Working Draft for review, feedback, comment, edit
  • Finalizing New Home Page and related accessory pages based on feedback

4/30 - 6/30: Second PlayTest period

  • limited, targeted re-invitation to play
  • second step iterative redesign based on 2d playtest results

Re-launch

activities to build broad-based making-the-game community

6/30/2007

  1. targeted personal invitations
  2. related forum announcements, stories, discussion, events
  3. networking in related communities of practice and learning networks
  4. blogosphere interaction

[assuming sufficient financial resources obtained, Y1 making-the-game community-building activities also include: paid advertising online/offline and conference attendance/presentation/exhibition] [details]

And Facilitate Making the Game! Laughing

 

Project Summary:

logo

SElearninggames weaves together gaming, elearning, and Web2.0 community-building technologies. This project creates a space for social entrepreneurs to make an elearning game together.

This collaborative, player/learner-made game solves the mystery of nonprofit earned income venture profitability.

More and more nonprofits around the world are operating earned income ventures. 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 a venture is profitable, it generates more money than it costs to operate. When a venture is profitable, there is money left over to contribute to support of the social mission. The problem is -- most ventures are not profitable.

The process of making an elearning game together enables us to harness the collective intelligence built up out of our collective real-world experience. We can learn from each other what works and doesn't work to make a venture profitable.

SElearninggames is a making-the-game-together game. We collaboratively create game content and rules of play -- as we play.

During Phase 1 (Y1) We make the "paper & pencil" version of elearning game content and rules of play -- using free Web2.0 tools (wiki, blog).

Our common questions and our common answers are the "meat & potatoes" elearning game content. Day-to-day, social entrepreneurs face operational and management questions that require balance between mission and money objectives. By sharing our questions, we can discover the key questions we have in common. We share our answers - we discover our common answers.

The relationship between our common questions and our common answers are the learning game "rules of play." These rules of play arise straight out of our collective experience -- when we see that 'when you do "X", then "Y" happens.' The rules of play are the strategic meta-pattern solutions to our profitability problems.

When we apply what we learn in the game -- we can change the profitability outcomes for our real-world ventures. When we feed back into the game what we learn from our real-world application -- we make the game better. We keep on making the game as we play.

During Phase 2(Y2) We mobilize the"meat & potatoes" game content and rules of play we created in Phase 1 with game engine, learning and knowledge management, and business intelligence features and functionalities to automate pattern discovery.

Phase 3 (Y3): We have made an elearning game that is worth "paying to play" and keep on making.

Social Impact:

Direct Impact: Increase profitability of individual ventures, generating net revenues to support social missions.

Indirect, exponential impact: When more nonprofit earned income ventures are profitable -- more good can get done in this world.



 

Comments

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

  1. Discover the patterns of our common questions and our common answers
  2. Apply what we learn in the game to our-real world ventures 3.
  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:

  1. a majority of nonprofits operate or wish to operate an earned income venture
  2. most earned income ventures are not profitable.

Next level patterns:

  1. 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)
  1. Common Venture Type:
  • employment/job training/job placement for nonprofit’s client population
  1. Common Venture Business Model: two revenue streams
  • 3d party payer revenues
  • direct sales revenues
Money goals:
  1. nonprofit makes some of its own money to support its social mission
  2. decrease dependence upon traditional nonprofit sources of revenue, i.e., grants and contributions
  3. 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)
  4. diversify revenue streams to improve long-term nonprofit organization sustainability
  5. 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:
  1. venture employs the hard-to-employ client population the nonprofit serves (homeless, recovering substance abusers, living with HIV/AIDS, physically/mentally/emotionally-challenged…)
  2. venture provides specialized on-the-job training for the client population the nonprofit serves
  3. surround client employees/trainees with support services (practice coming to work on time every day; crisis intervention/prevention…)
  4. Mission bottomline goal: improve independence and self-esteem for nonprofit client population
Business Model of Common Venture Type (two revenue streams):
  1. 3d party employer pays for venture services that benefit both the employer and the nonprofit’s client population
  2. employers pay fee for job training/recruitment/placement of qualified employees
  3. 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:
  1. social costs of doing business
  2. ventures in services industries predominate (40-74%)
  3. 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.

  1. 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
  1. 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?
  1. 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

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.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Subscribe to Net2News

Sign up for NetSquared's e-newsletter

Host

Cisco

User login



Sitemap

About

Share

Projects

Conferences

Partner