An initiative supported by the World Bank Institute, infoDev, and the Korean Trust Fund on ICT for Develop- W Evoke: A Crash Course in Changing the World ith support from the World Bank Institute, the Korean Trust Fund on ICT for Development and infoDev, participants from around the world answered an urgent call using EVOKE, a massive multiplayer, on-line classroom where students of all ages learned about social innovation using a fictional comic book set in the year 2020. This alternate reality platform connected groups of students, professionals, and industry innovators across cultures and distances to work towards the common goal of creatively solving some of the world’s most critical social, environmental, and political challenges. With young people around the world dedicating 3 billion hours per week to gaming, EVOKE leverages technology to engage social innovators using a familiar and popular medium. In one scenario, heroes of the graphic novel took action on a fictional famine in Tokyo. Players were then given a mission to increase f o o d security in their own communities and document those actions in blogs, photos or videos. Players formed their own innovation networks, brainstormed solutions to real-world development challenges, and learned what it takes to be a successful social innovator. By the time the EVOKE adventure ended on May 19, 2010, it had generated: 19,324 people from 150 countries registered to play. 23,500 blog posts (about 335 each day) 4,700 photos 1,500 videos 178,000 unique visitors 2,345,000 page views At the heart of EVOKE is an engaging educational environment, community-grassroots innovations, and an opportunity to bridge the gap between youth and the private sector. EVOKE has illustrated that students of all ages, who increasingly engage with the world through cell phones, social networking sites and games, can be reached through creative methods that tell a story and challenge them to save the world – not just online - but in their own communities COMMUNITY RESPONSE “Congratulations on a wonderful serious game that is coming at precisely the right time. As social innovator, investor and social engineer in Cape Town, South Africa I am excited to see where we are going. The educational benefits are enormous“ Dorette Steenkamp, March 4th, 2010 WHAT HAPPENS NEXT? “This game is very educational. I left more conscious of the destruction we have brought to our environment. I also learned some ways we can solve this problem. This activity motivates you to make changes“ Carl Coffill March 27th, 2010 “Amazing concept and an ingenious way to utilize the world of gamers as a resource. I’m a gamer and I believe we as gamers can change the world using the same concepts that we use to change the virtual worlds of games. Keep up the good work!!!“ Sean, March 26th, 2010 At its core, EVOKE is educational. The game was developed based on the need to get students to interact with local communities. Players with varying degrees of social innovation experience came together to find innovative solutions and improve skills needed to thrive in a knowledge driven world. EVOKE aimed to generate viable early stage innovations, and hundreds of ideas were submitted by players. A summit will be held in September 2010 in Washington DC to bring together the game’s most innovative participants. A handful of the game’s best innovators will be mentored by business and social innovation leaders and given seed funding to further develop their concepts. The projected social innovations of the selected players cover all areas of EVOKE missions: Food Security, Poverty and Safety, Urban Revitalization, Water, Education, and Clean Energy. Ideas range from innovative inventions, like a machine that channels gutter runoff into hydroelectric power, to ideas for other social gaming platforms, like one aimed at teaching financial responsibility, to global partnerships, like a library collective. EVOKE has succeeded in using gaming techniques and an open innovation platform to turn concepts into reality on the ground.
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