I took the afternoon off today to attend a symposium on Science Fiction as a Literary Genre at Gresham College. However, the main reason I went was because Neal Stephenson (author of Cryptonomicon, Snow Crash, Quicksilver, etc) was the keynote speaker. Aside from being one of my favourite science fiction authors, Neal is also an excellent speaker. I last saw him give a talk at Trinity College in Cambridge a few years ago, and since he rarely makes public appearances, I was looking forward to today.
Having gone to many conferences in recent years, on subjects varying from neuroscience to space exploration to game design, I’ve seen an awful lot of bad talks, and some very good talks. The good talks tend to fall into two broad categories. The first are given by highly charismatic speakers who have spent a long time perfecting a visually rich and witty presentation, in the sense that the words and the slides merge into one. If you couldn’t see the speaker and their slides, you’d lose a lot. These guys tend to come from the technology world.
The second are those in which the speaker has more or less memorised or pre-written the entire thing, and works without any slides whatsoever. They might consult notes, or even read from them directly, but their words are so engaging that you don’t care. If you could listen to these guys on the radio, you wouldn’t lose anything - in fact, it might actually be better that way. These guys are often from the academic world.
Now, this is obviously an approximation and there are people, myself included, who fall in between these categories. One of the best talks that I ever saw was by Leon Lederman, a Nobel prize-winning physicist, and he was of the second category; a master story-teller if there ever was one, even if he does give the same talk again and again. I became convinced that this was the way to give a good talk - no slides, just words. Unfortunately I was only 18 at the time and I just didn’t have the chops to pull it off.
Over the next few years, I went to a lot of technology and gaming conferences, and saw lots of well-produced presentations. I then concluded that, since I couldn’t just rely on words alone, I had to bolster my talks with images; game design is, after all, quite a visual subject. This worked fairly well and most of the presentations I gave about Perplex City had quite a lot of slides.
Still, I wasn’t entirely happy about this; I had the niggling feeling that I was just telling people stuff rather than making them think. I also remembered how enraptured I could become in just listening to the words of a good speaker, and how that’s much more difficult to do when you’re being distracted by visuals. So I backtracked a little and that’s where I am now.
Neal Stephenson is not only a science fiction author but also an insightful writer on technology and computers; In The Beginning Was The Command Line is a very highly regarded essay on computer operating systems. You might therefore expect him to be of the first, visually-rich type of speaker. However, he is not the sort of person who keeps a blog or writes frequently on technology; perhaps tellingly, both his parents were hard scientists. And so, Neal is a speaker of the first second category - he clearly prepares his talks in detail beforehand and has few to no slides.
The title of Neal’s talk at the symposium was ‘The Fork: Science Fiction versus Mundane Culture’. The subject was essentially about what makes science fiction different from, well, everything else. ‘Everything else’ used to be called ‘mainstream’, but that term is basically meaningless today. Some science fiction fans call non-fans ‘mundanes’ and so that’s the term Neal used (in an obviously joking manner).
Now, I normally don’t take notes at talks any more. I find it distracting, and generally pointless since I never read the notes again afterwards. I didn’t intend to take any notes here either, but Neal said a few things that I found so original that I had to write them down. As usual, these are imperfect, etc. Keep reading →
Tags: adrian · book · film · sf · tv
I finished watching Life on Mars a few weeks ago, and have become mildly obsessed with it. This tends to happen with any good book, TV show or movie that I see - I end up wanting to use elements in games or other projects, until the next shiny thing comes along.
After a few beers on Saturday, I came up with the idea of a new Life on Mars series. Instead of Sam Tyler being from the present and waking up 33 years ago, in this new series, Sam is from 33 years in the future and he emerges from his accident in the present.
To my mind, this has a few advantages over the traditional BBC sci-fi show. Firstly, it’s cheap - with the exception of a few scenes set in the future, mostly during the first and final episodes, everything is set during the gloriously easy-to-film present day. Secondly, it doesn’t overload people with science or data-dumping. Thirdly, it has the potential to comment on today’s society in ways that might not be possible otherwise (why, of course everyone has multiple marriages in the future!).
The whole idea is ultimately a thought-experiment that’ll only be of interest to geeks, but I came up with enough fun ideas to throw these scenes together:
“My name is Sam Tyler. I had an accident in 2041, and I woke up in 2008. Am I mad, in a coma, or back in time? Whatever’s happened, it’s like I’ve landed on a different planet. Now maybe if I can work out the reason, I can get home.”
[GENE AND SAM ARE WALKING AND TALKING ON THE WAY TO THE CAR PARK]
GENE: Alright Sammy boy, we’ve got a real bastard here. We’ve been watching Tom Coates for weeks - he’s been selling thousands of pirated DVDs-
SAM: So?
GENE: And we know he’s receiving a shipment of cocaine worth a million tomorrow night.
SAM: What’s the problem?
GENE: [LOOKS AT SAM IN DISBELIEF] The Green Party might have taken over in Hyde, but piracy and drugs are still illegal in my town. And if that doesn’t get you going, maybe the bloke he murdered last night will!
SAM: Believe me, we keep track of murderers in Hyde.
[SAM UNLOCKS THE CAR DOORS AND SITS IN THE DRIVER’S SEAT. GENE GOES TO THE PASSENGER SEAT, AND WAITS AS SAM LOOKS AT THE WHEEL IN CONFUSION]
GENE: Get on with it then, Dorothy, it’s not going to drive itself!
SAM: You know what, maybe you’d better drive for now.
–
SAM: Chris, can you send over the 3D reconstruction of the crime scene to my computer?
CHRIS: 3D what?
SAM: Right, right. Uh, send over the photos then.
CHRIS: Sorry boss, still haven’t uploaded them yet. Ray left the camera in his car.
SAM: …Upload them? For Christ’s sake, I feel like I’m in the 90s.
–
I have a few more scenes set in the future, but they feel a bit clunky to me. I might post more if I can write something coherent.
Tags: adrian · future · silly · tv
The vision: Eager teens, listening quietly and attentively as I led a discussion about alternate reality games.
The reality: Thirty seconds into my prepared spiel, there were four hands waving in the air and the kids at the back were already talking. “Oh boy,” I thought, hoping to make a quantum leap out of here, but it didn’t happen.
Three exhausting hours later, and what might be the world’s first ARG Design Workshop for teenagers was over. I was pretty happy - but even happier that there had been four other people there to help.
Before I get into any details of the workshop, I should provide some personal background. I’ve always enjoyed explaining things, whether it’s through educational websites or in person at conferences. I’ve never done anything aimed solely at teenagers - and I don’t think I have the energy or temperament to be a teacher - but I have occasionally worked with some really interesting and smart teens before, and I’ve long thought that it would be fun to expand and formalise that.
A few months ago, in the course of some work with Channel 4, Six to Start got talking with Roundhouse Studios. Roundhouse is an organisation in north London that gives teenagers the resources to make music, film videos and design computer games, all using some very respectable facilities and equipment. They wanted more multimedia and game design classes, we wanted to talk to some teenagers - it was meant to be.
Planning
When Claire (also from STS) and I sat down to plan the workshop, we had two big problems: we had no idea how many teens would be in the workshop (other than ‘definitely more than two’), and even worse, we didn’t know how old they would be. Our listing in the Roundhouse brochure was for teenagers aged from 13 to 18 - that’s wide as it is, but we knew that kids as young as 11 might turn up. No doubt they’d all be smart and at least somewhat engaged, but there’s a world of difference between 11 and 18.
From this tricky position, we came up with the following structure. We were well aware that it wouldn’t fully survive contact with reality and that we’d have to improvise, but it looked something like this: Keep reading →
Tags: adrian · arg · edu · games
I love all the stories in We Tell Stories, but I do have favourites. Back when we were planning the six week schedule for the stories, we decided to structure it like an album - start with a bang, and end with a bang.
The first story was The 21 Steps by Charles Cumming. It was the most visually striking of all six stories, using the Google Maps engine, and we knew that it would generate quite a bit of buzz among the tech crowd, so it seemed like a natural choice to open with. It certainly paid off - The 21 Steps has now been read over 150,000 times, which is more than all of Charles Cumming’s book sales put together. I believe he told BBC Radio Scotland that he was now better known for The 21 Steps than his books, which I don’t think is an overstatement.
I had the idea to create a story in Google Maps some time ago, long before we got in touch with Penguin, and I feel that it’s a rather obvious idea. I’m happy that we made it, of course, but I don’t think it’s the most mind-blowingly original thing that I’ve come up with. We excelled more in implementation and interface design rather than in ’story architecture’*. When it comes to originality though, I am most proud of the design we made for the final story, Mohsin Hamid’s The (Former) General In His Labyrinth.
* This is a term suggested by Nina Rastogi, who mentioned it when I was struggling to describe exactly what it was that I did for this project. The stories aren’t games, so I didn’t do game design, but they aren’t ‘just’ stories either; they each have a unique design. Or architecture. It works for now, anyway.
Right at the start of development for We Tell Stories, Jeremy (from Penguin) expressed a strong interest in doing a Choose Your Own Adventure (CYOA)-style story. On the one hand, I can completely see why - it’s a fun style and it certainly fits the web, what with hyperlinks and so on.
On the other hand, it really doesn’t fit the web. People have made CYOAs on the web for a long, long time, and they are uniformly irritating to read. Whereas CYOAs in book format work, since you can keep your finger stuck in all of the branching points that you know you’ll have to backtrack to later, the traditional navigational metaphor of web browsers - back and forward - is just too basic. Coupled with the fact that pages on the web are free-floating rather than in a specific physical order, CYOAs on the web just don’t make much sense. Keep reading →
Tags: arg · book · games · writing
Consuming Passions by Judith Flanders has to be one of the most information-dense books I have ever read. I’m used to blasting through novels in a few hours, but despite finding Consuming Passions extremely interesting, I’ve barely been able to get halfway through its 500 pages after at least a dozen hours.
The book tells the simple yet incredibly intricate story of how the Industrial Revolution changed the consumption habits of British people; from newspapers to holidays to museums to clothing. A lesser (but perhaps more commercially-savvy) author could easily have split this book into five novels; a writer for the New Yorker probably could have spun off several years’ worth of articles. I began putting in bookmarks for particularly interesting pieces of information, and eventually gave up when I realised I’d ruin it that way.
It’s essentially impossible to summarise the book, but there are a few interesting bits and pieces that I’ve pulled out:
Newspapers
Sophie von la Roche, in 1786, wrote to her family in Germany describing the contents of the daily papers (which she numbered in London at twenty-one). The proportion of news to advertisements and announcements was fairly standard:
“The notices in to-day’s paper run: . . .
- Plays produced at the Haymarket theatre; names of actors and actresses… following by the prices of the seats…
- Plays at the small Sadler’s Wells theatre, where to-day’s programme offers a satire on magnetism and somnambulism in particular, and where tumblers and tight-rope walkers may be seen…
- At the Royal Bush, Mr Astley’s amphitheatre; men, boys and girls in trick-riding; fireworks; short comedies and ballets…
- Bermondsey Spa, a place where firework displays are held, announces that the scaffolding has been well and strongly made.
- The royal Circus; adults and children in trick-riding, children in comedy and pantomime; Italians in dancing and buffoonery.
- Two fine large green tortoises for sale.
- A notice against some piratical printer.
- Discovery of new pills.
- Notice of maritime matters…”
This excerpt brought home a few things to me. Firstly, that people in 1786 were really very sophisticated; I’d certainly be interested in seeing a satire on magnetism and somnambulism! I’d always had this bizarre notion that people in the past were somehow slower and less intelligent than we are today; perhaps it’s because we’re trained to view the past through the perfect hindsight-enabling prism of history textbooks. I never really got a feeling of what day to day life was like in my history lessons.
Secondly, I felt vaguely sad that we know so little about life only two hundred years ago. We don’t have many sources for what newspapers were like back then, so we have to resort to summaries like this one.
Advertising
Early on in the book, there’s a wonderful section describing how retailers, in the space of a few years, effectively invented all of the sales techniques we take for granted today; money-back guarantees, branded produce, paid advertisements, attack ads, puff pieces, and inertia selling.
Inertia selling caught my eye, not merely because it sounds cool and scientific, but because it’s so audacious:
[Wedgwood] pioneered inertia selling, by sending parcels of his goods - some worth as much as £70 - to aristocratic families across Europe, spending £20,000 (altogether the equivalent of several million today), and following up each parcel with a request for payment or the return of the goods. Within a couple of years he had received payment from all but three families.
Wedgwood was evidently the very master of sales, and Flanders provides this brilliant 1770 letter from him to a colleague, describing a whole host of major new selling techniques (marked in bold by Flanders, paragraph breaks by me):
Wo’d you advertise the next season as the silk mercers in Pell mell do,
- Or deliver cards at the hosues of the Nobility & Gentry, & in the City,
- Get leave to make a shew of his Majesty’s Service for a month, & ornament in the Dessert with Ornamental Ewers, flower baskets & Vases
- Or have an Auction at Cobbs room of Statues, Bassreliefs, Pictures, Tripods, Candelabrias, Lamps, Potpouris, Superb Ewers, Cisterns, Tablets Etruscan, Porphirys & other Articles not yet expos’d to sale. Make a great route of advertising this Auction, & at the same time mention our rooms in Newport St
- & have another Auction in the full season at Bath of such things as we now have on hand, just sprinkled over with a few new articles to give them an air of novelty to any of our customers who may see them there,
- Or will you trust to a new disposition of the Rooms with the new articles we shall have to put into them & a few modest puffs in the Papers from some of our friends such as I am told there has been one lately in Lloyd’s Chronicle.
Damn, this guy was sharp. No wonder we still know his name now.
Tags: arg · book · history · newspaper
April 15th, 2008 · 1 Comment
A phenomenon well-known by psychologists, and pretty much everyone else, is called ‘tip of the tongue’, and it’s described in this American Scientist article:
When we have something to say, we first retrieve the correct words from memory, then execute the steps for producing the word. When these cognitive processes don’t mesh smoothly, conversation stops.
Suppose you meet someone at a party. A coworker walks up, you turn to introduce your new acquaintance and suddenly you can’t remember your colleague’s name! My hunch is that almost all readers are nodding their heads, remembering a time that a similar event happened to them. These experiences are called tip-of-the-tongue (or TOT) states. A TOT state is a word-finding problem, a temporary and often frustrating inability to retrieve a known word at a given moment. TOT states are universal, occurring in many languages and at all ages.
The article goes on to explain that tip-of-the-tongue may be caused by weak connections between words and their phonology (their sound) in our brain; the weaker they are, the more likely it is that you will know a word, but you just can’t recall how to say it.
There’s also a general theory of memory, that we retrieve memories through their connections to other memories - the stronger the connections, the easier the recall. You can imagine a cascading chain of memories of a moment years ago, set off by a particular smell or piece of music from that day; or revising for a exam for months and months, baking those connections in.
What’s interesting is that these connections are now being externalised from our brain, and supplemented by computers and the internet. Here’s what I mean: earlier today, I needed to recall the name of someone who’d won a prize. I couldn’t remember what the prize was, what it was for, or even when this happened. I did, however, know that it would be in an email, and the email would contain the word ‘Jeremy’. So I did a search in my mail for ‘Jeremy’, and a quick scan of the search results later revealed the email.
I don’t relate this to show that I am some sort of search ace; far from it. Plenty of people use searches in their mail, their RSS feeds, their computers, or even the entire web, to supplement things that they already know but just can’t retrieve. These days, the searches are fast enough, and the information kept in databases broad enough, that this practice of laying down virtual connections is accelerating.
I expect that as we store increasing amounts of important information on computers, and we continually improve the speed and accessibility of searches (through, say, silent messaging), we will find it ever more difficult to see where our memory and recall processes end, and where those of our computers begin. We’ll be able to remember far more, far faster - and if we’re ever disconnected from our computers, it’ll be even more painful.
Tags: future · neuro · psych · spec
Today we launched the first short story at We Tell Stories, called The 21 Steps. It’s a thriller written by the acclaimed spy writer Charles Cumming, and it’s set within Google Maps. I’m genuinely pleased by the way in which the design of the experience meshed with Charlie’s excellent story, and so I’d really recommend you to read it.
We Tell Stories has been - and still is - an interesting challenge, because what we’re trying to do is tell stories in a way that can only be told online. We aren’t adapting stories - we’re working with authors to create entirely new stories that are native to the web. In the past few weeks, I’ve called the process ‘designing a story’, and I talked a little about it in a Gamasutra article published today:
The first story looks to use Google Maps in some way - how did you work with the author to make this happen?
What the Google Maps story does is force us to think about the reader experience. While they might not realize it, authors simply don’t have to think about this when it comes to books, since they already implicitly know the ‘design’ of books - it’s words on page, divided up into chapters, and you can flick back and forth pages to look at the ’story history’, and bookmark pages to keep your place.
The design of books is so great that it hasn’t changed for hundreds of years, and so we just don’t think about it any more.
When we had the idea for a story based around Google Maps, we knew that it had to incorporate a lot of movement - otherwise what’s the point of having a map? So one early idea was a travelogue - a little like Around The World in 80 Days. Another was a thriller, like The 39 Steps. We ended up taking the latter option, due to its frenetic pace, and we asked Charles Cumming, an acclaimed British spy thriller author, to write a story for us.
To begin with, we simply told Charles to ‘bake movement in’ to the story. However, from early on, it became clear that this was rather trickier than any of had thought; it wasn’t enough to have the protagonist walking and driving and flying around the place, they had to do it all the time.
Early drafts of the story saw the protagonist having a very tense discussion for a couple of chapters - riveting stuff - but it was all in one room. Luckily we had a great relationship with Charles and we worked together to incorporate more movement, or references to other locations, in every chapter.
We would often give suggestions about scenes that would fit the design, and Charles was always very open to revising the story and coming up with new ideas. Ultimately, I think it was his flexibility that really made things fit together.
Something that is worth mentioning is that none of the authors we’re working with are particularly tech-savvy - some of them are the completely opposite. And while it does help, it only helps up to a point. From my point of view, I can teach an author about technology and interaction, but I can’t teach someone how to write.
I spoke about the subject of stories and games at Barcamp Brighton on Sunday (incidentally I wouldn’t call The 21 Steps a game, but it is an interactive experience). The Barcamp was a wonderful experience, and I’m sure to repeat it again. Rachel Clarke did a great writeup of my presentation on her blog, and I’ve also included the slides below:
Finally, Anne-Marie Deitering has written an insightful post about digital storytelling and her thoughts on what we’re trying to do with We Tell Stories.
Tags: arg · book · conference · writing
One of the many sad results of Perplex City being put ‘on hold’ is that I can’t explore the effect of cognitive enhancement on society. As a former neuroscientist who studied experimental psychology at university, I always enjoyed writing about my pet fictional company, Cognivia, and its range of cognitive enhancements including Ceretin (wide-spectrum enhancement), Mnemosyne (memory booster), Cardinal (maths), Synergy (creativity) and others. I still think the names are really cool as well.
As usual though, reality is catching up to fiction at an breathtaking rate; The New York Times published an article today covering the use of cognitive enhancers in universities and society in general:
In a recent commentary in the journal Nature, two Cambridge University researchers reported that about a dozen of their colleagues had admitted to regular use of prescription drugs like Adderall, a stimulant, and Provigil, which promotes wakefulness, to improve their academic performance. The former is approved to treat attention deficit disorder, the latter narcolepsy, and both are considered more effective, and more widely available, than the drugs circulating in dorms a generation ago.
… One person who posted anonymously on the Chronicle of Higher Education Web site said that a daily regimen of three 20-milligram doses of Adderall transformed his career: “I’m not talking about being able to work longer hours without sleep (although that helps),” the posting said. “I’m talking about being able to take on twice the responsibility, work twice as fast, write more effectively, manage better, be more attentive, devise better and more creative strategies.”
Would I take cognitive enhancers? I would certainly like to give Provigil a try, if only to see what it’s like. I have concerns about its long-term efficacy, and obviously there are issues of developing a dependency on it (if not physiological, psychological). There are already many people out there who regularly use caffeine and Pro-Plus to pep themselves up. You could argue that the stimulant properties of caffeine are merely a side-effect, and that the reason people drink coffee is because it tastes nice, but I find that as hard to believe as the notion that people drink alcohol only because they enjoy the taste.
The fact is, we already widely use cognitive enhancers, whether it’s caffeine or sugar. They do improve our performance. They are not natural in the slightest, unless natural somehow means ‘old’. So the question becomes, are we prepared to allow use of cognitive enhancers that are even more powerful, more reliable, and with fewer side-effects?
Tags: future · neuro · perplexcity · psych
Naomi Alderman, Perplex City lead writer, author of Disobedience, etc, wrote an article in the Sunday Times about the future of books. I’ve talked to Naomi often about eBooks and was quoted in the article:
Imagine, for example, a novel designed to take advantage of the features of the new must-have geek hipster accessory: the iPhone. When you download a new novel to your iPhone, the calendar might automatically remind you it’s the birthday of one of the characters in a few days’ time, or you might get access to the appointments schedule of the missing journalist in your thriller. The weather-forecast widget could give you the option to view the weather in London in 1880, the setting for your historical romance. Or your purchase of one of those classic Harry Potters could add The Daily Prophet to your automatic newspaper subscriptions. Stories could become pervasive: when you’re lost in a good book, your whole online world could blend seamlessly with it. The technology to do all this doesn’t exist yet, but it’s far from impossible.
Of course, all that additional content will have to be written. Therein lies one of the problems. As Adrian Hon, chief creative of the online games company Six to Start, says: “Authors don’t need to be great artists or programmers right now. They ‘just’ need to write. To make anything more advanced than a normal story, though, you need more skills.” Most authors aren’t also computer programmers, and most programmers aren’t novelists. As Hon says: “Web people come up with cool ideas, such as telling stories by web 2.0 series, wikis or e-mails. Twitter, but it fails because they can’t write a good story for it.” This needn’t be an insuperable hurdle. We may see a new partnership added to the traditional artist-and-writer combination for illustrated books, or musician-and-writer team for songs. Writers could work with programmers in this new form of storytelling.
Obviously my position is a bit more nuanced than this, but the quote gets the point across. While a lot of ’stories on the web’ today involve some interesting technology, unfortunately, they’re just not very interesting stories. This leads a lot of people to conclude that the format of a book is superior. Of course, I disagree; we need to put a lot more thought into designing stories for the web, and that needs to be a collaborative process between not just writers and programmers, but also people who design interactive experiences on the web, who we might as well just call game or ARG designers.
The article also has a few tidbits about what we’re doing with Penguin (then again, you’ll find out much more early next week), and a review of the Amazon Kindle. The reviewer, a novelist called Stephen Amidon, has a rather plaintive lament about what eBooks and, I imagine, technology in general, holds for the future of his vocation. Keep reading →
Tags: adrian · arg · book · future · tech · writing
There’s a fascinating series of articles at the New York Times Magazine this week about charitable giving. While many of the articles tend to cover the same ground (e.g. the move towards measuring the effectiveness of donations) there are some real gems there:
Consider Mr. Improvident, who is just like us except that he is not wired to care about his future. (There’s one in every family.) Mr. Improvident gets no neural kick from saving for tomorrow. Yet we can see that he has an objective reason to do so. He is, after all, a person extended in time, not a series of disconnected selves.
We ought to be able to see a similarly objective reason for altruism, one rooted, as the philosopher Thomas Nagel observed, in “the conception of oneself as merely a person among others equally real.” My reason for taking steps to relieve the suffering of others is, in this way of thinking, as valid as my reason for taking steps to avert my own future suffering. Both reasons arise from our understanding of what sort of beings we are, not from the vagaries of natural selection.
This was from an article about the nature of altruism, the discussion of which tends to concentrate on genetic reasons like kin selection and reciprocity. The suggestion that there is an objective reason for altruism - or at least, as objective and valid as saving for ourselves in the future - is interesting. There is of course an argument that we are more likely to save for ourselves, because we are going to be ourselves in the future - but the problem with this is the existence of Mr. Improvident. If the corollary or Mr. Provident exists, then why can’t a Mr. Altruist? Anyway…
Another great article is What Makes People Give? To me, the article is misnamed, since it’s more about ‘how can we use psychology to make people donate more?’ - which is the reason why I recommended it to the Let’s Change the Game winning team. There are some fascinating discoveries listed in the article, and while they can’t be used for all fundraising projects, I’m sure some will prove very useful, e.g.:
A matching gift effectively reduces the cost of making a donation. Without a match, you would have to spend $400 to make your favorite charity $400 richer. With a three-to-one match in place, it would cost you only $100 to add $400 to the charity’s coffers.
… But the size of the match in the experiment didn’t have any effect on giving. Donors who received the offer of a one-to-one match gave just as often, and just as much, as those responding to the three-to-one offer. That was surprising, because a larger match is effectively a deeper discount on a person’s gift. Yet in this case, the deeper discount didn’t make an impact. It was as if Starbucks had cut the price of a latte to $2 and sales didn’t increase.
and
List set out to see whether donors cared about so-called seed money. Fund-raisers generally like to have raised a large portion of their ultimate goal, sometimes as much as 50 percent, before officially announcing a new campaign. This makes the goal, as well as the cause, seem legitimate.
To see whether the strategy made sense, List and Reiley wrote letters to potential donors saying that the university wanted to buy computers for a new environmental-research center. They varied the amount of money that supposedly had already been raised. In some letters, they put the amount in hand at $2,000, out of the $3,000 they needed for a given computer; in others, they said they had raised only $300 and still needed $2,700. The results were overwhelming. The more upfront money Central Florida claimed to have on hand, the more additional money it raised. When paired with the matching-gift research, the study suggests that seed money is a better investment for charities than generous matches.
Tags: charity · letschangethegame · philosophy · psych