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Recipes for Systemic Change - Helsinki Design Lab

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➢ 74% of 15-24 year use the site on a weekly basis➢ 500,000 registered users spend thirty minutes, on average, daily➢ 40% of these users are under the age 18(Source: Sulake Corporation Oy)Habbo, another Finnish website creation, takes social networking intothe virtual realm, and is a network aimed directly at teenagers. Registeredusers create online characters to interact with others and make friends ina virtual hotel environment—at the pool, in a café, or in privately createdrooms. In the Habbo Hotel, they can chat, play games, join clubs, and buygoods to use in this virtual world. There is corporate advertising in theHabbo environment, on billboards in the virtual landscape. Users canbuy virtual goods and furnishings paid <strong>for</strong> with Habbo credits which arebacked by real currency.➢ 162 million users worldwide, in 31 different local communities➢ 65% of Habbo users are 13-16 years old➢ Average visit is <strong>for</strong>ty-three minutes per session(Source: Sulake Corporation Oy)Popularity of these online communities has attracted the attention ofyouth workers and government programs aimed to protect the safety andwelfare young people from cyber-bullying, sexual harassment, and potentiallyharmful real-world encounters.Netari is an initiative that places youth workers online, inside the samevirtual communities where they can best reach their target audience. Usingthe existing plat<strong>for</strong>ms of IRC-Galleria and Habbo, they organize educationaloutreach programs and sponsor virtual gatherings, parties, andevents.The <strong>Helsinki</strong> Police has also adopted this strategy, bringing communityoutreach and a police presence to the virtual street. Three detectiveshave created genuine police profiles on IRC-Galleria and Facebook so theycan participate in the online space. They can post comments in raucouschatrooms to quiet escalating situations of cyber-bullying and intimidation.They can assist troubled teens by putting them in contact with socialworkers and in<strong>for</strong>ming their parents. In some instances, they have receiveduseful tips online <strong>for</strong> help solving real crimes in the city.D5.4 Video GamesVideo gaming is a growth entertainment industry and a popular pastimein Finland, especially among its youth. Games now cross many plat<strong>for</strong>ms—thepersonal computer, the dedicated game console, the internetand mobile devices. Gamers are drawn to the screen <strong>for</strong> entertainment,social interaction, escape and relaxation. Concerns surrounding videogames include additive or excessive use and the graphic depictions of vio-182

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