jonathansand
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    # comparing sensecraft & civilization 2.0 Jack Park and Jonathan Sand agree that a good first step is to draw out points of comparison ## final conclusions prior to Sunday's meeting Jonathan Sand They are very similar. Responsibilities are distributed differently. C2 adds an elaborate visual layer which must wait for later. ## style conventions - ***SC*** means ***s***ense ***c***raft - ***C2*** means ***c***ivilization ***2***.0 the game - ***CL*** means ***c***onversational ***l***iteracy ## tentative conclusions - SC - k-hubs and federations are the core ingredients - k-hubs host varieties of sensemaking and decision making tools. - C2 - build and play in an awesome pretend world that has real life value - needs and guilds are the core ingredients - guilds teach, self-govern and pursue quests - universal guilds supply resources and guidance - quests are designed to aid teaching and inspire work ## Knowing Garden (SC) - A space in which epistemic communities (called K-Hubs) exist - gardening means proposing and selectively nurturing useful ideas ## K-Hub (SC) short for *Knowing Hub* - a self-sovereign Knowing Garden, a web portal in the present implementation. - SC presently implements just one game platform, an RPG which is a structured conversation system - SC can easily grow by adding other forms of activity ## federation (SC) - consists of K-Hubs and any other epistemic communities capable of playing within the constraints of the federation; the primary constraint is not doing anything that would jeopardize the *TRUST* maintained in the ecosystem. - every member in the federation must promise to adhere to certain rules of engagement - A mechanism for combining all of the work products of all members of the federation into a well-tended knowledge graph, with AI-based augmentation. We say that resource is the equivalent of a digital public library of trusted information resources, not affected by advertisers, politics, or other forms of tinkering. ## needs (C2) - needs are the starting point for all game activity - can be specific or universal - universal needs become guilds, essentially becoming rather permanent - specific needs can be fulfilled by a player or a guild ## guilds - C2 - form from emerging and significant needs - universal guilds (e.g., needs, justice) provide guidance and resources of common value to all other guilds. most guilds serve a general purpose rather than a specific problem - governing principles and processes are an amalgam of ones which are (a) universal to all guilds and (b) specific to that guild - SC - formed by qualified gamers (gardeners) who want to participate in Quests; solving problems, the phrase, draws attention in the direction of solution planning, which is *not* a primary goal of most Quests. - exist to join Quests - are the only place game moves are performed in the present implementation ## quests - SC - Quests are the main thing in the present SC configuration - Quests are created, owned, and managed by qualified entities; how that works is nowhere near specified at this time. We say "qualified"; we have spoken in the past about an entity which can a: approve quests, and b: advise on quest design. Our reasons for not letting 'unqualified' entities propose quests (in the federation of K-Hubs) is to prevent nuisance quests; our interest is in preserving *trust* by, among other things, keeping the *signal to noise ratio* high. - We called that approval entity a *Nexist Guild* into which K-Hub members can level up. A kind of "village elders" tribe, one which does not do quests, but which has responibilities to not just the K-Hub, but to the Federation. - C2 - proposed by anyone (game player or not) and approved by guild masters - pursued by a player or a guild ## leveling up - C2 players practices basic skills (like CL) until they receive a badge. Once they acquire the right badges, they can join a guild - in a guild they begin as an apprentice - mentored by a master through journeyman to fellow master - masters are distinguished as having both high skill and high trust - SC Guild members participate in Roles; they earn badges as a means of leveling up; leveling up allows members to join more complex roles - It may be the case that there will be a 'training guild' where members level up in order to then join real guilds, but that's not in the present platform ## conversational literacy - C2 teaches CL in carnival booths, where it is fun and delightful to learn skills not currently taught in our education system - SC each guild trains its members in CL, that is a basic purpose of a guild ## fun - C2 fun is vital to every aspect. it raises productivity and attracts new members to join - SC is not advertised as fun, but it is expected that the challenges of being a role player on an epic quest will provide stimulating experiences - We say that it is not *advertised* as a fun platform because that changes the expectations people will have when they approach a K-Hub. Expectation management is an important aspect of the sc ecosystem. -

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