Who we are
The stories we use to make sense of the world are at the heart of humanity's ability to collectively organize.
To date our dominant narrative has been one of human exceptionalism that has allowed us to build the pyramids of Giza, the Great Wall of China, and land Buzz Aldrin on the moon in 1969. But there's a problem. This story has led us to transform the earth so much that we’ve ushered in a new geologic epoch: the Anthropocene. Kate Raworth's theory of Doughnut Economics offers a visual representation of what an ecological civilization could look like...but it is up to us to imagine what life could look like within it.
Seedsgamelab stems from an initiative launched in December 2020 to gamify Kate Rawoth’s groundbreaking ’Doughnut Economics’. Backed by Doughnut Economics Action Lab (DEAL), the project counts with a team of 12 co-creators, and a larger network of 70+ playtesters around the world. Seeds is a co-creative effort to harness the storytelling power of games to fill in the rest of the picture. We're on a mission to gamify social change towards a fair and regenerative economy, harnessing the power of collective imagination to build a better future.
Findings in the field of Behavioural Economics (Khaneman 2008, Arielly 2006, Vohs 2006) have demonstrated a host of ways in which our environment (both cultural and spatial) shapes our behavior and incentives through unconscious priming effects.
A prime is an unconsciously perceived environmental stimulus that can influence a person's subsequent thoughts, feelings, and responses. One experiment conducted by Kathleen Vohs in 2006, the presence of an irrelevant money-related object such as a stack of Monopoly bills caused participants to display more individualistic attitudes like self-distancing. Similarly, insights from Sarah Goldhagen (2017) show that the organizational and built environments we occupy are filled with primes, and because that is so, a well thought out organizational design can be deliberately composed to nudge people towards regenerative and fair choices. This begs the question of which behaviors have our cultural, organizational and built environments been priming over the past few centuries and how can these be changed to pave the way towards regenerative and fair economies?
This project harnesses the awareness-raising and immersive qualities of gaming to bridge the gap between circular economy theory (focusing on Kate Raworth’s Doughnut economics). When playing together, people are not just having fun but are actively re-patterning their thoughts and behaviours to imagine a world that doesn't exist yet but someday might.