The Keep Me Company Company is a radical non profit adventure in giving more value to doing positive things.
Keep Me Company Company was conceived as an engine for visualising, raising and sustaining an area’s Jen ratio, a measure of the social well being of an environment designed by positive psychologist Dacher Keltner.
KMCC casts players as executives in a company which profits from the social feats performed by it’s employees. Those playing collect points (‘bucks’) which accumulate in a central pool to bolster the companies share in a fictional market, against our competitor UnSociable inc. The game beings with UnSociable Inc having a 100% market share – and the aim of the game is to perform enough tasks to gain 100% market dominance. This amount of points needed to win varies with the amount of players, the location we play in, or depending on how long we want the game to last.
KMCC uses sms messages to keep the player informed of what is happening in the game, and users will need to register their number and send texts in order to play. Once the user has begun playing they get sent a “job” – a simple task designed to try and foster a meaningful interaction with people they might not have met. The tasks are randomly generated – “harder” tasks – requiring more complex social interactions – are sent out less often, but have a stronger chance of fostering deeper social links. They are also designed to be fun!
Examples of these tasks include:
Smile at another person
Teach a person something
Start a club with someone
Tell someone a secret
Have a staring competition
Playtesting
We spent August skipping between UK music festivals and running KMCC for audiences there.
Executives have two types of task, they can either complete a social job, delivered to their phone by text message, and receive 10 bucks, or stay near the ‘board room’ to respond to external requests as they come in: non-players texting the company number with a location and wanting to meet someone new.
KMCC was designed with a specific type of social space in mind. In order for the design to function there must be a contained social environment within which a loose sense of group already exists. We chose music festivals for our first playtests, but a University Campus, school, Workplace, Conference or single neighbourhood would be equally suitable environments.
We handed out business cards in the hours preceding the game to raise awareness of both the asynchronous roles of executive and customer. The game ran for two hours on the first full day of each festival we visited. We had thousands of points earned and hundreds of social interactions performed in game within these tests, and we learned a great deal about the reality of encouraging this sort of radical social openness and peoples responses to it.
You can read more about our thoughts playtesting this game at http://www.playlablondon.com/9660978489





