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HOW TO: Get Your Nonprofit Started on Snapchat

Nonprofit Tech for Good

Launched in 2011, Snapchat is an image and video messaging app that is very popular with tweens and teens and increasingly Millennials and Gen Xers. In fact, Snapchat is giving rise to anew type of artist – the Snapchat artist. Share your first Snap to “My Story.” snapchat.com/add/whitehouse.

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Year Three as a Museum Director. Thrived.

Museum 2.0

I arrived in 2011 with the explicit directive to execute a turnaround. Over the past three years, we''ve tripled our attendance, doubled our budget, and, most importantly, established deep and diverse relationships with community members, artists, and organizations across Santa Cruz County. In the meantime, here are some.

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professionals

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Games and Cultural Spaces: Live Blog Notes from Games for Change

Amy Sample Ward

I’m at the 2011 Games for Change conference today and live-blogging a few sessions! Trying to engaged the teen-to-twenty-something who normally may not use the research library. The result was an 800 page book of narratives, pictures, stories, and much more that will now be part of the library’s collection.

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Crowd Fundraising for the Arts: No Running, Walking, or Freezing Plunges Required

Connection Cafe

In 2011, in the name of raising money for the Special Olympics, I participated in the Polar Plunge. As a native Texan going to graduate school in Wisconsin, I signed up on a sunny September day not only to support the cause, but also because it seemed like something that would make for a good story one day. But here I am, still alive.

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Six New Games for Change: Check Out the Future of Gaming for Good

NTEN

” Presented by filmmaker Chelo Alvarez-Stehle, SOS_Slaves aims to raise trafficking awareness in teens while empowering them with the tools to take responsibility and speak out against this issue. Documentary footage and stories told through game present images of strong women of color. JURY FEEDBACK. BOTTOM LINE & FUNDING.

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Games and Cultural Spaces: Live Blog Notes from Games for Change

NTEN

I'm at the 2011 Games for Change conference today and live-blogging a few sessions! Trying to engaged the teen-to-twenty-something who normally may not use the research library. The result was an 800 page book of narratives, pictures, stories, and much more that will now be part of the library's collection.

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AAM Recap: Slides, Observations, and Object Fetishism

Museum 2.0

which followed a very strict formula that frustrated some participants who wanted to be treated like artists, not contributors to a data experiment. Their use of the web to connect independent artists all over the world was striking and very surprising. How do you tell an unfinished story of the aftermath?

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