Slate puts on the web today some tips from Arianna Huffington's new book on blogging. See Slate's "How to Blog."
Here is the truncated list on best practices on blogging (bloggers, including Josh Marshall have told me that consistency and uniqueness are the keys):
1. Set a schedule. Blog often. Jeff Atwood, who runs the fantastic programming blog Coding Horror, told me that the key to his early success was sticking to a realistic target of six posts a week.
2. Don't worry if your posts suck a little. Unless you're Jeffrey Goldberg, your first blog post is unlikely to be perfect. Indeed, a lot of your posts aren't going to be as great as they could be if you spent many hours on them—and that's OK.
3. Write casually but clearly. This one flows from the last two—the best way to stick to a blogging schedule is to write quickly, and a good way to write quickly is to write as if you're talking to a friend.
4. Add something new. This might seem obvious, but new bloggers tend to forget it: Readers aren't going to stick with you unless you give them something they can't find elsewhere.
5. Join the bloggy conversation. And link! The only way people will find your blog is through other blogs—and you'll get other blogs to notice you by responding to what they're writing about.
6. Don't expect instant fame. Actually, don't expect any fame. There are better ways than blogging to get rich and famous.
It strikes me that sharing, consistency, uniqueness, and volunteerism are themes here, and they happen to be the themes in a lot of business literature on how to be a good worker in the global economy. How to be a good blogger and be applied to life; and many are lessons we learned in in kindergarten.
These themes have also come up over the past several months at the Carnegie Council. "Join the bloggy conversation. And Link!" is like Jay Rosen's "ethic of the link."
Similarly, Lawrence Lessig spoke recently at Carnegie Council's Public Affairs program on sharing economies or a hybrid economy. He sees the hybrid economies as those that combine the value from free and shared labor and commercial value.
The volunteerism that is often done on the web, for example social networking or product ratings, are free work that gives network power to companies. David Grewal also spoke recently about his "network power" concept:
Friday, December 19, 2008
Golden Mean on Climate Change
Posted by
Devin Stewart
I was recently speaking with Chong-pin Lin, Taiwan's former deputy minister of defense. I asked what the fairest way would be for East Asia to address climate change.
His answer was very interesting. He said that the most ethical path was to find an optimal point between the interests of future generations and those of current generations. Call it the Golden Mean of policy formulation. He followed by saying that finding a middle path would open up new options. That is partly what ethics is about: Broadening the options.
In terms of philosphical influences, Dr. Lin said that Taoism, which emphasizes harmony with nature, could help energize China's own environmentalism. He sees a trend toward embracing green policies, at least at the highest levels in Beijing.
Labels:
chong-pin lin,
climate change,
golden mean
Wednesday, December 17, 2008
Chimerica Convergence: Ethical Bailout Needed
Posted by
Devin Stewart
During our recent trip to Beijing (see video above), many people made the joke that just as China was becoming capitalist, the United States was going to nationalize its financial system. Which one was really socialist, some asked us? Some Chinese found America's movement back toward a socialized financial system to be frustrating: What is our benchmark? What is our goal? The target keeps moving, it seems.
More telling, perhaps, is that America and China are converging--Chimerica, as Niall Ferguson has called it (see video above at Carnegie Council's Public Affairs program).
Thomas Friedman made this point this week in his op-ed "The Great Unraveling:"
But while capitalism has saved China, the end of communism seems to have slightly unhinged America. We lost our two biggest ideological competitors — Beijing and Moscow. Everyone needs a competitor. It keeps you disciplined. But once American capitalism no longer had to worry about communism, it seems to have gone crazy. Investment banks and hedge funds were leveraging themselves at crazy levels, paying themselves crazy salaries and, most of all, inventing financial instruments that completely disconnected the ultimate lenders from the original borrowers, and left no one accountable. “The collapse of communism pushed China to the center and [America] to the extreme,” said Ben Simpfendorfer, chief China economist at Royal Bank of Scotland.
Coincidentally, Friedman comes to the same conclusion that we found on our trip to Beijing: The United States and the world need an "ethical bailout:"
The Madoff affair is the cherry on top of a national breakdown in financial propriety, regulations and common sense. Which is why we don’t just need a financial bailout; we need an ethical bailout. We need to re-establish the core balance between our markets, ethics and regulations. I don’t want to kill the animal spirits that necessarily drive capitalism — but I don’t want to be eaten by them either.
We need a balance between ethics and regulations. Policy Innovations makes a similar point in our latest financial commentary, "Raising the Bar for Hedge Funds," by Stanley Goldstein and Frank Plantan. Check it out here.
Thursday, December 11, 2008
Measuring America's Human Development
Posted by
Policy Innovations
Last week, authors of The Measure of America: American Human Development Report 2008-2009, the first human development report to focus on an industrialized OECD nation, presented their findings to the Carnegie Council. You can watch the video from the event here.
In their discussion, Sarah Burd-Sharps and Kristen Lewis, two of the three coeditors and authors of the report, highlighted the general need for greater availability and standardization of human development data on industrialized countries such as the United States. According to the authors, the aim of the report is to provide a tool for international comparisons on human development, to stimulate public debate, to empower everyday people to hold elected officials accountable, and to connect research to action on wellbeing.
Defining the concept as "enlarging people’s freedoms and opportunities and improving their wellbeing," human development is measured as an indexed figure that incorporates levels of healthcare, education, and income. For enhanced comparison, the report disaggregates data by region, state and congressional district, and by gender and ethnicity.
What, then, is the state of human development in the United States, and how does this compare to the rest of the world? Which U.S. citizens enjoy the highest level of human development and the greatest opportunities and freedoms?
While general measures of wellbeing – such as income, high school completion rates, and life expectancy at birth – improved between 1960 and 2005, they did so at much slower rates than in other parts of the industrialized world. At the same time, particular social groups and local constituencies have been altogether left behind. Mississippi was found to have the lowest overall human development score of any of the states, while Connecticut had the highest. By congressional district, Fresno CA. obtained the poorest results, whereas the east side of Manhattan showed the most encouraging.
In an attempt to improve America’s human development scores, the report also offers several guiding principles for future policymakers – from making healthcare affordable across the country and promoting prevention as a best practice, to modernizing school curricula, investing in at-risk kids, boosting incomes and asset building capacities, and taking responsibility for the nation’s most vulnerable.
In their discussion, Sarah Burd-Sharps and Kristen Lewis, two of the three coeditors and authors of the report, highlighted the general need for greater availability and standardization of human development data on industrialized countries such as the United States. According to the authors, the aim of the report is to provide a tool for international comparisons on human development, to stimulate public debate, to empower everyday people to hold elected officials accountable, and to connect research to action on wellbeing.
Most importantly, the report provides an approach to social progress that is not solely reliant upon economic indicators.
Defining the concept as "enlarging people’s freedoms and opportunities and improving their wellbeing," human development is measured as an indexed figure that incorporates levels of healthcare, education, and income. For enhanced comparison, the report disaggregates data by region, state and congressional district, and by gender and ethnicity.
What, then, is the state of human development in the United States, and how does this compare to the rest of the world? Which U.S. citizens enjoy the highest level of human development and the greatest opportunities and freedoms?
While general measures of wellbeing – such as income, high school completion rates, and life expectancy at birth – improved between 1960 and 2005, they did so at much slower rates than in other parts of the industrialized world. At the same time, particular social groups and local constituencies have been altogether left behind. Mississippi was found to have the lowest overall human development score of any of the states, while Connecticut had the highest. By congressional district, Fresno CA. obtained the poorest results, whereas the east side of Manhattan showed the most encouraging.
Across gender lines, females recorded similar scores to males, but achieved these through better education and health scores as opposed to income. Across ethnic groups, Asian males were found to enjoy a level of human development almost 50 years ahead of African American males. Moreover, the average life expectancy for African Americans today is shorter than it was for average Americans in the late 1970s. According to the data, African American males today can expect to live up to 20 years less than Asian females.
Internationally, the United States compares poorly with other OECD countries across health, education and income data. While per capita healthcare spending is three times that of Japan, the Japanese continue to outlive Americans by an average of four years. Similarly, upper secondary graduation rates in the United States are also comparatively low, and the United States registered some of the highest infant mortality and child poverty rates of any of its OECD peers. On top of this, the United States remains one of only four countries across the globe with no federally mandated paid maternity leave system in place.
In an attempt to improve America’s human development scores, the report also offers several guiding principles for future policymakers – from making healthcare affordable across the country and promoting prevention as a best practice, to modernizing school curricula, investing in at-risk kids, boosting incomes and asset building capacities, and taking responsibility for the nation’s most vulnerable.
At a time of political transition in the United States, The Measure of America serves as a useful beacon showing policymakers the direction they must take to move the country forward.
- Daniel Schuurman
Tuesday, December 9, 2008
Army Invades Second Life
Posted by
Policy Innovations
By Joshua S. Fouts
Carnegie Council Senior Fellow
Chief Global Strategist, Dancing Ink Productions, LLC
In the wake of Google closing down its virtual world, "Lively," and Reuters noisily closing its Second Life office, you'd think that virtual worlds would warrant the Sturm und Drang predictions that have replaced an equally misguided first-round buzz of interest.
Maybe it's just growing pains.
Enter the United States Army.
Wired reporter Noah Shachtman recently blogged that the US Army will be opening up shop in the virtual world of Second Life over the next month. According to Shachtman, their effort "will actually consist of two virtual islands. One of them will serve as a ‘welcome center' with an information kiosk and the means to contact a recruiter." The other will offer virtual experiences like, "jumping out of airplanes, and rappelling off of towers and using a weapon."
I asked my friend Peter W. Singer, who is director of the 21st Century Defense Initiative at the Brookings Institution, and author of the upcoming book Wired for War -- what he thought of this. (Singer's program at Brookings is notable in that it was one of the first to host a session on the impact of Second Life on the future of politics -- Singer's wife Sue works for Linden Lab, the creator of Second Life).
"A lot of credit is due to the Army for being willing to take this first step," he emailed back. "It is a great way to connect to potential recruits, who it might not reach otherwise, through a growing medium. But I hope they don't just see it as merely an advertising tool. Just like many other organizations entering Second Life have found, there is a whole new world of possibilities, as well as perils, for them to learn more about."
It's indeed a wise decision for the Army. In our research for the Understanding Islam through Virtual Worlds project, CCEIA Senior Fellow Rita J. King and I encountered many people from around the world who found the experiences in virtual worlds offered them a safe environment in which to explore things with which they were unfamiliar. Why not present the Army in the same light? Stanford University researcher Jeremy Bailenson has already found that people take experiences in virtual worlds with them into the physical world. A May 12, 2008 Time magazine article reported "even 90 seconds spent chatting it up with avatars [in a virtual world] is enough to elicit behavioral changes offline."
The Army might also learn something about their potential recruits in Second Life that they might not learn otherwise from meeting them in person. In an interview I conducted in January 2008 with IBM executive Sandra Kearney, Global Director for Government Research Initiatives and Programs and the lead for many years behind IBM's Virtual Universe Community, she explained that work within virtual worlds has, "made obvious the value people have beyond the box they work in all day long. I'm able to leverage in the organization the passions and the skills that the employee has by what I learn from and about them in virtual worlds. It's addressing the whole person in a really different way."
But it's also a risk--one that I'm glad to see the government taking. Ironically, these kinds of chances seem to be lead by the military more than other parts of the government. For example, in May 2000, before online video games had fully entered into the psyche of advertisers and marketers, the US Army commissioned the creation of the video game "America's Army" which was released in 2002 and later turned into a wildly popular game exceeding even the Pentagon's expectations to become the number one online action game in 2004.
There's reason for hope that other parts of the US foreign and military apparatus are watching and learning. James Glassman, US Under Secretary of State for Public Diplomacy and Public Affairs, made a stunning announcement at the New America Foundation on December 1, 2008 about the State Department's "Public Diplomacy 2.0" efforts. Glassman, who is the "the government-wide lead in strategic communications, or war of the ideas," provides "leadership and coordination for … the Defense Department, the intelligence community, and beyond." In his speech, Glassman makes the case for the importance of integrating a full-fledged approach to Internet outreach, arguing that government needs to let go of its desire to control the message. "[I]n this new world of communications, any government that resists new Internet techniques faces a greater risk: being ignored. Our major target audiences – especially the young – don't want to listen to us lecture them or tell them what to think or how wonderful we are."
I found Glassman's words inspiring and exciting. In the fall of 2005, as director of the USC Center on Public Diplomacy, I had the opportunity to brief Under Secretary Glassman's predecessor Karen Hughes before she took office as Under Secretary of State. Our group recommended that, among other things, she integrate games, virtual worlds and blogs into her public diplomacy outreach strategies. Nearly three years later, I'm thrilled to see that her successor has implemented all of those ideas and more. (Disclosure: Glassman's speech also mentions a January 12, 2009 event in Second Life in which he will be appearing that Rita J. King and I will be co-hosting as part of a project with the American University in Cairo.)
Glassman argued, as do we, that virtual worlds are no substitute for real world experiences. They serve, however, as excellent gateways to better understanding people or opportunities to augment or extend ideas – such as expanding and continuing relationships formed in exchange programs.
While the Army is considering Second Life, maybe they should also consider theater. A year ago, Rita J. King wrote about a play by the Scottish National Theater called "Blackwatch." The play, about the famed Scottish military regiment, described the collapse of the unit after their involvement in the War in Iraq. The play's tour in the US was funded by the British Council, the public diplomacy arm of the British Government. It shed unique insight into the British experience in the US-led War on Terror.
A few weeks ago I had a chance to get a better understanding of a US soldier's experience in the Iraq War. I was a participant in the off-Broadway production of "Surrender," a play co-written by my friend Josh Fox (who coincidentally played in a high school rock band with the aforementioned Wired journalist Noah Shachtman – Shachtman played bass) and Sergeant Jason Christopher Hartley, Iraqi War veteran and author of the extremely well-written "Just Another Soldier," about his experiences in the war in Iraq. The three act play allows you to either observe or participate. I chose to participate. I arrived a few minutes late and was rushed into a changing room where I was issued a standard military uniform while the sound of a drill sergeant (played by Jason Christopher Hartley) barked orders to a group to do push-ups until the latecomers were ready. The play began with training in basic combat techniques including a crash course in rifle handling, room clearing and engaging the enemy. In act two I was deployed with my squad, which consisted of actors and participants, although I did not know which was which breaking into darkened rooms under the deafening cacophony of helicopter gun ships, sirens, gunfire, screams all capped my squad and company leaders fevered commands. Each room offered a different panic-inducing scenario – from interrupting a tryst and having the paramours shoot at you, to encountering an otherwise innocent looking family who also then shot at us. Act three was our hallucinatory "reintegration" into society in which the various participants were required to act out the fate of their characters. This entailed reading lines from a teleprompter while actors responded accordingly. I played the part of a soldier who had to have his legs amputated and ended in a mental institution. Next it was determined, that I had a pre-existing mental condition and would not be receiving medical coverage.
The experience participating in Surrender was a powerful one. It radically changed my view of the experience of soldiers in urban ground combat.
Surrender is opening for one week only January 7 – 12. If you're in New York City and want to understand the Army, this is one virtual experience you don't want to miss. After that, try something little more relaxing like visiting the Army's virtual offices in Second Life.
cross posted at The Ethical Blogger
photo by Seb Ulysses
Carnegie Council Senior Fellow
Chief Global Strategist, Dancing Ink Productions, LLC
In the wake of Google closing down its virtual world, "Lively," and Reuters noisily closing its Second Life office, you'd think that virtual worlds would warrant the Sturm und Drang predictions that have replaced an equally misguided first-round buzz of interest.
Maybe it's just growing pains.
Enter the United States Army.
Wired reporter Noah Shachtman recently blogged that the US Army will be opening up shop in the virtual world of Second Life over the next month. According to Shachtman, their effort "will actually consist of two virtual islands. One of them will serve as a ‘welcome center' with an information kiosk and the means to contact a recruiter." The other will offer virtual experiences like, "jumping out of airplanes, and rappelling off of towers and using a weapon."
I asked my friend Peter W. Singer, who is director of the 21st Century Defense Initiative at the Brookings Institution, and author of the upcoming book Wired for War -- what he thought of this. (Singer's program at Brookings is notable in that it was one of the first to host a session on the impact of Second Life on the future of politics -- Singer's wife Sue works for Linden Lab, the creator of Second Life).
"A lot of credit is due to the Army for being willing to take this first step," he emailed back. "It is a great way to connect to potential recruits, who it might not reach otherwise, through a growing medium. But I hope they don't just see it as merely an advertising tool. Just like many other organizations entering Second Life have found, there is a whole new world of possibilities, as well as perils, for them to learn more about."
It's indeed a wise decision for the Army. In our research for the Understanding Islam through Virtual Worlds project, CCEIA Senior Fellow Rita J. King and I encountered many people from around the world who found the experiences in virtual worlds offered them a safe environment in which to explore things with which they were unfamiliar. Why not present the Army in the same light? Stanford University researcher Jeremy Bailenson has already found that people take experiences in virtual worlds with them into the physical world. A May 12, 2008 Time magazine article reported "even 90 seconds spent chatting it up with avatars [in a virtual world] is enough to elicit behavioral changes offline."
The Army might also learn something about their potential recruits in Second Life that they might not learn otherwise from meeting them in person. In an interview I conducted in January 2008 with IBM executive Sandra Kearney, Global Director for Government Research Initiatives and Programs and the lead for many years behind IBM's Virtual Universe Community, she explained that work within virtual worlds has, "made obvious the value people have beyond the box they work in all day long. I'm able to leverage in the organization the passions and the skills that the employee has by what I learn from and about them in virtual worlds. It's addressing the whole person in a really different way."
But it's also a risk--one that I'm glad to see the government taking. Ironically, these kinds of chances seem to be lead by the military more than other parts of the government. For example, in May 2000, before online video games had fully entered into the psyche of advertisers and marketers, the US Army commissioned the creation of the video game "America's Army" which was released in 2002 and later turned into a wildly popular game exceeding even the Pentagon's expectations to become the number one online action game in 2004.
There's reason for hope that other parts of the US foreign and military apparatus are watching and learning. James Glassman, US Under Secretary of State for Public Diplomacy and Public Affairs, made a stunning announcement at the New America Foundation on December 1, 2008 about the State Department's "Public Diplomacy 2.0" efforts. Glassman, who is the "the government-wide lead in strategic communications, or war of the ideas," provides "leadership and coordination for … the Defense Department, the intelligence community, and beyond." In his speech, Glassman makes the case for the importance of integrating a full-fledged approach to Internet outreach, arguing that government needs to let go of its desire to control the message. "[I]n this new world of communications, any government that resists new Internet techniques faces a greater risk: being ignored. Our major target audiences – especially the young – don't want to listen to us lecture them or tell them what to think or how wonderful we are."
I found Glassman's words inspiring and exciting. In the fall of 2005, as director of the USC Center on Public Diplomacy, I had the opportunity to brief Under Secretary Glassman's predecessor Karen Hughes before she took office as Under Secretary of State. Our group recommended that, among other things, she integrate games, virtual worlds and blogs into her public diplomacy outreach strategies. Nearly three years later, I'm thrilled to see that her successor has implemented all of those ideas and more. (Disclosure: Glassman's speech also mentions a January 12, 2009 event in Second Life in which he will be appearing that Rita J. King and I will be co-hosting as part of a project with the American University in Cairo.)
Glassman argued, as do we, that virtual worlds are no substitute for real world experiences. They serve, however, as excellent gateways to better understanding people or opportunities to augment or extend ideas – such as expanding and continuing relationships formed in exchange programs.
While the Army is considering Second Life, maybe they should also consider theater. A year ago, Rita J. King wrote about a play by the Scottish National Theater called "Blackwatch." The play, about the famed Scottish military regiment, described the collapse of the unit after their involvement in the War in Iraq. The play's tour in the US was funded by the British Council, the public diplomacy arm of the British Government. It shed unique insight into the British experience in the US-led War on Terror.
A few weeks ago I had a chance to get a better understanding of a US soldier's experience in the Iraq War. I was a participant in the off-Broadway production of "Surrender," a play co-written by my friend Josh Fox (who coincidentally played in a high school rock band with the aforementioned Wired journalist Noah Shachtman – Shachtman played bass) and Sergeant Jason Christopher Hartley, Iraqi War veteran and author of the extremely well-written "Just Another Soldier," about his experiences in the war in Iraq. The three act play allows you to either observe or participate. I chose to participate. I arrived a few minutes late and was rushed into a changing room where I was issued a standard military uniform while the sound of a drill sergeant (played by Jason Christopher Hartley) barked orders to a group to do push-ups until the latecomers were ready. The play began with training in basic combat techniques including a crash course in rifle handling, room clearing and engaging the enemy. In act two I was deployed with my squad, which consisted of actors and participants, although I did not know which was which breaking into darkened rooms under the deafening cacophony of helicopter gun ships, sirens, gunfire, screams all capped my squad and company leaders fevered commands. Each room offered a different panic-inducing scenario – from interrupting a tryst and having the paramours shoot at you, to encountering an otherwise innocent looking family who also then shot at us. Act three was our hallucinatory "reintegration" into society in which the various participants were required to act out the fate of their characters. This entailed reading lines from a teleprompter while actors responded accordingly. I played the part of a soldier who had to have his legs amputated and ended in a mental institution. Next it was determined, that I had a pre-existing mental condition and would not be receiving medical coverage.
The experience participating in Surrender was a powerful one. It radically changed my view of the experience of soldiers in urban ground combat.
Surrender is opening for one week only January 7 – 12. If you're in New York City and want to understand the Army, this is one virtual experience you don't want to miss. After that, try something little more relaxing like visiting the Army's virtual offices in Second Life.
cross posted at The Ethical Blogger
photo by Seb Ulysses
Monday, December 8, 2008
Advancing Corporate Citizenship in the Media: Working Group
Posted by
Devin Stewart
The media certainly have a great deal of influence over public opinion and discourse. During my recent trip to Brussels, I even heard one finance expert blame the media for the worsening of the financial crisis, saying that the media sector is stoking fear beyond reason.
Can a sense of social responsibility or ethics be instilled in the American media sector? At the Carnegie Council, we convened a small working group of media professionals called "Advancing Corporate Citizenship in the Media." Based on our first meeting, the following are some of the big issues that the group might explore:
balancing media coverage vs delivering a socially responsible message;
whether good behavior can be recognized without the use of certification;
distinguishing opinion from fact;
balancing the need to be entertaining and profitable with the company's role of informing societal debate.
Media CSR Forum has identified issues in three categories: those that are common to all sectors (such as the environment); those that have implications for the media (such as intellectual property); and those that are specific to the media (such as media literacy).
In this final category, the Forum has identified media literacy as a common concern and workable issue for its stakeholders. Its campaign asks, for example: Are you a receptacle for the unacceptable?
Trust in the media has been increasing in several countries, according to the Forum's research. It was surmised that public engagement, such as conferences, and transparency in the media sector could be given partial credit for this improvement.
How to create incentives for better behavior? I asked the group whether non-bottom line and non-shareholder issues could influence behavior. What about moral suasion? Can the interaction of peers and competitors at working groups facilitate better behavior? What about certification, reputation risk, association in a working group? Can these things build trust among competitors? One practitioner suggested that we attempt to shape popular culture to create moral suasion, tying brand, culture, and CSR.
There appeared to be traction in this area since "self-regulation is preferable to government regulation." One way could be to share information on each company's internal code of conduct toward improving the sector's conduct and embedding good behavior in corporate culture. One code of conduct for the sector as a whole is a possibility especially if stakeholders demand it.
Nevertheless, it will be challenging to create a universal code since there are so many types of media (music, new media, print, etc.). I asked if we could use the Equator Principles as a model. It was noted that those Principles worked because they were targeted specifically to project finance, suggesting that the more focused, the better. One practitioner wondered how we would know when a CSR ethic was embedded in the company? Is it already there? How do you embed it?On media literacy, one practitioner wondered whether the focus might be better placed on examining infotainment. In other words, which comes first: creating a better product or teaching people how to use it? The cart or the horse?
A code of media ethics should be connected to how media companies relate to their readers and stakeholders. Indeed, a business case for ethical practices will be made if readers demand it. Shareholders will get the message. One of the companies in NYC is trying to engage its readers directly with its editorials and by making its style guides available. Advances have been made in distinguishing fact from opinion in print by using different font treatment. One practitioner agreed that demands from clients can also change ethical practices dramatically. What if large newspapers demanded green policies from clients wishing to run green ads?
It was noted that CSR is coming back because there is now a struggle to define CSR, and this struggle is creating opportunity. One observer said that while CSR is on the minds of media executives in the big cities, it has not yet reached the heartland, yet this market could have a big effect if tapped, suggesting another opportunity.
Overall, CSR can be seen as a business opportunity and a way to reduce risk. This is the lens through which a task force can make a case.Another approach toward introducing CSR in the media is for the media to critically assess corporate behavior and then report on it. Corporations can engage the media for more critical self-assessment.
Several participants noted that American top tier media companies have a responsibility to make the case for climate change mitigation. Future meetings might take emulate the Media CSR Forum's model and bring in experts from media and civil society to speak.
Subscribe to:
Posts (Atom)