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Ted talks
 

Ted talks

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    Ted talks Ted talks Presentation Transcript

    • Summary of TED Talks 2010 年 12 月
    • 7 ways games reward the brain Tom Chatfield
    • The power of virtuality , in terms of imagination, technology and concept, motivate, compel and transfix us in some ways. The video game industry increases so fast, and will worth for than 80 billion USD in 2014 (3 times of music industry). 8 billion USD a year to by virtual items. Farmville has 70 million users who play the game everyday. We can learn things from this. The Power of Virtuality
    • How this is happening? Rewards : emotional, individually & collectively Wanting processes (ambition & drive) + liking process (fun & affection) = engagement: ambition satisfied, and it’s also beautiful, delightful Everything happened in the virtual world is measurable , so the reward schedule is allowed to happen. What is interesting about games?
    • A mission, for example, to get 15 pies by killing monsters. It’s the same of opening boxes until find 15 pies – sounds immensely boring – but the game can make the process incredibly compelling. The process of finding pies should be neither too easy nor too difficult: around 25% Not only pies in the boxes: every time, there is a reward. 10% chance for pretty good items, 0.1% for absolutely awesome item. Reward schedule
    • Also, there is not many monsters. One or two on the screen at any one time. When 13 out of 15 finished, the rate of pies should be 75% to keep people engaged. The 0.1% treasure keep people evolved to find certain things stimulating. There are seven things that we can learn from games and use them in real life.
    • 1. Experience bars measuring progress one profile character, constantly progressing 2. Multiple long and short-term aims break thing into small pieces that people can choose and do in parallel to keep them engaged 3. Rewards for effort rewards for every effort, without punishing failure 4. Rapid, frequent, clear feedback link actions to consequences Seven things
    • 5. An element of uncertainty the 25% lights the brain up 6. windows of enhanced attention memory and confidence 7. Other People! doing things with peers, watching us, collaborating with us: player-developed, self-enforcing, voluntary currency ALL can be used in business, education, government
    • By the psychological and neurological lessons, we can learn from watching people that play games. How engagement can be transformed?
    • Gaming can make a better world Jane McGonigal
    • Try to make it easy as saving the world in real life as it is to save the world in online games 3 billion hours invested weekly playing online games If we want to solve the urgent problems, the number should increase to 21 billion hours of game play every week by the end of next decade Gaming hours of the world
    • An Epic Win The face of an epic win – an outcome that is extraordinarily positive, and almost beyond the threshold of imagination. People are shocked to discover what you are truly capable of. The face that we need to see on millions problem-solvers all over the world.
    • The “I am not good at life” face A lot of gamers feel that they are not as good in reality as they are in games. The reality… We are the best version of ourselves in game
    • Games like World of Warcraft is really the ideal collaborative problem solving environment A few things that make epic wins so possible in online games: 1. lots of different characters are willing to trust you with a world-saving mission 2. a mission perfectly match with your current level 3. there is always something specific and important to be done WoW
    • 4. inspiring epic story 5. positive and constant feedback – leveling up and one strength point up… 6. the problem is, to be on the verge of an epic win all the time that we decide to spend all our time in these game worlds
    • So far, gamers have spent 5.93 million years playing WoW solving the virtual problems of Azeroth Young people spend 10,000 hours on games by the age of 21. 10,080 is the exact amount of time you spend in school. 10,000 hour theory of success. What exactly are gamers getting good at? Time spent on games
    • 1. Urgent Optimism Urgent optimism is the desire to act immediately to tackle an obstacle, combined with the belief that we have a reasonable hope of success. Gamers believe that an epic win is possible, and that it is always worth trying. It is always worth trying, and trying now. Four elements
    • 2. Social Fabric Gamers are virtuosos at weaving a tight social fabric. We like people better after we play a game with them. We trust that they will spend their time with us, play by the same rules, value the same goal, stay with the game until it’s over. Playing a game together builds up bonds and trust and cooperation, and builds stronger social relationships.
    • 3. Blissful Productivity Players are actually happier in game, working hard than they are relaxing, or hanging out, as optimized human beings to do hard, meaningful work. Gamers are willing to work hard all the time, if they’re given the right work.
    • 4. Epic Meaning Gamers love to be attached to awe-inspiring missions to human planetary-scale stories. Gamers of WoW are building an epic knowledge resource about the game.
    • Gamers are super-empowered hopeful individuals . They are people who believe that they are individually capable of changing the world. The only problem is that they believe that they are capable of changing virtual worlds, not the real world. Four thing add up:
    • 2,500 years ago, the dice games were invented in the kingdom of Lydia during the time of famine. One day work, one day dice play – surviving for 18 years through famine. One final dice game: half people left the country to search a new place to live, half stayed with the limited resources – civilization saved! We can do the same We have to start making the real world more like a game
    • 1. The World without Oil: an online game in which people try to survive an oil shortage – people life in a way as if there is no oil. Players were tracked for 3 years, and their lifestyles are found to be changed by the game. 2. Welcome to the Global Extinction Awareness System: to work with others as a dream team, to save the planet. 3. Evoke Three games designed by the speaker