Alternate Realities - Jane McGonigal Keynote SXSW 2008
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Alternate Realities - Jane McGonigal Keynote SXSW 2008

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A game designer's perspective on the future of happiness.

A game designer's perspective on the future of happiness.

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  • Instead of demanding games that are more and more “ realistic ”, the gaming community will demand that ordinary reality start working more and more like their favorite games

Alternate Realities - Jane McGonigal Keynote SXSW 2008 Alternate Realities - Jane McGonigal Keynote SXSW 2008 Presentation Transcript

  • alternate realities jane mcgonigal @ SXSW 2008
  • a game designer’s perspective on the future of happiness
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    • The Quality of Life Index
    • The Happy Planet Index
    • “ Gross National Happiness”
    • Subjective Life Satisfation
    • The Canadian Index of Well-Being
    • World’s Most Livable Cities
    • The Vanderford Riley Well Being Schedule
    • The Authentic Happiness Inventory
    • Are YOU are in the happiness business?
    • Are YOU are in the happiness business?
    • Maybe not yet… but will you be.
  • A future forecast ( 2013 ):
    • Quality of life becomes the primary metric for evaluating interactive brands, services, environments, and experiences.
    • Positive psychology is increasingly a principal, explicit influence on interactive design and development.
    • Communities form around different visions of a real life worth living .
    • Value is defined as a measurable increase in real happiness, or well-being – the new capital .
    • HAPPINESS IS THE NEW CAPITAL.
    • HAPPINESS IS THE NEW CAPITAL.
    • … but happiness doesn’t mean what it used to.
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  • 1. satisfying work to do 2. the experience of being good at something 3. time spent with people we like 4. the chance to be a part of something bigger
    • Multiplayer games are the ultimate happiness engine .
    • signals
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      • 1) better instructions
    • 2) better feedback
    • 3) better community
    • a global mass exodus to
    • “ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.”
    • – economist Edward Castranova
    • For many gamers today, in terms of perceived quality of life , virtuality is beating reality.
    • For many gamers today, in terms of perceived quality of life , virtuality is beating reality.
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  • Multiplayer gaming, c. 2008
  • Multiplayer gaming, c. 2008
    • It’s like we invented the written word… and we decided only to write books.
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    • signals
    • … what do they mean?
    • “ To imagine the future, always look back at least twice as far as you are looking forward."
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  • GAMES KILL BOREDOM
    • Found to be Fatal to Dangerous Lack of Engagement
    • Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected. The ordinary routine of playing a game is fatal to conditions of boredom, inertia, disinterest, and other serious afflictions of dealing with everyday life.
  • GAMES KILL ALIENATION
    • Found to be Fatal to Dangerous Lack of Friends, Allies
    • Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected. The ordinary routine of playing a game is fatal to conditions of social alienation, loneliness, lack of community, friendlessness, and other serious afflictions of co-existing with real people.
  • GAMES KILL ANXIETY
    • Found to be Fatal to Dangerous Lack of Confidence
    • Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected. The ordinary routine of playing a game is fatal to conditions of anxiety, fear, social awkwardness and other serious afflictions of being human and alive.
  • GAMES KILL DEPRESSION
    • Found to be Fatal to Dangerous Lack of Purpose & Meaning
    • Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected. The ordinary routine of playing a game is fatal to conditions of depression, existential angst, human suffering and other serious afflictions of real life.
    • Alternate reality designers are trying to embed these happiness engines in everyday life.
  • The concept “alternate reality” comes from science fiction .
  • “ An alternate reality is another way of experiencing existence.” G. S. ELRICK, 1978
  • World Without Oil, 2007 * *
  • World Without Oil, 2007 * *
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  • A collaborative multi-platform authoring envirorment ( the Web 2.0 ) invites players to create and to test an alternate reality
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  • How alternate reality games amplify human happiness mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  • mobbability
  • cooperation radar
  • ping quotient
  • influency
  • multi-capitalism
  • protovation
  • open authorship
  • signal/noise management
  • longbroading
  • emergensight
  • Amplifying human happiness mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  • 1. Satisfying work to do 2. The experience of being good at something 3. Time spent with people we like 4. The chance to be a part of something bigger
    • Where to next?
    Alternate realities, circa 2008 - 2013
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  • www.thelostring.com
  • 1. Satisfying work to do 2. The experience of being good at something 3. Time spent with people we like 4. The chance to be a part of something bigger
  • the important stuff
    • 1. Soon enough, most of us will be in the happiness business
  • the important stuff
    • 2. Games designers have a huge head start.
  • the important stuff
    • 3) Alternate realities signal the desire , need & opportunity for all of us to redesign reality for real quality of life.
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