Alternate Realities - Jane McGonigal Keynote SXSW 2008

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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

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Alternate Realities - Jane McGonigal Keynote SXSW 2008 - Presentation Transcript

  1. alternate realities jane mcgonigal @ SXSW 2008
  2. a game designer’s perspective on the future of happiness
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  5.  
    • 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.
  6. 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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  8. 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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  12. Multiplayer gaming, c. 2008
  13. 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."
  20.  
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. The concept “alternate reality” comes from science fiction .
  26. “ An alternate reality is another way of experiencing existence.” G. S. ELRICK, 1978
  27. World Without Oil, 2007 * *
  28. World Without Oil, 2007 * *
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  32. A collaborative multi-platform authoring envirorment ( the Web 2.0 ) invites players to create and to test an alternate reality
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  35. How alternate reality games amplify human happiness mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  36. mobbability
  37. cooperation radar
  38. ping quotient
  39. influency
  40. multi-capitalism
  41. protovation
  42. open authorship
  43. signal/noise management
  44. longbroading
  45. emergensight
  46. Amplifying human happiness mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  47. 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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  56. www.thelostring.com
  57. 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
  58. the important stuff
    • 1. Soon enough, most of us will be in the happiness business
  59. the important stuff
    • 2. Games designers have a huge head start.
  60. the important stuff
    • 3) Alternate realities signal the desire , need & opportunity for all of us to redesign reality for real quality of life.
  61. [email_address]

+ avantgameavantgame, 2 years ago

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