Were no strangers to love You know the rules and so do i A full commitments what Im thinking of You wouldnt get this from any other guy
I just wanna tell you how Im feeling Gotta make you understand
* never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you
Weve know each other for so long Your hearts been aching But youre too shy to say it Inside we both know whats been going on We know the game and were gonna play it
And if you ask me how Im feeling Dont tell me youre too blind to see
(* repeat)
Give you up. give you up Give you up, give you up Never gonna give Never gonna give, give you up Never gonna give Never gonna give, five you up
I just wanna tell you how Im feeling Gotta make you understand
Thanks so much for this great presentation! I was at your keynote today (5/4) and have blogged about it. Hope it’s okay that I linked to your slides from my blog.
Epic Win - Why Gaming is the Future of Learning - Presentation Transcript
EPIC WIN Why gaming is the future of learning Jane McGonigal, PhD Director of Game Research & Development Institute for the Future
EPIC WIN [email_address] Jane McGonigal, PhD Director of Game Research & Development Institute for the Future
SUPERSTRUCTING A new way of working together at extreme scales…
We must ‘ collaborate or perish ’—across borders, cultures, disciplines, and firms, and increasingly with masses of people at one time.
— Tapscott & Williams in Wikinomics
SUPERSTRUCTING A new way of working together at extreme scales… …supported by game platforms and mechanics
GAME DESIGNER nominated for a NOBEL PRIZE by 2034
GAMER CLAN nominated for a NOBEL PRIZE by 2034
72 % of US heads of household play computer and video games
96 % of youth under 18 play
78 % of large U.S. companies and non-profits use games with employees
40% of gamers are women
the average US gamer is 35 years old
1 in 4 gamers is over age 50
$68 billion dollar industry annually
An entire generation of
hard-core gamers :
> 100 million people worldwide spending > 20 hours a week playing computer and videogames.
That’s a LOT of participation bandwidth .
So what are we going to do with it?
2034
“ Games are the most elevated form of investigation.”
“ Games are the most elevated form of investigation.” ?
“ Games are the most elevated form of investigation.”
Clear boundaries
A shared problem
A community of players
Time to play
signals
3 million game designers, developers, hackers and counting...
SUPERSTRUCTING
Why MMOs beat reality:
More exciting work
Better feedback , more fiero
Stronger social fabric
Constant awe , wonder , and curiosity
Extreme Scale Collaboration:
1. satisfying work to do
2. the experience of being good at something
3. time with people we like
4. the chance to be a part of something bigger
Why MMOs beat reality:
More exciting work
Better feedback , more fiero
Stronger social fabric
Constant awe , wonder , and curiosity
Extreme Scale Collaboration:
1. satisfying work to do
2. the experience of being good at something
3. time with people we like
4. the chance to be a part of something bigger
Cognitive resources ( hours )
+
Cognitive diversity ( players )
+
Engagement intensity ( heart )
Harnessing “social surplus”
100 million mental hours from a highly diverse knowledge community WIKIPEDIA
*as calculated by Clay Shirky
100 million mental hours
= 5 days of global World of Warcraft gameplay
“ The purpose of all video games is to train a player to work harder while still enjoying it …”
– Nick Yee
“… and the success of online games demonstrates how seductive and concealed the work treadmill can be.”
– Nick Yee
“ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.”
– economist Edward Castranova
FOLD IT
Within 24 hours of launch, the site was receiving 70,000 classifications an hour. More than 50 million classifications were received during its first year, from almost 150,000 people.
4 published, peer-reviewed scientific papers and 4 more in progress
1 new solar object discovery – “the Voorwerp” mystery!
Spore -ish
Will Wright + Jill Tarter
“ I’m interested in the possibility that learning to be good at a game makes you good at life, makes you good at changing the world , and gives you skills that are going to allow you to reinvent your environment. Because, in the game, you play against an environment that’s been given to you.”
“ There’s real value in being pushed toward global awareness and looking long-term . That’s one of the things that I find very useful about games…. I think these are the timelines we need to be looking — the 100- or 200-year horizons. Because most of the really bad stuff that’s happening right now is the result of very short-term thinking.”
modus operandi Positive imagination outweighed dark imagination 2:1 (650:312)
modus operandi Highly collaborative: Momentum cards most often played (870)
You are a SUPER-CHALLENGING crowd:
>450 ANTAGONISM (“I disagree!”)
>200 ADAPTATION (“a different take”)
>350 INVESTIGATION (“explain it!”)
modus operandi
World Without Oil
How we learned from World Without Oil
1. We can imagine the ripples of potential events across massively multiple domains
How we learned from World Without Oil
2. Together, we can envision the “hard to see” (but theoretically possible) future
How we learned from World Without Oil
3. Playing a forecasting game forces us to “build calluses” for our own personal benefit
FOR IMMEDIATE RELEASE SEPTEMBER 22, 2018 Humans have 23 years to go
7805 542 10,556 2,085 SURVIVABILITY METRICS “ The higher our numbers gets, the better our future will be. ”
if YOU earn all 10 survivability badges , you'll add 100 points to our collective score. You'll be personally responsible for adding 5.2 weeks to humanity's survival horizon
90 countries,
6 continents,
13 languages
7000 forecasters from
> 90 countries
> 1000 stories about the future
> 500 discussion forum topics
> 500 collaborative superstructures
what we accomplished
Accounting
Advertising
Aerospace & Airlines
Agriculture
Architecture
Armed Forces
Art & Design
Automotive
Babysitting
Banking
Bartending
Beverages
Biomedical Science
Biotech & Bioengineering Broadcasting Building & Construction Call Centers Carpentry Car Services Caregiving Chemical Engineering Church & Ministry Citizen Journalism Civil Engineering Cleaners Clothing Cognitive Science Collections
Comic Book Industry Communications& Media Community Development Computer Software/Hardware Consulting Consumer Electronics Cosmetics/Cosmeceuticals Cycling Service & Distribution Defense E-Commerce Ecosystem Management Education Energy Entertainment Environmental Mngmnt Event Industry Fashion Finance Food Forensic Psychology Forestry Gaming Gardening Genetics Geo-Information Geology & Geotechnology Government Health Care
Home Remodeling Hotels Housing Human Rights Human Resources Human Services Immigration Industrial Automation Insurance International Relations Internet Journalism Labor activism Landscape Architecture Law Enforcement Law & Legal Services Libraries & Library Science Lumber Management Manufacturing Marine Research Marketing Materials Science Media Medical Mental Health Merchandising Mining Mobile Telephony Monastery Museums
Nano-biotechnology Nonprofit Nursing Oil Industry Package Delivery Parenthood Philanthropy Photography Plumbing Psychology Public Policy Publishing Real Estate Recruitment Restaurant Retail Robotics Sales Social Services Specialty Coffee Steel Industry Storytelling Sstainability Telecommunications Tourism Transporation& Logistics Urban Planning Water Management Writing
TARA HUNT
Educycle :
“ Let’s help anyone, anywhere ‘freecycle’ what they know.”
Crowd sourced, P2P education online so that anyone can teach someone, somewhere, something important.
WARREN ELLIS
Insects4Food .
“ We may be facing ‘peak protein’.”
Could we turn someday to mass manufacturing insect protein for food?
TIM KRING
Lifeliners “We need embedded tech-savvy humanitarians.”
A new kind of hero who goes to countries where the social safety net usually provided by governments has broken down, and bootstraps high-tech solutions to provide basic needs.
CHRIS DiBONA
The Society for the Creative Breaking of Shit
“ We need to give Super-Empowered Angry Individuals something constructive to do.”
Let’s make a system to harness the talents of griefers, hackers and terrorists for good.
Unexpected Missions Which superthreat would you choose?
“ This is my favorite vision of the future, ever. Because it’s the first one I feel personally capable of making a difference in.”
– Andrew, Superstruct player
Super-Empowered Hopeful Individuals (SEHIs)
SUPERSTRUCTING A new way of working together at extreme scales… …supported by game platforms and mechanics
A 10 year forecast for learning
We are entering an era of extreme learning .
Awe-inspiring questions and problems
Concrete challenges
Competitive collaboration
Global & social, in fun, fierce bursts
A 10 year forecast for learning
In an era of extreme learning :
Every student has the opportunity to beome a Super Empowered Hopeful Individual .
The classroom and the campus will be superstructed in every way possible.
How will YOU superstruct learning?
SUPERSTRUCT CHALLENGE #1: Superpowers, not lessons. What amazing skills and abilities will students get from your class, event, group or workshop?
SUPERSTRUCT CHALLENGE #2: Epic achievement! Can you redefine what it’s possible for a student to achieve in your class, program, or department? What’s the badge of honor?
SUPERSTRUCT CHALLENGE #3: Collective fiero! What would be a meaningful collective outcome? And who would they show it off to?
SUPERSTRUCT CHALLENGE #4: Unexpected extension! If your students could get 1000 people to do one thing, what would it be, and what would it add up to?
SUPERSTRUCT CHALLENGE #5: DIY X Prize. What’s the most awe-inspiring, humanity elevating mission your field could plausibly achieve in the next decade? What breakthrough would deserve a $25 million dollar prize?
EPIC WIN Jane McGonigal, PhD avantgame.com [email_address]
Why doesn't the real world seem more like an online more
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.
Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California. less
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