Gaming  the Future   of   Museums JANE M C GONIGAL, PhD   INSTITUTE FOR THE FUTURE December 2, 2008/ 2019 / 2034
 
The Museum of Impossible Things   (November 2019)
Gaming  the Future   of   Museums JANE M C GONIGAL, PhD   INSTITUTE FOR THE FUTURE [email_address]
 
Game Designer  Nominated for  a Nobel Prize by 2034
Game PLAYERS  Nominated for  a Nobel Prize by 2034
<ul><li>Why do I think  games  will be one of the most important materials of the future? </li></ul>
<ul><li>69%   of all  US households  play computer and video games  </li></ul><ul><li>91%   of  youth  under 18 play </li>...
<ul><li>40%  of gamers are  women </li></ul><ul><li>The  average US gamer  is  35  years old   </li></ul><ul><li>One in fo...
<ul><li>There’s also a new generation of  “hard-core” gamers  generating unprecedented  “ participation bandwidth ”:  </li...
<ul><li>WHY? </li></ul><ul><li>and more importantly: how can  museums  harness the rising  power of games  for good? </li>...
<ul><li>1) Games make us  happy </li></ul><ul><li>2) Games help us do more amazing,  world-changing  things than we  think...
<ul><li>1) Why  happiness   is an important development goal for the next 10-15 years </li></ul><ul><li>2) Why we need ord...
 
 
 
<ul><li>The Quality of Life Index </li></ul><ul><li>The Happy Planet Index </li></ul><ul><li>“ Gross National Happiness” <...
 
 
 
What humans crave: 1. satisfying  work  to do 2. the experience of  being good  at something 3. time spent with  people we...
What museums give us: 1. satisfying  work  to do 2. the experience of  being good  at something 3. time spent with  people...
Why does it matter  that museums can do a better job of creating real happiness for their visitors ?
 
 
 
<ul><li>BOTTOM 10 </li></ul><ul><li>Ireland: 39.4 </li></ul><ul><li>France: 36.4 </li></ul><ul><li>USA: 28.8 </li></ul><ul...
a future forecast   ( 2019 ):   the rise of  a  sustainable   happiness  movement
<ul><li>Sustainable   quality of life   becomes the primary metric for evaluating ALL brands, services, environments, and ...
<ul><li>Positive psychology   is increasingly a principal, explicit influence on experience design and interactive develop...
<ul><li>Vital communities  form around different visions of   a real life   worth living . </li></ul>
<ul><li>We  invest  in public and private institutions according to how great an increase in real happiness,   or well-bei...
<ul><li>–  because happiness is   the new capital . . </li></ul>
<ul><li>So:  </li></ul><ul><li>Will  museums  be in the happiness business? </li></ul>
<ul><li>&quot;Happiness consists in  activity . It is a running stream, not a stagnant pool.” </li></ul><ul><li>- John Mas...
<ul><li>What the museum community needs:   happiness engineers . </li></ul>
 
 
 
SATISFYING OUR DESIRE FOR   ENGAGEMENT . * <ul><li>100 million mental hours     WIKIPEDIA </li></ul><ul><li>5 days of  Wo...
<ul><li>Games work better. </li></ul><ul><ul><ul><li>Better   instructions </li></ul></ul></ul><ul><ul><ul><li>Better   fe...
What humans crave: 1. satisfying  work  to do 2. the experience of  being good  at something 3. time spent with  people we...
<ul><li>Multiplayer games   </li></ul><ul><li>are the  </li></ul><ul><li>ULTIMATE </li></ul><ul><li>happiness engines. </l...
<ul><li>Compared to games… </li></ul><ul><li>Reality is broken. </li></ul>
 
 
official partner
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
<ul><li>Museums work better? </li></ul><ul><ul><ul><li>Better   instructions </li></ul></ul></ul><ul><ul><ul><li>Better   ...
In 2008, happiness is games.   In the future , happiness will be passionate, successful participation in really big system...
 
World Without Oil *
 
 
 
 
 
 
 
mobbability
cooperation radar
ping quotient
influency
multi-capitalism
protovation
open authorship
signal/noise filter
longbroading
emergensight
Collaboration superpowers mobbability  influency ping quotient multi-capitalism cooperation radar open authorship emergens...
a future forecast   ( 2024 ):   museum-organized  games help invent the future &  change the world
<ul><li>Q:   By  2019 ,   will museums be on the leading-edge of happiness engineering? </li></ul><ul><li>A:  Yes… if they...
<ul><li>What do  gamers  think about the future of museums? </li></ul>
 
 
 
 
Engagement harnessed in 6 weeks: a community of  >7000 forecasters >1000 stories about the future >500 active strategy for...
 
The Museum of Impossible Things   (November 2019)
So what’s important?
We need a new kind of institution: one that seeks to create  sustainable,  world-changing   happiness   as its primary mis...
Museums should give us: 1. satisfying  work  to do 2. the experience of  being good  at something 3. time spent with  peop...
Museums should teach us: mobbability  influency ping quotient multi-capitalism cooperation radar open authorship emergensi...
Museums   can invent a  better future  – by making us happier and helping us collaborate to save the real world.
<ul><li>GAME TIME! </li></ul><ul><li>Let ’ s invent the future together right now. </li></ul>
<ul><li>Imagine:   What brand  new museum or program  would will the world need in 2019? </li></ul><ul><li>2)  Share :   D...
GAME MISSION on TWITTER:  INVENT THE  FUTURE OF MUSEUMS  IN # 2019
Gaming  the Future   of   Museums JANE M C GONIGAL, PhD   INSTITUTE FOR THE FUTURE [email_address]
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Gaming the Future of Museums - a lecture by Jane McGonigal

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How can museums harness the rising power of games to make people happy and help them change the real world?

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  • How will museums change over the next 25 years? What will museums be like in 2034?
  • Transcript of "Gaming the Future of Museums - a lecture by Jane McGonigal"

    1. 1. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE December 2, 2008/ 2019 / 2034
    2. 3. The Museum of Impossible Things (November 2019)
    3. 4. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE [email_address]
    4. 6. Game Designer Nominated for a Nobel Prize by 2034
    5. 7. Game PLAYERS Nominated for a Nobel Prize by 2034
    6. 8. <ul><li>Why do I think games will be one of the most important materials of the future? </li></ul>
    7. 9. <ul><li>69% of all US households play computer and video games </li></ul><ul><li>91% of youth under 18 play </li></ul><ul><li>70% of large U.S. companies and non-profits currently train their employees with games and simulations;  95% expect to over the next five years. </li></ul>
    8. 10. <ul><li>40% of gamers are women </li></ul><ul><li>The average US gamer is 35 years old </li></ul><ul><li>One in four gamers is over age 50 </li></ul>
    9. 11. <ul><li>There’s also a new generation of “hard-core” gamers generating unprecedented “ participation bandwidth ”: </li></ul><ul><li>Hundreds of millions of people worldwide spending 20+ hours a week playing games. </li></ul>
    10. 12. <ul><li>WHY? </li></ul><ul><li>and more importantly: how can museums harness the rising power of games for good? </li></ul>
    11. 13. <ul><li>1) Games make us happy </li></ul><ul><li>2) Games help us do more amazing, world-changing things than we think we can do in reality </li></ul>
    12. 14. <ul><li>1) Why happiness is an important development goal for the next 10-15 years </li></ul><ul><li>2) Why we need ordinary people to feel like superheroes . </li></ul>
    13. 18. <ul><li>The Quality of Life Index </li></ul><ul><li>The Happy Planet Index </li></ul><ul><li>“ Gross National Happiness” </li></ul><ul><li>Subjective Life Satisfaction </li></ul><ul><li>The Canadian Index of Well-Being </li></ul><ul><li>World’s Most Livable Cities </li></ul><ul><li>The Vanderford Riley Well Being Schedule </li></ul><ul><li>The Authentic Happiness Inventory </li></ul>
    14. 22. What humans crave: 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
    15. 23. What museums give us: 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
    16. 24. Why does it matter that museums can do a better job of creating real happiness for their visitors ?
    17. 28. <ul><li>BOTTOM 10 </li></ul><ul><li>Ireland: 39.4 </li></ul><ul><li>France: 36.4 </li></ul><ul><li>USA: 28.8 </li></ul><ul><li>Russia: 22.8 </li></ul><ul><li>Estonia: 22.7 </li></ul><ul><li>Ukraine: 22.2 </li></ul><ul><li>Dem. Rep. Congo: 20.7 </li></ul><ul><li>Burundi: 19.0 </li></ul><ul><li>Swaziland: 18.4 </li></ul><ul><li>Zimbabwe: 16.6 </li></ul><ul><li>TOP 10 </li></ul><ul><li>Vanuatu: 68.2 </li></ul><ul><li>Colombia: 67.2 </li></ul><ul><li>Costa Rica: 66.0 </li></ul><ul><li>Dominica: 64.5 </li></ul><ul><li>Panama: 63.5 </li></ul><ul><li>Cuba: 61.9 </li></ul><ul><li>Honduras: 61.8 </li></ul><ul><li>Guatemala: 61.7 </li></ul><ul><li>El Salvador: 61.7 </li></ul><ul><li>St Lucia: 61.3 </li></ul>
    18. 29. a future forecast ( 2019 ): the rise of a sustainable happiness movement
    19. 30. <ul><li>Sustainable quality of life becomes the primary metric for evaluating ALL brands, services, environments, and experiences. </li></ul>
    20. 31. <ul><li>Positive psychology is increasingly a principal, explicit influence on experience design and interactive development. </li></ul>
    21. 32. <ul><li>Vital communities form around different visions of a real life worth living . </li></ul>
    22. 33. <ul><li>We invest in public and private institutions according to how great an increase in real happiness, or well-being they generate – </li></ul>
    23. 34. <ul><li>– because happiness is the new capital . . </li></ul>
    24. 35. <ul><li>So: </li></ul><ul><li>Will museums be in the happiness business? </li></ul>
    25. 36. <ul><li>&quot;Happiness consists in activity . It is a running stream, not a stagnant pool.” </li></ul><ul><li>- John Mason Good </li></ul>
    26. 37. <ul><li>What the museum community needs: happiness engineers . </li></ul>
    27. 41. SATISFYING OUR DESIRE FOR ENGAGEMENT . * <ul><li>100 million mental hours  WIKIPEDIA </li></ul><ul><li>5 days of World of Warcraft </li></ul>
    28. 42. <ul><li>Games work better. </li></ul><ul><ul><ul><li>Better instructions </li></ul></ul></ul><ul><ul><ul><li>Better feedback </li></ul></ul></ul><ul><ul><ul><li>Better community </li></ul></ul></ul><ul><ul><ul><li>Better emotions </li></ul></ul></ul>
    29. 43. What humans crave: 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
    30. 44. <ul><li>Multiplayer games </li></ul><ul><li>are the </li></ul><ul><li>ULTIMATE </li></ul><ul><li>happiness engines. </li></ul>
    31. 45. <ul><li>Compared to games… </li></ul><ul><li>Reality is broken. </li></ul>
    32. 48. official partner
    33. 65. <ul><li>Museums work better? </li></ul><ul><ul><ul><li>Better instructions </li></ul></ul></ul><ul><ul><ul><li>Better feedback </li></ul></ul></ul><ul><ul><ul><li>Better community </li></ul></ul></ul><ul><ul><ul><li>Better emotions </li></ul></ul></ul>
    34. 66. In 2008, happiness is games. In the future , happiness will be passionate, successful participation in really big systems we care about.
    35. 68. World Without Oil *
    36. 76. mobbability
    37. 77. cooperation radar
    38. 78. ping quotient
    39. 79. influency
    40. 80. multi-capitalism
    41. 81. protovation
    42. 82. open authorship
    43. 83. signal/noise filter
    44. 84. longbroading
    45. 85. emergensight
    46. 86. Collaboration superpowers mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
    47. 87. a future forecast ( 2024 ): museum-organized games help invent the future & change the world
    48. 88. <ul><li>Q: By 2019 , will museums be on the leading-edge of happiness engineering? </li></ul><ul><li>A: Yes… if they turn visitors into players , and crowds into super-collaborative communities. . </li></ul>
    49. 89. <ul><li>What do gamers think about the future of museums? </li></ul>
    50. 94. Engagement harnessed in 6 weeks: a community of >7000 forecasters >1000 stories about the future >500 active strategy forums >500 collaborative superstructures
    51. 96. The Museum of Impossible Things (November 2019)
    52. 97. So what’s important?
    53. 98. We need a new kind of institution: one that seeks to create sustainable, world-changing happiness as its primary mission.
    54. 99. Museums should give us: 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
    55. 100. Museums should teach us: mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
    56. 101. Museums can invent a better future – by making us happier and helping us collaborate to save the real world.
    57. 102. <ul><li>GAME TIME! </li></ul><ul><li>Let ’ s invent the future together right now. </li></ul>
    58. 103. <ul><li>Imagine: What brand new museum or program would will the world need in 2019? </li></ul><ul><li>2) Share : Declare YOURSELF director of this strange new museum in 2019. </li></ul>GAME MISSION: INVENT THE FUTURE OF MUSEUMS IN 2019
    59. 104. GAME MISSION on TWITTER: INVENT THE FUTURE OF MUSEUMS IN # 2019
    60. 105. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE [email_address]
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