Gaming the Future of Museums - a lecture by Jane McGonigal
Upcoming SlideShare
Loading in...5
×
 

Like this? Share it with your network

Share

Gaming the Future of Museums - a lecture by Jane McGonigal

on

  • 15,700 views

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

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

Statistics

Views

Total Views
15,700
Views on SlideShare
13,978
Embed Views
1,722

Actions

Likes
17
Downloads
321
Comments
1

62 Embeds 1,722

http://museumtwo.blogspot.com 1022
http://www.museumtwo.blogspot.com 91
http://museumtwo.blogspot.ca 89
http://museumtwo.blogspot.co.uk 72
http://museumtwo.blogspot.in 56
http://museumtwo.blogspot.de 28
http://museumtwo.blogspot.co.nz 28
http://museumtwo.blogspot.com.au 28
http://1000heads.com 27
http://museumtwo.blogspot.fr 23
http://museumtwo.blogspot.hu 20
http://www.1000heads.com 19
http://www.museumtwo.blogspot.co.uk 15
http://www.slideshare.net 15
http://translate.googleusercontent.com 14
http://electricarchaeologist.wordpress.com 13
http://museumtwo.blogspot.cz 10
http://museumtwo.blogspot.com.es 10
http://museumtwo.blogspot.mx 9
http://museumtwo.blogspot.it 8
http://electricarchaeology.ca 8
http://museumtwo.blogspot.nl 7
http://www.museumtwo.blogspot.com.au 7
http://museumtwo.blogspot.fi 7
http://www.museumtwo.blogspot.it 7
http://museumtwo.blogspot.tw 6
http://www.museumtwo.blogspot.co.nz 6
http://museumtwo.blogspot.ru 6
http://museumtwo.blogspot.ro 4
http://www.museumtwo.blogspot.nl 4
http://www.museumtwo.blogspot.se 4
http://museumtwo.blogspot.se 4
http://museumtwo.blogspot.sg 4
http://www.museumtwo.blogspot.ca 3
http://museumtwo.blogspot.co.il 3
http://museumtwo.blogspot.pt 3
http://museumtwo.blogspot.kr 3
http://museumtwo.blogspot.ch 3
http://museumsofukraine.com 3
http://museumtwo.blogspot.com.br 3
http://museumtwo.blogspot.com.ar 2
http://www.museumtwo.blogspot.co.at 2
http://museumtwo.blogspot.be 2
http://museumtwo.blogspot.gr 2
http://museumtwo.blogspot.dk 2
http://museumtwo.blogspot.jp 2
http://museumtwo.blogspot.ie 2
http://www.museumtwo.blogspot.mx 2
https://s11-us2.ixquick-proxy.com 1
http://www.museumtwo.blogspot.be 1
More...

Accessibility

Categories

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment
  • How will museums change over the next 25 years? What will museums be like in 2034?

Gaming the Future of Museums - a lecture by Jane McGonigal Presentation Transcript

  • 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)
  • 4. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE [email_address]
  • 5.  
  • 6. Game Designer Nominated for a Nobel Prize by 2034
  • 7. Game PLAYERS Nominated for a Nobel Prize by 2034
  • 8.
    • Why do I think games will be one of the most important materials of the future?
  • 9.
    • 69% of all US households play computer and video games
    • 91% of youth under 18 play
    • 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.
  • 10.
    • 40% of gamers are women
    • The average US gamer is 35 years old
    • One in four gamers is over age 50
  • 11.
    • There’s also a new generation of “hard-core” gamers generating unprecedented “ participation bandwidth ”:
    • Hundreds of millions of people worldwide spending 20+ hours a week playing games.
  • 12.
    • WHY?
    • and more importantly: how can museums harness the rising power of games for good?
  • 13.
    • 1) Games make us happy
    • 2) Games help us do more amazing, world-changing things than we think we can do in reality
  • 14.
    • 1) Why happiness is an important development goal for the next 10-15 years
    • 2) Why we need ordinary people to feel like superheroes .
  • 15.  
  • 16.  
  • 17.  
  • 18.
    • The Quality of Life Index
    • The Happy Planet Index
    • “ Gross National Happiness”
    • Subjective Life Satisfaction
    • The Canadian Index of Well-Being
    • World’s Most Livable Cities
    • The Vanderford Riley Well Being Schedule
    • The Authentic Happiness Inventory
  • 19.  
  • 20.  
  • 21.  
  • 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
  • 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
  • 24. Why does it matter that museums can do a better job of creating real happiness for their visitors ?
  • 25.  
  • 26.  
  • 27.  
  • 28.
    • BOTTOM 10
    • Ireland: 39.4
    • France: 36.4
    • USA: 28.8
    • Russia: 22.8
    • Estonia: 22.7
    • Ukraine: 22.2
    • Dem. Rep. Congo: 20.7
    • Burundi: 19.0
    • Swaziland: 18.4
    • Zimbabwe: 16.6
    • TOP 10
    • Vanuatu: 68.2
    • Colombia: 67.2
    • Costa Rica: 66.0
    • Dominica: 64.5
    • Panama: 63.5
    • Cuba: 61.9
    • Honduras: 61.8
    • Guatemala: 61.7
    • El Salvador: 61.7
    • St Lucia: 61.3
  • 29. a future forecast ( 2019 ): the rise of a sustainable happiness movement
  • 30.
    • Sustainable quality of life becomes the primary metric for evaluating ALL brands, services, environments, and experiences.
  • 31.
    • Positive psychology is increasingly a principal, explicit influence on experience design and interactive development.
  • 32.
    • Vital communities form around different visions of a real life worth living .
  • 33.
    • We invest in public and private institutions according to how great an increase in real happiness, or well-being they generate –
  • 34.
    • – because happiness is the new capital . .
  • 35.
    • So:
    • Will museums be in the happiness business?
  • 36.
    • "Happiness consists in activity . It is a running stream, not a stagnant pool.”
    • - John Mason Good
  • 37.
    • What the museum community needs: happiness engineers .
  • 38.  
  • 39.  
  • 40.  
  • 41. SATISFYING OUR DESIRE FOR ENGAGEMENT . *
    • 100 million mental hours  WIKIPEDIA
    • 5 days of World of Warcraft
  • 42.
    • Games work better.
        • Better instructions
        • Better feedback
        • Better community
        • Better emotions
  • 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
  • 44.
    • Multiplayer games
    • are the
    • ULTIMATE
    • happiness engines.
  • 45.
    • Compared to games…
    • Reality is broken.
  • 46.  
  • 47.  
  • 48. official partner
  • 49.  
  • 50.  
  • 51.  
  • 52.  
  • 53.  
  • 54.  
  • 55.  
  • 56.  
  • 57.  
  • 58.  
  • 59.  
  • 60.  
  • 61.  
  • 62.  
  • 63.  
  • 64.  
  • 65.
    • Museums work better?
        • Better instructions
        • Better feedback
        • Better community
        • Better emotions
  • 66. In 2008, happiness is games. In the future , happiness will be passionate, successful participation in really big systems we care about.
  • 67.  
  • 68. World Without Oil *
  • 69.  
  • 70.  
  • 71.  
  • 72.  
  • 73.  
  • 74.  
  • 75.  
  • 76. mobbability
  • 77. cooperation radar
  • 78. ping quotient
  • 79. influency
  • 80. multi-capitalism
  • 81. protovation
  • 82. open authorship
  • 83. signal/noise filter
  • 84. longbroading
  • 85. emergensight
  • 86. Collaboration superpowers mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  • 87. a future forecast ( 2024 ): museum-organized games help invent the future & change the world
  • 88.
    • Q: By 2019 , will museums be on the leading-edge of happiness engineering?
    • A: Yes… if they turn visitors into players , and crowds into super-collaborative communities. .
  • 89.
    • What do gamers think about the future of museums?
  • 90.  
  • 91.  
  • 92.  
  • 93.  
  • 94. Engagement harnessed in 6 weeks: a community of >7000 forecasters >1000 stories about the future >500 active strategy forums >500 collaborative superstructures
  • 95.  
  • 96. The Museum of Impossible Things (November 2019)
  • 97. So what’s important?
  • 98. We need a new kind of institution: one that seeks to create sustainable, world-changing happiness as its primary mission.
  • 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
  • 100. Museums should teach us: mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  • 101. Museums can invent a better future – by making us happier and helping us collaborate to save the real world.
  • 102.
    • GAME TIME!
    • Let ’ s invent the future together right now.
  • 103.
    • Imagine: What brand new museum or program would will the world need in 2019?
    • 2) Share : Declare YOURSELF director of this strange new museum in 2019.
    GAME MISSION: INVENT THE FUTURE OF MUSEUMS IN 2019
  • 104. GAME MISSION on TWITTER: INVENT THE FUTURE OF MUSEUMS IN # 2019
  • 105. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE [email_address]