Gaming the Future of Museums - a lecture by Jane McGonigal

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  • + levenj James Leventhal 10 months ago
    great to see this unfolding in this manner and with such eloquent and apssionate champions!
    james
  • + guest28e406 guest28e406 11 months ago
    In advance of the lecture, I was completely unsuccessful with the game. Sigh. Old age, perhaps? The lecture, however, was worth every minute and I’m thrilled with the Center’s first public offering. Mary Case, Washington, DC
  • + guest81d131d guest81d131d 11 months ago
    This was an absolutely fabulous presentation. Don’t resist that parallels between gaming and museums - you’d be surprised how simple and appropriate they are!

    Sarah Brophy
    Easton, MD
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Notes on slide 1

How will museums change over the next 25 years? What will museums be like in 2034?

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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
    • Why do I think games will be one of the most important materials of the future?
    • 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.
    • 40% of gamers are women
    • The average US gamer is 35 years old
    • One in four gamers is over age 50
    • 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.
    • WHY?
    • and more importantly: how can museums harness the rising power of games for good?
    • 1) Games make us happy
    • 2) Games help us do more amazing, world-changing things than we think we can do in reality
    • 1) Why happiness is an important development goal for the next 10-15 years
    • 2) Why we need ordinary people to feel like superheroes .
  8.  
  9.  
  10.  
    • 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
  11.  
  12.  
  13.  
  14. 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. 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. Why does it matter that museums can do a better job of creating real happiness for their visitors ?
  17.  
  18.  
  19.  
    • 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
  20. a future forecast ( 2019 ): the rise of a sustainable happiness movement
    • Sustainable quality of life becomes the primary metric for evaluating ALL brands, services, environments, and experiences.
    • Positive psychology is increasingly a principal, explicit influence on experience design and interactive development.
    • Vital communities form around different visions of a real life worth living .
    • We invest in public and private institutions according to how great an increase in real happiness, or well-being they generate –
    • – because happiness is the new capital . .
    • So:
    • Will museums be in the happiness business?
    • "Happiness consists in activity . It is a running stream, not a stagnant pool.”
    • - John Mason Good
    • What the museum community needs: happiness engineers .
  21.  
  22.  
  23.  
  24. SATISFYING OUR DESIRE FOR ENGAGEMENT . *
    • 100 million mental hours  WIKIPEDIA
    • 5 days of World of Warcraft
    • Games work better.
        • Better instructions
        • Better feedback
        • Better community
        • Better emotions
  25. 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
    • Multiplayer games
    • are the
    • ULTIMATE
    • happiness engines.
    • Compared to games…
    • Reality is broken.
  26.  
  27.  
  28. official partner
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  30.  
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  33.  
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  35.  
  36.  
  37.  
  38.  
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  40.  
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  42.  
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    • Museums work better?
        • Better instructions
        • Better feedback
        • Better community
        • Better emotions
  45. In 2008, happiness is games. In the future , happiness will be passionate, successful participation in really big systems we care about.
  46.  
  47. World Without Oil *
  48.  
  49.  
  50.  
  51.  
  52.  
  53.  
  54.  
  55. mobbability
  56. cooperation radar
  57. ping quotient
  58. influency
  59. multi-capitalism
  60. protovation
  61. open authorship
  62. signal/noise filter
  63. longbroading
  64. emergensight
  65. Collaboration superpowers mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  66. a future forecast ( 2024 ): museum-organized games help invent the future & change the world
    • 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. .
    • What do gamers think about the future of museums?
  67.  
  68.  
  69.  
  70.  
  71. Engagement harnessed in 6 weeks: a community of >7000 forecasters >1000 stories about the future >500 active strategy forums >500 collaborative superstructures
  72.  
  73. The Museum of Impossible Things (November 2019)
  74. So what’s important?
  75. We need a new kind of institution: one that seeks to create sustainable, world-changing happiness as its primary mission.
  76. 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
  77. Museums should teach us: mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  78. Museums can invent a better future – by making us happier and helping us collaborate to save the real world.
    • GAME TIME!
    • Let ’ s invent the future together right now.
    • 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
  79. GAME MISSION on TWITTER: INVENT THE FUTURE OF MUSEUMS IN # 2019
  80. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE [email_address]

+ avantgameavantgame, 11 months ago

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