Your SlideShare is downloading. ×
IIASA 35th Anniversary - Amplified Intelligence Games
Upcoming SlideShare
Loading in...5
×

Thanks for flagging this SlideShare!

Oops! An error has occurred.

×
Saving this for later? Get the SlideShare app to save on your phone or tablet. Read anywhere, anytime – even offline.
Text the download link to your phone
Standard text messaging rates apply

IIASA 35th Anniversary - Amplified Intelligence Games

2,319
views

Published on

How massively collaborative game can support the development of science + policies for the future.

How massively collaborative game can support the development of science + policies for the future.

Published in: Technology, Education

2 Comments
3 Likes
Statistics
Notes
  • Thanks for sharing Jane. May I have the IFTF’s official definition of amplified intelligence or an online source of it?
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here
  • Hi fellow slideshare users who are interested in this set of slides. There is a video on this presentation at http://video.google.com/videoplay?docid=-223111541736707886&hl=en. This will help to understand the slide’s content better.
       Reply 
    Are you sure you want to  Yes  No
    Your message goes here
No Downloads
Views
Total Views
2,319
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
55
Comments
2
Likes
3
Embeds 0
No embeds

Report content
Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
No notes for slide
  • Transcript

    • 1. Amplified Intelligence Games how massively collaborative play supports the development of science + policies for the future Jane McGonigal, PhD | Resident Game Designer INSTITUTE FOR THE FUTURE IIASA 35 th Anniversary Conference November 15, 2007 collaboration
    • 2. Amplified Intelligence Games how massively collaborative play supports the development of science + policies for the future Jane McGonigal, PhD | Resident Game Designer INSTITUTE FOR THE FUTURE IIASA 35 th Anniversary Conference November 15, 2007 collaboration
    • 3. the essence of game play
      • “ Games are the most elevated form of investigation.”
      • – Albert Einstein
    • 4.
      • highly social
      • highly collective
      • highly improvisational
      • highly augmented
      characteristics of amplified intelligence
    • 5. where to apply amplified intelligence
      • Designing complex systems
      • Addressing global-scale problems
      • Coordinating diverse actors
      • Adopting a more collective approach to future forecasting
    • 6.  
    • 7.  
    • 8.  
    • 9.  
    • 10.  
    • 11.  
    • 12.
        • Better Instructions
          • clear goals
          • specific avenues for advancement
          • focused attention
      highly augmented amplification
    • 13.
        • Better Feedback
        • dynamic, real-time information about your performance
        • highly & visibly responsive environments
      highly improvisational amplification
    • 14.
        • Better Opportunity:
        • clearly defined ways to contribute specific knowledge and skills
        • individual strengths are validated, engaged and developed
      highly collective amplification
    • 15.
        • Better Community
        • a shared context for action & decision-making
        • a sense of common heroic purpose
        • a foundational experience
      highly social amplification
    • 16. Sharing, annotating and filtering massive amounts of information to create new “brain pools” highly social
    • 17. highly social: sharing
    • 18. highly social: tagging
    • 19. highly social: ranking
    • 20. building powerful collaboration networks and leveraging collective intelligence highly collective
    • 21. highly collective: wikis
    • 22.  
    • 23.  
    • 24.  
    • 25. banding together ad hoc to create infrastructure and community highly improvisational
    • 26. highly improvisational: coworking Hat Factory, San Francisco
    • 27.  
    • 28.  
    • 29. employing visual tools and dynamic overlays to create shorter feedback loops and dramatically heighten coordination skills highly augmented
    • 30.  
    • 31.  
    • 32. highly augmented: attention as currency
    • 33. highly augmented: attention as currency
    • 34. collaboration superpowers Gamers and other amplified individuals are gaining 10 new skills and strengths, or, “ collaboration superpowers .”
    • 35.
      • the ability to do real-time work in very large groups
      • a talent for coordinating with many people simultaneously—“scalable collaboration”
      mobbability
    • 36. cooperation radar
      • the ability to sense, almost intuitively, who would make the best collaborators on a particular task
    • 37.
      • measures your responsiveness to other people’s requests for engagement
      • your propensity and ability to reach out to others in a network
      ping quotient
    • 38.
      • the ability to be persuasive in diverse social contexts and media spaces
      • understanding that each work environment and collaboration space requires a different persuasive strategy and technique
      influency
    • 39.
      • fluency in working with different capitals, e.g., natural, intellectual, social, and financial
      multi-capitalism
    • 40.
      • fearless innovation in rapid, iterative cycles
      • ability to lower the costs and increase the speed of failure
      protovation
    • 41.
      • creating content for public consumption and modification
      open authorship
    • 42.
      • thinking in terms of higher level systems, cycles, the big picture
      longbroading
    • 43.
      • the ability to prepare for and handle surprising results and complexity
      emergensight
    • 44.
      • filtering meaningful info, patterns, and commonalities from massively multiple streams of data
      signal/noise management
    • 45. The X2 Project
      • The Institute for the Future (IFTF) is pleased to announce the launch of a groundbreaking research initiative, the X2 Project .
      • Named after the famous “X Club,” a forward-looking group of 19th Century scientists who gathered to better understand disruptions from advances in scientific and technological innovation, X2 will identify major trends and disruptions in science, technology, and the practice of science over the next twenty years.
    • 46. The X2 Project
    • 47. The X2 Project
      • The X2 Project will:
      • look ahead and identify future disruptions, opportunities, and competitive landscapes related to the content and dynamics of global science and technology innovation;
      • develop an open-source database and collaborative gaming environment to become an ongoing public web platform to help support, sustain and filter collective intelligence about science and technology; and
      • present this information to policy experts, decision-makers, and the general public in a useful, evolving form.
    • 48. highly social: tracking
    • 49. highly social: tracking
    • 50. The X2 Project
      • The IFTF X2 Project will convene a wide variety of distinguished participants from the worlds of science and technology to contribute to this collective knowledge of the future. In this highly interactive platform, participants will contribute signals—data points about discrete events, developments, discoveries, places—that will be clustered into larger patterns (trends) in the science and technology innovation landscape. IFTF will then use analytical and visualization tools to help users navigate, generate, and analyze the content, and ultimately will provide a high-level synthesis of key trends in the future of science and technology.
    • 51. what’s important?
      • Amplified intelligence gaming is a l ow-risk , high-speed , and deeply immersive platform that enables new kinds of massively collaborative groups to play with complex, global scale problems.
      • They are a platform for re-imagining, preparing for, and inventing the future, today.
    • 52. what’s important?
      • In the coming decade, many research, policy-making and development organizations will derive their most important breakthroughs as a result of playing games.
    • 53. what’s important?
      • “ The opposite of play isn't work , it's depression.
      • To play is to act out and be willful, exultant and committed – as if one is assured of one's prospects.”
      • – Brian Sutton Smith, anthropologist
    • 54. Amplified Intelligence Games how massively collaborative play supports the development of science + policies for the future Jane McGonigal, PhD | Resident Game Designer [email_address] collaboration

    ×