IIASA 35th Anniversary - Amplified Intelligence Games

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IIASA 35th Anniversary - Amplified Intelligence Games - Presentation 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
    • highly social
    • highly collective
    • highly improvisational
    • highly augmented
    characteristics of amplified intelligence
  4. where to apply amplified intelligence
    • Designing complex systems
    • Addressing global-scale problems
    • Coordinating diverse actors
    • Adopting a more collective approach to future forecasting
  5.  
  6.  
  7.  
  8.  
  9.  
  10.  
      • Better Instructions
        • clear goals
        • specific avenues for advancement
        • focused attention
    highly augmented amplification
      • Better Feedback
      • dynamic, real-time information about your performance
      • highly & visibly responsive environments
    highly improvisational amplification
      • Better Opportunity:
      • clearly defined ways to contribute specific knowledge and skills
      • individual strengths are validated, engaged and developed
    highly collective amplification
      • Better Community
      • a shared context for action & decision-making
      • a sense of common heroic purpose
      • a foundational experience
    highly social amplification
  11. Sharing, annotating and filtering massive amounts of information to create new “brain pools” highly social
  12. highly social: sharing
  13. highly social: tagging
  14. highly social: ranking
  15. building powerful collaboration networks and leveraging collective intelligence highly collective
  16. highly collective: wikis
  17.  
  18.  
  19.  
  20. banding together ad hoc to create infrastructure and community highly improvisational
  21. highly improvisational: coworking Hat Factory, San Francisco
  22.  
  23.  
  24. employing visual tools and dynamic overlays to create shorter feedback loops and dramatically heighten coordination skills highly augmented
  25.  
  26.  
  27. highly augmented: attention as currency
  28. highly augmented: attention as currency
  29. collaboration superpowers Gamers and other amplified individuals are gaining 10 new skills and strengths, or, “ collaboration superpowers .”
    • the ability to do real-time work in very large groups
    • a talent for coordinating with many people simultaneously—“scalable collaboration”
    mobbability
  30. cooperation radar
    • the ability to sense, almost intuitively, who would make the best collaborators on a particular task
    • measures your responsiveness to other people’s requests for engagement
    • your propensity and ability to reach out to others in a network
    ping quotient
    • 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
    • fluency in working with different capitals, e.g., natural, intellectual, social, and financial
    multi-capitalism
    • fearless innovation in rapid, iterative cycles
    • ability to lower the costs and increase the speed of failure
    protovation
    • creating content for public consumption and modification
    open authorship
    • thinking in terms of higher level systems, cycles, the big picture
    longbroading
    • the ability to prepare for and handle surprising results and complexity
    emergensight
    • filtering meaningful info, patterns, and commonalities from massively multiple streams of data
    signal/noise management
  31. 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.
  32. The X2 Project
  33. 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.
  34. highly social: tracking
  35. highly social: tracking
  36. 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.
  37. 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.
  38. 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.
  39. 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
  40. 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

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