Learning to Make Your Own Reality - IGDA Education Keynote 2009

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  • + guestbfbd5ce guestbfbd5ce 7 months ago
    Happiness games. Yes. And again yes! Thanks for this loveliness, Jane.
  • + guest4e61767 guest4e61767 7 months ago
    go jane! *awesome*
  • + guest66a3c73 guest66a3c73 7 months ago
    People like you doing work like this is what will make this world a better place.
    Awesome work you are doing and I wish you well.
    Thank you!
  • + michaeleverett Michael Everett 7 months ago
    Amazing presentation Jane, you really gave me some great ideas that I will be implementing into my students coursework!
  • + guest0d4e22b guest0d4e22b 7 months ago
    Jane, as a positive psychologist I was thrilled to come across this presentation. It’s one of the most exciting developments I’ve seen in the field. Thanks for making these slides available; I’m sending them to everyone I know!
    Best wishes
    Bridget
  • + guest75242033 guest75242033 8 months ago
    I really enjoyed reading this. I only wish I could hear you narrating it. I love seeing all your lectures available in video. Maybe I’m just missing it and it’s on the web somewhere, but you should really hand a friend a camcorder! I’m sure I’m not the only one who would appreciate it!
  • + guest7a26a4 guest7a26a4 8 months ago
    I wasn’t at the event... but thanks to your slide sharing I was there! Gracias por la info *from Colombia, South America
  • + AustinHill Austin Hill 8 months ago
    As I mentioned at the end of the session Jane, you rock :) Thanks for the mention of Akoha in your presentation.
  • + codonnell Casey O'Donnell 8 months ago
    My graduate student and I were chatting last night, struggling with they 'why only now?' question that came up during Q/A. I think we finally have a slightly more compelling answer to that question. Great talk!
  • + AliceTaylor AliceTaylor 8 months ago
    This was one of the best presentations I’ve ever seen.
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Learning to Make Your Own Reality - IGDA Education Keynote 2009 - Presentation Transcript

  1. Learning To Make Your Own Reality Jane McGonigal, PhD INSTITUTE FOR THE FUTURE
    • Are you optimistic about the future?
    Jane McGonigal, PhD INSTITUTE FOR THE FUTURE
  2. “ Well, it's probably better than inventing the past. but I wonder…” “ ‘ Invent The Future ’, it says….”
  3. “ what proportion of people in the world really have the slightest chance of even altering their own futures ?” at least 1 in 2,000* * not super-scientific
  4. Game industry hotspots 3 million game designers, developers, hackers and counting...
  5.  
    • The Great Work of
    • Game Designers
    • Over the Next Decade
    • will be to
    • Re-Invent Real Life
    • as we know it.
  6.  
    • 5 key forces
    • are driving us toward
    • A Game Designer’s Future.
    • 2. Persuasive Technology
    1. Sustainable happiness 3. The Engagement Economy 4. Programmable Reality 5. SuperStructing
  7. STEAL THESE SLIDES slides @avantgame .com
  8. 1. Sustainable happiness
  9. 1. Sustainable happiness
    • A measurably higher quality of life that:
      • flows from scientific findings about optimal human experience,
    • and
      • requires fewer non-renewable resources to generate well-being
  10.  
  11. 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
    • 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
  12.  
  13. How well do countries use their resources to deliver longer lives, greater physical well-being, and life satisfaction?
  14.  
    • “ Happiness consists in activity . It is a running stream, not a stagnant pool.”
    • - John Mason Good
  15.  
  16.  
  17. 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.
  18. My life is BROKEN.
  19. Dancing together = Happy
  20. Humiliated together = Even Happier
  21.  
  22.  
  23.  
  24.  
  25.  
  26.  
    • “ Flower has peace, it has wonder, it has twists, it has despair, and it has a catharsis.” – Jenova Chen
  27. 1. Sustainable happiness FORECAST 2009 – 2019: Game designers become happiness hackers . They are called upon to help individuals , communities , and entire populations better structure their everyday lives for authentic happiness and sustainable well-being .
  28. 1. Sustainable happiness WHAT TO READ
  29. 1. Sustainable happiness WHAT TO WATCH
  30. 1. Sustainable happiness WHAT TO TRY
    • THE DESIGN CHALLENGE:
    • If you could:
      • make one person measurably happier
    • Who would it be, and what game would you make for them?
    • 2. Persuasive Technology
    • Human-computer interaction intentionally designed to change the way someone:
      • thinks ,
      • acts , or
      • behaves
  31. Computers in Persuasive Roles
      • TOOL:
      • Increases capability
      • SOCIAL ACTOR:
      • Creates dynamics
      • MEDIUM:
      • Provides experience
    B.J. FOGG
  32.  
    • Google Power…
  33.  
  34.  
  35.  
  36.  
  37.  
  38. World Without Oil
  39.  
  40.  
  41.  
  42.  
  43. FORECAST 2009 - 2019 : Game designers become change agents . They are called upon to create systems that change minds , teach new habits , and transform everyday practices .
  44. WHAT TO READ
  45. WHAT TO WATCH
    • THE DESIGN CHALLENGE:
    • If you could change:
    • what one person does every day , or
    • how one group thinks about one thing
    • What would you change, and how would your game do it?
    WHAT TO TRY
  46. 3. The Engagement Economy
    • The growing need to compete for and harness :
      • crowd resources
    • and
      • participation bandwidth
  47.  
    • We must ‘ collaborate or perish ’—across borders, cultures, disciplines, and firms, and increasingly with masses of people at one time.
    • — Tapscott & Williams in Wikinomics
    • Cognitive resources
    • +
    • Cognitive diversity
    • =
    PARTICIPATION RESOURCES
  48.  
    • 100 million mental hours from a highly diverse knowledge community  WIKIPEDIA
    • *as calculated by Clay Shirky
  49.  
  50.  
  51.  
    • 100 million mental hours ( xref WIKIPEDIA )
    • = 5 days of World of Warcraft
    • “ The purpose of all video games is to train a player to work harder while still enjoying it …”
    • – Nick Yee
    • “… and the success of online games demonstrates how seductive and concealed the work treadmill can be.”
    • – Nick Yee
  52.  
  53. FOLD IT
  54.  
  55. lab.signtific.org “ What will you do when it’s as easy and affordable to launch a personal satellite as it is to launch a website or social network today?”
    • Screenshot of Lab playtest
  56.  
  57. ETech’s modus operandi Positive imagination outweighed dark imagination 2:1 (650:312)
  58. ETech’s modus operandi Highly collaborative: Momentum cards most often played (870)
    • You are a SUPER-CHALLENGING crowd:
      • >450 ANTAGONISM (“I disagree!”)
      • >200 ADAPTATION (“a different take”)
      • >350 INVESTIGATION (“explain it!”)
    ETech’s modus operandi
  59. The start of SPACE MEDICINE?
  60. The start of SOLAR PROSPERITY?
  61. The start of SPACE SOURCING?
  62.  
    • Within 24 hours of launch, the site was receiving 70,000 classifications an hour. More than 50 million classifications were received during its first year, from almost 150,000 people.
    • 4 published, peer-reviewed scientific papers and 4 more in progress
    • 1 new solar object discovery – “the Voorwerp” mystery!
  63. FORECAST 2009-2019: Game designers become “ fungineers ” and “ mass collab architects ” . They are asked to invent fun new ways for more people to participate in mass collaboration efforts, and to develop more engaging platforms for crowds to contribute .
  64. WHAT TO READ
  65. WHAT TO WATCH
  66. WHAT TO TRY
    • THE DESIGN CHALLENGE:
    • If your game could get:
    • 100 people to do one thing online
    • What would it be, and what would it add up to?
  67. 4. Programmable Reality
    • Our growing ability to embed sensors , micro-controller boards , and networks in:
      • physical objects
      • built environments
    • and
      • ourselves
  68. The HOW: Location ! Sensing! Bio metrics! Motion! Crowd- sourcing! Augmented reality!
  69.  
  70.  
  71. Nike+ e-crusade
  72.  
  73. The Lost Ring
  74. JEtSET
  75.  
  76. Neurosky gaming headset
  77. JUDECCA
  78.  
  79.  
  80.  
  81.  
  82.  
  83.  
  84.  
  85.  
  86. FORECAST 2009 - 2019: Game designers learn to blend realities . For every screen-based experience, there is a corresponding real-world object , physical environment , or social interaction .
  87. WHAT TO READ
  88. WHAT TO WATCH
  89. WHAT TO TRY
    • THE DESIGN CHALLENGE:
    • If your could make a game by:
      • embedding 1 micro-controller board or 1 sensor in 1 physical object
    • What would it be, and how would you play with it?
  90. 5. SuperStructing
    • A method of extreme-scale problem-solving that:
      • emphasizes flexibility , transparency , and rapid prototyping
    • and
      • requires a high threshold for frustration , the ability to handle uncertainty
    • “ And wouldn’t it be easier to innovate if life were more like a game .”
    • - Dan Newman, public strategist
    • “ Games are the most elevated form of investigation.”
    • - Albert Einstein
  91.  
    • Spore -ish
  92. Jill Tarter + Will Wright a CONVERSATION
    • “ I’m interested in the possibility that learning to be good at a game makes you good at life, makes you good at changing the world , and gives you skills that are going to allow you to reinvent your environment. Because, in the game, you play against an environment that’s been given to you.”
    • “ There’s real value in being pushed toward global awareness and looking long-term . That’s one of the things that I find very useful about games…. I think these are the timelines we need to be looking — the 100- or 200-year horizons. Because most of the really bad stuff that’s happening right now is the result of very short-term thinking.”
  93.  
  94.  
  95.  
  96. GLOBAL SUPERTHREATS
  97.  
  98.  
  99. Participation bandwidth harnessed in 6 weeks: a community of >7000 forecasters > 1000 stories about the future > 500 active strategy forums > 500 collaborative superstructures
  100. OUR SECRET MISSION: Create a league of Super-Empowered Hopeful Individuals (SEHIs)*
    • Jamais Cascio
  101. RubysBequest.com
  102. FORECAST 2009 - 2019: Game designers are in charge of extreme-scale, global collaboration jams . They are asked to design games that help diverse massively-multiplayer communities tackle real-world, open-ended problems .
  103. WHAT TO READ SuperStruct
  104. WHAT TO WATCH
  105. WHAT TO TRY
    • THE DESIGN CHALLENGE:
    • If you could make a game that:
      • connects two unlikely communities
      • to do 1 extraordinary thing together
    • Who would it be, and what would they collaborate on?
    • So what’s important?
  106. MAKE YOUR OWN REALITY: Happier , Smarter , More Engaging , & More Resilient
    • 2. Persuasive Technology
    1. Sustainable happiness 3. The Engagement Economy 4. Programmable Reality 5. SuperStructing
  107. [email_address] Thank you
  108. Images
    • Creative Commons IMAGE & PHOTO CREDITS via Flickr
    • “ make your own reality” – H. koppdelaney
    • “ making the future” – Jason Tester
    • “ invent the future” – stuant63
    • “ optimistic about” – Jon Young UK
    • “ invent” - Gyongy Laky
    • “ refresh sunrise” - rk.balla
    • “ 5 forces” Londongraffiti2

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