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Ignite presentation Ignite presentation Presentation Transcript

  • By Benjamin RangelInspired by Author Jane McGonigal LIS: 209 12/23/2011
  •  U.S. alone = 183 Million Gamers Worldwide = 667 Million! ◦ 115 times more then the population of Wisc. 68 Billion Dollar a year industry
  •  3 Billion hours a week is spent gaming ◦ Equivalent of listening to 4.5 trillion songs or… ◦ Watching 1.13 billion movies or perhaps… ◦ Reading 55 billion novels.
  •  Jane McGongial and I would argue the Former
  •  Goal = 20+ Billion Hours a Week More of this = Safe
  •  Reality is not engineered to maximize potential To fix the “broken” reality we need to live reality like we PLAY GAMES
  •  “We are the gods and might as well get good at it.”
  •  Taking a long view Ecosystems Thinking Pilot Experimentation
  •  Instead of seizing the day…seize the century! Look to the future and do not live solely in the present.
  •  For gamers: What will bring me the highest score? In Real life: What will be the best solution to real-world problem?
  •  Question? ◦ What current commercial game contribute to “whole earth discipline”? Answer: ◦ Not many...yet…but there is a start…
  •  Video games do just that… ◦ Cars “amplify” our legs and houses “amplify” our skin, video games amplify our imagination.
  •  “Reality is stuck in the present. Games help us imagine and invent the future together”
  •  Games that make the imaginary gaming world a reality – you are the character within the game. 32 Days = over 62,000 participants from around the world Examples: WWO, Superstruct and Evoke
  • A World Without Oil: Play it Before You Live It “The best way to change the future is to play with it first.”
  •  Use emotions from games in real-life!
  •  Play on gamers!McGonigal, Jane. Reality is Broken: Why Games Make Us Better and How They Can Changethe World. New York, New York: Penguin Press, 2011. Print