TEDxKids - Zichermann - The Effect of Games on Children

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From TEDxKids Brussels presentation on June 1, 2011. The video is at: http://www.youtube.com/watch?v=O2N-5maKZ9Q

Author of "Gamification by Design" and chair of Gamification Summit - Gabe Zichermann discusses the psychology of games and children. This includes research that shows marked improvements in brain function and capacity from challenges, multi-tasking and games.

Find out more about Gamification Summit at http://gsummit.com

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  • Spent close to 10,000 hours playing CIV - Gladwell and Mastery\n
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  • Arne May et al - University of Hamburg\n
  • Increasing fluid intelligence with training - jaeggi Et al\nTraining on one task increased cognitive abilities on others\n
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  • Major IQ gains across countries and generations - people are getting “smarter”\nMany hypotheses about why, incl nutrition and environment\nStopped in some countries (Denmark, UK)\nContinued/accelerating in others - US, Korea\nWhen we separate fluid and crystalized intelligence, however - the differences are startling\nfluid measures problem-solving ability -- and it’s growing rapidly\nIn the 1990s, the US intelligence growth rate increased by 16% over the 1970s. \nYes, our kids are smarter than we are. \n
  • Willis - respected neuroscientist and author\n
  • Ananth is business process expert - who worked in Corp Am around the world\nUniversity of Wisconsin 3 years ago\nBecame a teacher in White Bear Lake Mn\nUses off the shelf games to create a curriculum that’s all game-centric\nIn 4.5 months, moved his class from below third-grade level to mid-fourth grade level\nGrouping the kids by how they learn - targeting games that teach differently\n
  • Games don’t make kids violent\nThey make violent kids better at what they do\n
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  • Zynga\nMyTown, Foursquare\n\n\n
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  • Corporations are on the forefront of this movement, propelled by a massive collapse and failure of marketing and the millenial rise\nTarget, Google, Microsoft, Intuit, Chase etc\n
  • remember struggling to figure out collaboration\nbeing bored with rewards\nthinking movies like Tron or the Dark Knight moved too fast\n
  • We like to think of the baby boomers vs their parents as the most out of touch generation...but we are\n
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  • Smarter, faster, more social, higher-achieving...all because of games\n
  • Smarter, faster, more social, higher-achieving...all because of games\n
  • it’s not just about being a hip parent\nget off facebook\nget into the game\n
  • ps - games can even help you live longer and stay smarter, staving off alzheimers\n
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  • TEDxKids - Zichermann - The Effect of Games on Children

    1. 1. kids, games & gamification gabe zichermann @gzicherm
    2. 2. CC FLICKR.COM/
    3. 3. CC FLICKR.COM/
    4. 4. 1987WAS A LONG TIME
    5. 5. NYC Sept 15,16 2011http://gsummit.com
    6. 6. GAMES WILL HELP KIDS
    7. 7. WHO REALLYNEEDS HELP?
    8. 8. GAMES MAKE KIDS TOO HYPERGAMES DON’T TEACH THE RIGHT KIND OFATTENTION SKILLS - SUSTAINED, NO REWARD DR CHRISTOPHER LUCAS, NYUCHILDREN HABITUATED TO GAMES MAY FINDTHE REAL WORLD UNDERWHELMING,UNDERSTIMULATING DR. DIMITRI CHRISTAKIS, UW
    9. 9. OR, OUR WORLD IS TOO SLOW
    10. 10. MULTITASKING TO THE MAX: WOW CHAT VOICE CHAT TEXT OPERATE CHARACTER MANAGE: SHORT-TERM OBJECTIVE MANAGE: LONG-TERM OBJECTIVES MANAGE INTERRUPTSCC FLICKR.COM/
    11. 11. JUGGLING FORNEUROPLASTICITYMAY ET AL - 2004-2008 -- JUGGLING FOR12 WEEKS MARKEDLY INCREASES GREYMATTER.THE ACT OF LEARNING NEW THINGS IS THETRIGGER, NOT PERFORMANCE.MULTILINGUAL CHILDREN HAVE MORE GREYMATTER, 15% BETTER STANDARDIZED TESTPERFORMANCE OVERALL CC FLICKR.COM/EL_MOMENTO_I_SITIO_APROPIADOS
    12. 12. INCREASING FLUID INTELLIGENCESEEK NOVELTYCHALLENGE YOURSELFTHINK CREATIVELYDO THINGS THE HARD WAYNETWORK Andrea Kuszewski
    13. 13. EXPONENTIAL INCREASE IN LEARNING
    14. 14. FLYNN EFFECT: RISING IQSINCE 1990:CRYSTALLINE INTELLIGENCE - STABLE OR FALLINGFLUID INTELLIGENCE - RISING & RISING FASTER
    15. 15. GAMES ARE WIRED TO PRODUCE PLEASURE THE MOTIVATION TO PERSEVERE (IN GAMES) IS THE BRAIN SEEKING ANOTHER SURGE OF DOPAMINE -- THE FUEL OF INTRINSIC REINFORCEMENT. Judy Willis MDCC FLICKR.COM/SCOTTFIDD
    16. 16. ANANTH PAI - GAMIFIED LEARNING
    17. 17. TRAINING
    18. 18. GENERATION G:126 MILLION MILLENIALS++
    19. 19. REINVENTING THE WORLD, G-STYLE
    20. 20. Gamification is: the process ofusing game thinking and game mechanics to solve problems and engage users
    21. 21. AUTOMOTIVE GAMIFICATION HONDA INSIGHT NISSAN LEAF TOYOTA PRIUS FORD
    22. 22. 50% OF ALL INNOVATION, AND 70% OF GLOBAL 2000‘S APPS WILL BE GAMIFIED BY 2015 -GARTNERBrian Burke, Gartner Group
    23. 23. OUR FUN FUTURE FASTER PACED REWARDS EVERYWHERE COLLABORATIVE PLAY MORE GLOBALCC FLICKR.COM/
    24. 24. CC FLICKR.COM/COLORBLINDPICASOWE ARE ALREADY OUT OF TOUCH
    25. 25. THE KIDS ARE ALRIGHT
    26. 26. THE KIDS ARE AWESOME
    27. 27. CC FLICKR.COM/SEANDREILINGER
    28. 28. go play!gabe zichermann @gzicherm http://gsummit.com

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