SlideShare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our User Agreement and Privacy Policy.
SlideShare uses cookies to improve functionality and performance, and to provide you with relevant advertising. If you continue browsing the site, you agree to the use of cookies on this website. See our Privacy Policy and User Agreement for details.
Successfully reported this slideshow.
Activate your 14 day free trial to unlock unlimited reading.
Alternate Realities - Jane McGonigal Keynote SXSW 2008
Alternate Realities - Jane McGonigal Keynote SXSW 2008
1.
alternate realities jane mcgonigal @ SXSW 2008
2.
a game designer’s perspective on the future of happiness
6.
<ul><li>The Quality of Life Index </li></ul><ul><li>The Happy Planet Index </li></ul><ul><li>“ Gross National Happiness” </li></ul><ul><li>Subjective Life Satisfation </li></ul><ul><li>The Canadian Index of Well-Being </li></ul><ul><li>World’s Most Livable Cities </li></ul><ul><li>The Vanderford Riley Well Being Schedule </li></ul><ul><li>The Authentic Happiness Inventory </li></ul>
7.
<ul><li>Are YOU are in the happiness business? </li></ul>
8.
<ul><li>Are YOU are in the happiness business? </li></ul><ul><li>Maybe not yet… but will you be. </li></ul>
10.
<ul><li>Quality of life becomes the primary metric for evaluating interactive brands, services, environments, and experiences. </li></ul>
11.
<ul><li>Positive psychology is increasingly a principal, explicit influence on interactive design and development. </li></ul>
12.
<ul><li>Communities form around different visions of a real life worth living . </li></ul>
13.
<ul><li>Value is defined as a measurable increase in real happiness, or well-being – the new capital . </li></ul>
14.
<ul><li>HAPPINESS IS THE NEW CAPITAL. </li></ul>
15.
<ul><li>HAPPINESS IS THE NEW CAPITAL. </li></ul><ul><li>… but happiness doesn’t mean what it used to. </li></ul>
17.
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
18.
<ul><li>Multiplayer games are the ultimate happiness engine . </li></ul>
26.
<ul><li>“ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” </li></ul><ul><li>– economist Edward Castranova </li></ul>
27.
<ul><li>For many gamers today, in terms of perceived quality of life , virtuality is beating reality. </li></ul>
28.
<ul><li>For many gamers today, in terms of perceived quality of life , virtuality is beating reality. </li></ul>
31.
Multiplayer gaming, c. 2008 <ul><li>It’s like we invented the written word… and we decided only to write books. </li></ul>
38.
<ul><li>signals </li></ul><ul><li>… what do they mean? </li></ul>
39.
<ul><li>“ To imagine the future, always look back at least twice as far as you are looking forward." </li></ul>
41.
GAMES KILL BOREDOM <ul><li>Found to be Fatal to Dangerous Lack of Engagement </li></ul><ul><li>Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected. The ordinary routine of playing a game is fatal to conditions of boredom, inertia, disinterest, and other serious afflictions of dealing with everyday life. </li></ul>
42.
GAMES KILL ALIENATION <ul><li>Found to be Fatal to Dangerous Lack of Friends, Allies </li></ul><ul><li>Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected. The ordinary routine of playing a game is fatal to conditions of social alienation, loneliness, lack of community, friendlessness, and other serious afflictions of co-existing with real people. </li></ul>
43.
GAMES KILL ANXIETY <ul><li>Found to be Fatal to Dangerous Lack of Confidence </li></ul><ul><li>Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected. The ordinary routine of playing a game is fatal to conditions of anxiety, fear, social awkwardness and other serious afflictions of being human and alive. </li></ul>
44.
GAMES KILL DEPRESSION <ul><li>Found to be Fatal to Dangerous Lack of Purpose & Meaning </li></ul><ul><li>Games have a value as an aid to quality of life even greater and more direct than has hitherto been suspected. The ordinary routine of playing a game is fatal to conditions of depression, existential angst, human suffering and other serious afflictions of real life. </li></ul>
45.
<ul><li>Alternate reality designers are trying to embed these happiness engines in everyday life. </li></ul>
46.
The concept “alternate reality” comes from science fiction .
47.
“ An alternate reality is another way of experiencing existence.” G. S. ELRICK, 1978
67.
Amplifying human happiness mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
68.
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
69.
<ul><li>Where to next? </li></ul>Alternate realities, circa 2008 - 2013
79.
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
80.
the important stuff <ul><li>1. Soon enough, most of us will be in the happiness business </li></ul>
81.
the important stuff <ul><li>2. Games designers have a huge head start. </li></ul>
82.
the important stuff <ul><li>3) Alternate realities signal the desire , need & opportunity for all of us to redesign reality for real quality of life. </li></ul>
Instead of demanding games that are more and more “ realistic ”, the gaming community will demand that ordinary reality start working more and more like their favorite games