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Alternate Realities - Jane McGonigal Keynote SXSW 2008

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Alternate Realities - Jane McGonigal Keynote SXSW 2008

  1. 1. alternate realities jane mcgonigal @ SXSW 2008
  2. 2. a game designer’s perspective on the future of happiness
  3. 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>
  4. 7. <ul><li>Are YOU are in the happiness business? </li></ul>
  5. 8. <ul><li>Are YOU are in the happiness business? </li></ul><ul><li>Maybe not yet… but will you be. </li></ul>
  6. 9. A future forecast ( 2013 ):
  7. 10. <ul><li>Quality of life becomes the primary metric for evaluating interactive brands, services, environments, and experiences. </li></ul>
  8. 11. <ul><li>Positive psychology is increasingly a principal, explicit influence on interactive design and development. </li></ul>
  9. 12. <ul><li>Communities form around different visions of a real life worth living . </li></ul>
  10. 13. <ul><li>Value is defined as a measurable increase in real happiness, or well-being – the new capital . </li></ul>
  11. 14. <ul><li>HAPPINESS IS THE NEW CAPITAL. </li></ul>
  12. 15. <ul><li>HAPPINESS IS THE NEW CAPITAL. </li></ul><ul><li>… but happiness doesn’t mean what it used to. </li></ul>
  13. 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
  14. 18. <ul><li>Multiplayer games are the ultimate happiness engine . </li></ul>
  15. 19. <ul><li>signals </li></ul>
  16. 22. <ul><ul><li>1) better instructions </li></ul></ul>
  17. 23. <ul><li>2) better feedback </li></ul>
  18. 24. <ul><li>3) better community </li></ul>
  19. 25. <ul><li>a global mass exodus to </li></ul>
  20. 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>
  21. 27. <ul><li>For many gamers today, in terms of perceived quality of life , virtuality is beating reality. </li></ul>
  22. 28. <ul><li>For many gamers today, in terms of perceived quality of life , virtuality is beating reality. </li></ul>
  23. 30. Multiplayer gaming, c. 2008
  24. 31. Multiplayer gaming, c. 2008 <ul><li>It’s like we invented the written word… and we decided only to write books. </li></ul>
  25. 38. <ul><li>signals </li></ul><ul><li>… what do they mean? </li></ul>
  26. 39. <ul><li>“ To imagine the future, always look back at least twice as far as you are looking forward.&quot; </li></ul>
  27. 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>
  28. 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>
  29. 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>
  30. 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>
  31. 45. <ul><li>Alternate reality designers are trying to embed these happiness engines in everyday life. </li></ul>
  32. 46. The concept “alternate reality” comes from science fiction .
  33. 47. “ An alternate reality is another way of experiencing existence.” G. S. ELRICK, 1978
  34. 48. World Without Oil, 2007 * *
  35. 49. World Without Oil, 2007 * *
  36. 53. A collaborative multi-platform authoring envirorment ( the Web 2.0 ) invites players to create and to test an alternate reality
  37. 56. How alternate reality games amplify human happiness mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  38. 57. mobbability
  39. 58. cooperation radar
  40. 59. ping quotient
  41. 60. influency
  42. 61. multi-capitalism
  43. 62. protovation
  44. 63. open authorship
  45. 64. signal/noise management
  46. 65. longbroading
  47. 66. emergensight
  48. 67. Amplifying human happiness mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  49. 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
  50. 69. <ul><li>Where to next? </li></ul>Alternate realities, circa 2008 - 2013
  51. 78. www.thelostring.com
  52. 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
  53. 80. the important stuff <ul><li>1. Soon enough, most of us will be in the happiness business </li></ul>
  54. 81. the important stuff <ul><li>2. Games designers have a huge head start. </li></ul>
  55. 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>
  56. 83. [email_address]

Editor's Notes

  • 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
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