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Gaming the Future of Museums - a lecture by Jane McGonigal

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How can museums harness the rising power of games to make people happy and help them change the real world?

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Gaming the Future of Museums - a lecture by Jane McGonigal

  1. 1. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE December 2, 2008/ 2019 / 2034
  2. 3. The Museum of Impossible Things (November 2019)
  3. 4. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE [email_address]
  4. 6. Game Designer Nominated for a Nobel Prize by 2034
  5. 7. Game PLAYERS Nominated for a Nobel Prize by 2034
  6. 8. <ul><li>Why do I think games will be one of the most important materials of the future? </li></ul>
  7. 9. <ul><li>69% of all US households play computer and video games </li></ul><ul><li>91% of youth under 18 play </li></ul><ul><li>70% of large U.S. companies and non-profits currently train their employees with games and simulations;  95% expect to over the next five years. </li></ul>
  8. 10. <ul><li>40% of gamers are women </li></ul><ul><li>The average US gamer is 35 years old </li></ul><ul><li>One in four gamers is over age 50 </li></ul>
  9. 11. <ul><li>There’s also a new generation of “hard-core” gamers generating unprecedented “ participation bandwidth ”: </li></ul><ul><li>Hundreds of millions of people worldwide spending 20+ hours a week playing games. </li></ul>
  10. 12. <ul><li>WHY? </li></ul><ul><li>and more importantly: how can museums harness the rising power of games for good? </li></ul>
  11. 13. <ul><li>1) Games make us happy </li></ul><ul><li>2) Games help us do more amazing, world-changing things than we think we can do in reality </li></ul>
  12. 14. <ul><li>1) Why happiness is an important development goal for the next 10-15 years </li></ul><ul><li>2) Why we need ordinary people to feel like superheroes . </li></ul>
  13. 18. <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 Satisfaction </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>
  14. 22. 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
  15. 23. What museums give us: 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
  16. 24. Why does it matter that museums can do a better job of creating real happiness for their visitors ?
  17. 28. <ul><li>BOTTOM 10 </li></ul><ul><li>Ireland: 39.4 </li></ul><ul><li>France: 36.4 </li></ul><ul><li>USA: 28.8 </li></ul><ul><li>Russia: 22.8 </li></ul><ul><li>Estonia: 22.7 </li></ul><ul><li>Ukraine: 22.2 </li></ul><ul><li>Dem. Rep. Congo: 20.7 </li></ul><ul><li>Burundi: 19.0 </li></ul><ul><li>Swaziland: 18.4 </li></ul><ul><li>Zimbabwe: 16.6 </li></ul><ul><li>TOP 10 </li></ul><ul><li>Vanuatu: 68.2 </li></ul><ul><li>Colombia: 67.2 </li></ul><ul><li>Costa Rica: 66.0 </li></ul><ul><li>Dominica: 64.5 </li></ul><ul><li>Panama: 63.5 </li></ul><ul><li>Cuba: 61.9 </li></ul><ul><li>Honduras: 61.8 </li></ul><ul><li>Guatemala: 61.7 </li></ul><ul><li>El Salvador: 61.7 </li></ul><ul><li>St Lucia: 61.3 </li></ul>
  18. 29. a future forecast ( 2019 ): the rise of a sustainable happiness movement
  19. 30. <ul><li>Sustainable quality of life becomes the primary metric for evaluating ALL brands, services, environments, and experiences. </li></ul>
  20. 31. <ul><li>Positive psychology is increasingly a principal, explicit influence on experience design and interactive development. </li></ul>
  21. 32. <ul><li>Vital communities form around different visions of a real life worth living . </li></ul>
  22. 33. <ul><li>We invest in public and private institutions according to how great an increase in real happiness, or well-being they generate – </li></ul>
  23. 34. <ul><li>– because happiness is the new capital . . </li></ul>
  24. 35. <ul><li>So: </li></ul><ul><li>Will museums be in the happiness business? </li></ul>
  25. 36. <ul><li>&quot;Happiness consists in activity . It is a running stream, not a stagnant pool.” </li></ul><ul><li>- John Mason Good </li></ul>
  26. 37. <ul><li>What the museum community needs: happiness engineers . </li></ul>
  27. 41. SATISFYING OUR DESIRE FOR ENGAGEMENT . * <ul><li>100 million mental hours  WIKIPEDIA </li></ul><ul><li>5 days of World of Warcraft </li></ul>
  28. 42. <ul><li>Games work better. </li></ul><ul><ul><ul><li>Better instructions </li></ul></ul></ul><ul><ul><ul><li>Better feedback </li></ul></ul></ul><ul><ul><ul><li>Better community </li></ul></ul></ul><ul><ul><ul><li>Better emotions </li></ul></ul></ul>
  29. 43. 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
  30. 44. <ul><li>Multiplayer games </li></ul><ul><li>are the </li></ul><ul><li>ULTIMATE </li></ul><ul><li>happiness engines. </li></ul>
  31. 45. <ul><li>Compared to games… </li></ul><ul><li>Reality is broken. </li></ul>
  32. 48. official partner
  33. 65. <ul><li>Museums work better? </li></ul><ul><ul><ul><li>Better instructions </li></ul></ul></ul><ul><ul><ul><li>Better feedback </li></ul></ul></ul><ul><ul><ul><li>Better community </li></ul></ul></ul><ul><ul><ul><li>Better emotions </li></ul></ul></ul>
  34. 66. In 2008, happiness is games. In the future , happiness will be passionate, successful participation in really big systems we care about.
  35. 68. World Without Oil *
  36. 76. mobbability
  37. 77. cooperation radar
  38. 78. ping quotient
  39. 79. influency
  40. 80. multi-capitalism
  41. 81. protovation
  42. 82. open authorship
  43. 83. signal/noise filter
  44. 84. longbroading
  45. 85. emergensight
  46. 86. Collaboration superpowers mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  47. 87. a future forecast ( 2024 ): museum-organized games help invent the future & change the world
  48. 88. <ul><li>Q: By 2019 , will museums be on the leading-edge of happiness engineering? </li></ul><ul><li>A: Yes… if they turn visitors into players , and crowds into super-collaborative communities. . </li></ul>
  49. 89. <ul><li>What do gamers think about the future of museums? </li></ul>
  50. 94. Engagement harnessed in 6 weeks: a community of >7000 forecasters >1000 stories about the future >500 active strategy forums >500 collaborative superstructures
  51. 96. The Museum of Impossible Things (November 2019)
  52. 97. So what’s important?
  53. 98. We need a new kind of institution: one that seeks to create sustainable, world-changing happiness as its primary mission.
  54. 99. Museums should give us: 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
  55. 100. Museums should teach us: mobbability influency ping quotient multi-capitalism cooperation radar open authorship emergensight longbroading protovation signal/noise management
  56. 101. Museums can invent a better future – by making us happier and helping us collaborate to save the real world.
  57. 102. <ul><li>GAME TIME! </li></ul><ul><li>Let ’ s invent the future together right now. </li></ul>
  58. 103. <ul><li>Imagine: What brand new museum or program would will the world need in 2019? </li></ul><ul><li>2) Share : Declare YOURSELF director of this strange new museum in 2019. </li></ul>GAME MISSION: INVENT THE FUTURE OF MUSEUMS IN 2019
  59. 104. GAME MISSION on TWITTER: INVENT THE FUTURE OF MUSEUMS IN # 2019
  60. 105. Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE [email_address]

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