The Power of Resilience - and how to get it through gameplay

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Games make us more resilient: able to become stronger in the face of challenges, rather than weaker. Find out how to harness the power of resilience through game design for work, innovation, and relationship building in this Blackberry DevCon 2011 featured talk by Jane McGonigal.

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  • (total here is 943)
  • Stanford/PARC study of how attractive avatars shape our real-world confidence. 90 second exposure to playing as an attractive avatar.
  • Biggest impacts measured in workplace negotiations and on interaction with attractive members of the opposite sex!
  • http://www.livescience.com/culture/video-games-control-dreams-100525.htmlJayne Gackenbach, a psychologist at Grant MacEwan University in CanadaThe first study suggested that people who frequently played video games were more likely to report lucid dreams, observer dreams where they viewed themselves from outside their bodies, and dream control that allowed people to actively influence or change their dream worlds – qualities suggestive of watching or controlling the action of a video-game character.A second study tried to narrow down the uncertainties by examining dreams that participants experienced from the night before, and focused more on gamers. It found that lucid dreams were common, but that the gamers never had dream control over anything beyond their dream selves.
  • To test that theory, Gackenbach conducted a 2008 study with 35 males and 63 females, and used independent assessments that coded threat levels in after-dream reports. She found that gamers experienced less or even reversed threat simulation (in which the dreamer became the threatening presence), with fewer aggression dreams overall.
  • Year-long Mental Health Advisory Team study; more than 1000 soldiers; US Army study of soldier stationed in Afghanistan, and coping activities, including videogames. http://www.armymedicine.army.mil/reports/mhat/mhat_vi/MHAT_VI-OEF_Redacted.pdf
  • 3-4 hours of videogaming DAILY proved across a very large sample survey ofthe Army stationed in Afghanistan to provide the best protection againstPTSD, depression, family violence and suicidal ideation. The only activitythat provided more mental resilience was 5-6 hours of physical training daily; 3-4hours of videogaming beat reading, music, general Internet/socialnetworking, and physical training up to 5 hours/day. However, more than 4hours of gaming showed dangerous declines in mental resilience 7-8 hours aday or more, as bad as no gaming-- and no gaming was very bad.)
  • What if you could bring these emotions to the workplace? To innovation? To customer relationships?
  • Curiosity – what the hell is MMTW? Creativity – how do we get all the thumbs connected? Surprise – what happens when you actually try to wrestle two thumbs at once? Excitement – as people start to really try hard, or win Pride – we all mastered a new skill! Contentment – happy to be spending our time that way Awe & Wonder – MMTW is more epic than plain old TW
  • http://venturebeat.com/2010/12/10/vcs-level-up-with-gamification-investments-2/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Venturebeat+%28VentureBeat%29
  • We don’t normally think of games as work, because we play games – and after all, play is supposed to be the opposite of work. But it turns out we play games precisely when we need some good, hard work. We don’t play games to relax. We play games when we want to feel challenged and productive.
  • Over 50 million downloads, more than 50 million people who have signed up to avenge the honor of these poor birds.
  • ESM tests show this to be true – we’re never more happy or satisfied than when we’re engaged whole-heartedly in hard work… as long as it’s self-motivatedThis is the key to gamification – not “rewards, status, competition and instant feedback”.
  • When we’re depressed, according to the clinical definition, we suffer from two things: a pessimistic sense of inadequacy and a despondent lack of activity. If we were to reverse these two traits, we’d get something like this: an optimistic sense of our own capabilities and an invigorating rush of activity. There’s no clinical psychological term that describes this positive condition. But it’s an absolutely perfect description of the emotional state of gameplay. A game is the opportunity to focus our energy, with relentless optimism, at something we’re good at and enjoy. This is a crucial point, so I’ll repeat it: Gameplay is the direct emotional opposite of depression.
  • It’s because of how unnecessary obstacles make us feel.
  • Classic example of gamification: rewards, status, competition and instant feedback”.
  • A Nickelodeon game designer named Kevin
  • Test in Stockholm. But sustainable? Only behavior at this moment? Have to scale to make it work? Versus: unleashing superpowers & pent up energy
  • . Accelerated feedback cycles. In the real world, feedback loops are slow (e.g., annual performance appraisals) with long periods between milestones. Gamification increases the velocity of feedback loops to maintain engagement.2. Clear goals and rules of play. In the real world, where goals are fuzzy and rules selectively applied, gamification provides clear goals and well-defined rules of play to ensure players feel empowered to achieve goals.3. A compelling narrative. While real-world activities are rarely compelling, gamification builds a narrative that engages players to participate and achieve the goals of the activity.4. Tasks that are challenging but achievable. While there is no shortage of challenges in the real world, they tend to be large and long-term. Gamification provides many short-term, achievable goals to maintain engagement.
  • THAT’s how you know you’re making it gameful. THANK YOU.
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  • The Power of Resilience - and how to get it through gameplay

    1. 1. 1 Billion Gamers 38 110 17187 8016 18 105 311 10 35 2 14
    2. 2. Game designer nominated for Nobel Peace Prize by 2023
    3. 3. Resilience
    4. 4. Positive emotions
    5. 5. Positive emotions Social ties
    6. 6. Positive emotions Social tiesStress-related growth
    7. 7. Gamers spend 80% of the time failing
    8. 8. Positive emotions Social tiesStress-related growth
    9. 9. 10 Positive Emotions10. Joy 5. Curiosity 9. Relief 4. Excitement 8. Love 3. Awe & Wonder 7. Surprise 2. Contentment 6. Pride 1. Creativity
    10. 10. In the last 12 months…
    11. 11. Economic Forecasts
    12. 12. The Face GameGoal: Increase collaboration across departments to drive innovation.
    13. 13. “You’re probablywondering how theheck to pronouncemy name.It’s Bre-say-da.”
    14. 14. Briseida’sZapposprofile
    15. 15. Your scoreover time
    16. 16. Industry Forecasts
    17. 17. Industry Forecasts
    18. 18. “Games areunnecessaryobstacles we volunteer to tackle.”
    19. 19. Playing games is hard work!
    20. 20. “Work is more fun than fun.”
    21. 21. “The opposite of play isn’twork – it’s depression.”
    22. 22. EUSTRESSpositive stress
    23. 23. Game Transfer Phenomena
    24. 24. Average speed dropped from 32 km/hr to 25 km/hr
    25. 25. players live in, anddocument, an alternatereality
    26. 26. Core Goals
    27. 27. Four Key Principals
    28. 28. 1 Billion Gamers 38 110 17187 8016 18 105 311 10 35 2 14
    29. 29. Get the slides! slides@avantgame.com

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