The Real Opportunities Of Virtual Worlds

535 views

Published on

  • Be the first to comment

The Real Opportunities Of Virtual Worlds

  1. 1. The Real Opportunities of Virtual Worlds Jane M c Gonigal,PhD Researcher ~ Game Designer
  2. 2. Goals <ul><li>Getting real about the opportunities in virtual worlds – why become immersed? </li></ul><ul><li>A “ long zoom ” on virtual worlds – how do we define them now, and how might we define them differently in the future? </li></ul><ul><li>The larger landscape – alternate approaches to virtual worldness </li></ul><ul><li>Future learning - innovation skills and abilities emerging from virtual worlds </li></ul><ul><li>Discussion; Q & A </li></ul>
  3. 3. Part I <ul><li>Getting real about opportunities in virtual worlds – why become immersed? </li></ul>
  4. 4. <ul><li>Choosing to become immersed in a specific virtual world is a major investment: it means buying in to someone else’s framework. </li></ul><ul><ul><li>New rules of engagement </li></ul></ul><ul><ul><li>Non-negotiable interactive limits </li></ul></ul><ul><ul><li>A particular visual style and content </li></ul></ul><ul><ul><li>Social conventions and other players </li></ul></ul><ul><li>Why accept a new, external framework? Why would an individual, or group, or organization choose to become immersed in the new limitations of a virtual world? </li></ul>Why Virtual Worlds?
  5. 5. <ul><li>Early explorers and recent observers often focus on the “irrational” appeal of virtual worlds. We share vague notions about: </li></ul><ul><ul><li>the power of immersion </li></ul></ul><ul><ul><li>“ fun” </li></ul></ul><ul><ul><li>“ novelty” and “cutting-edge” </li></ul></ul><ul><ul><li>“ community”, and so on. </li></ul></ul><ul><li>But virtual worlds are now engrained enough in global culture to start talking about their rational appeal and specific powers. </li></ul>Why Virtual Worlds?
  6. 6. Why Virtual Worlds? <ul><li>How do we explain the mass migration to second lives, simulated environments, and alternate realities? </li></ul><ul><li>As we move beyond novelty vague hopes, we can adopt a more utilitarian way of thinking about virtual worlds. </li></ul><ul><li>Given a specific context, goal, user, or community, what can we hope to do better in a virtual world? </li></ul>
  7. 7. Why Virtual Worlds? <ul><li>Better Sociability – communications, sense of social connection, and community are improved </li></ul>
  8. 8. Why Virtual Worlds? <ul><li>Better Visualization – new opportunities for navigation, sense making, visual expression </li></ul>
  9. 9. Why Virtual Worlds? <ul><li>Better Dynamics – more easily and vividly observed impact, better coordination, more engagement, more clearly understood opportunities, more power, more pleasure </li></ul>
  10. 10. Why Virtual Worlds? <ul><li>Better Sociability – communications, sense of social connection and community are improved </li></ul><ul><li>Better Navigation – new opportunities for sense making, discovering and exposing meaning </li></ul><ul><li>Better Dynamics – more easily and vividly observed impact, better coordination, more engagement, more clearly understood opportunities, more power, more pleasure </li></ul><ul><li>The decision to move any part of traditional business or team building to virtual worlds should be oriented toward maximizing one or more of these benefits. </li></ul>
  11. 11. Part II <ul><li>A “ long zoom ” on virtual worlds – how do we define them now, and how might we define them differently in the future? </li></ul>
  12. 12. Goals <ul><li>Virtual worlds are persistent, immersive environments that are inhabited, explored, and acted in by their users. </li></ul>
  13. 13. Cory Ondrejka suggests: <ul><li>A virtual world is a place that allow many simultaneous users to experience consistency, persistence, complex player interactions and many forms of player expression. </li></ul><ul><li>- Consistency allows players to predict the consequences of their actions - Persistence means that players’ actions have meaning over longer time periods than their individual sessions - Complex interactions include communication, combat, and trade - Players expression includes avatar and environmental customization, their behavior in-game (including griefing), role playing </li></ul>
  14. 14. What is the “ long zoom” trajectory of virtual experience? <ul><li>Virtual Reality (1990s) … </li></ul><ul><li> Virtual Worlds (2000s) … </li></ul><ul><li> Alternate Realities (2010s) … </li></ul>
  15. 15. What is the “ long zoom” trajectory of virtual experience? <ul><li>Virtual Reality sensory immersion </li></ul><ul><ul><ul><li>Virtual Worlds social, algorithmic immersion </li></ul></ul></ul><ul><ul><ul><ul><ul><li>Alternate Realities data, network immersion </li></ul></ul></ul></ul></ul>
  16. 16. <ul><li>7 Dimensions of Virtual Worlds </li></ul><ul><li>In the next decade, we will witness explosive variation and diversification in the purpose, platform, and experiential aspects of virtual worlds. </li></ul><ul><li>1. What is the purpose? </li></ul><ul><li>2. What kind of interface? </li></ul><ul><li>3. How do users interact with each other? </li></ul><ul><li>4. Who produces the content? </li></ul><ul><li>5. Is it fiction or non-fiction? </li></ul><ul><li>6. Does it reference real space, or not? </li></ul><ul><li>7. Is the experience in or out of place? </li></ul>
  17. 17. <ul><li>7 Dimensions of Virtual Worlds </li></ul><ul><li>In the next decade, we will witness explosive variation and diversification in the purpose, platform, and experiential aspects of virtual worlds. </li></ul><ul><li>Social, Communications  Gaming, Productivity </li></ul><ul><li>3D Graphical Environment  Everyday Information Environment </li></ul><ul><li>Synchronous Experience  Asynchronous Experience </li></ul><ul><li>Content Consumption  Content Creation </li></ul><ul><li>“ Accurate” data (informative)  “Fantastic” (mythological) </li></ul><ul><li>Geo-referential (real world)  Sui generis geography </li></ul><ul><li>Out of place (context-blind)   In place (context aware) </li></ul>
  18. 18. Part III <ul><li>The larger landscape – alternate approaches to virtual worldness </li></ul>
  19. 19. Security Challenges
  20. 20. “ Cognitive Load”
  21. 22. Alternate Approaches <ul><li>Asynchronous virtual worlds </li></ul><ul><ul><li>example: CyWorld </li></ul></ul><ul><li>Virtual economies without the mythology </li></ul><ul><ul><li>example: Seriosity’s Attent </li></ul></ul><ul><li>Non-graphical virtual worlds </li></ul><ul><ul><li>example: World Without Oil </li></ul></ul>
  22. 31. Alternate Reality Fiction <ul><li>“ Alternate reality fiction is a hybrid of Urban Fantasy and Alternate History... A genre that not only alters this world's history, but also its dynamics .” </li></ul><ul><li>- OED for Science Fiction </li></ul>
  23. 32. <ul><li>“ An a lternate reality is another — equally valid but not always attainable — way of experiencing existence.” </li></ul><ul><li>- G. S. ELRICK Sci. Fiction Handbk . 30, 1978 </li></ul>Alternate Reality Fiction
  24. 33. <ul><li>“ If we're not bound by the same limitations , we can become aware of alternate realities.” </li></ul><ul><li>- L. TUTTLE Lost Futures 95, 1992 </li></ul>Alternate Reality Fiction
  25. 34. <ul><li>“ When they returned, they discovered that … their excursion had created a new alternate reality .” </li></ul><ul><li>- G. A. EFFINGER in Isaac Asimov's Sci. Fiction Mag. Feb. 120, 1989 </li></ul>Alternate Reality Fiction
  26. 35. Part IV <ul><li>Future learning - innovation skills and abilities emerging from virtual worlds </li></ul>
  27. 36. Invitation Graphic Goes Here
  28. 37. Supersized – working at a new scale Superimposed – managing a hybrid scenario with both real and virtual elements Supercomputing – massively parallel efforts Superheroic – pursuing goals defined by the good the evolution of everyday superheroes:
  29. 39. Virtual World Powers for Real-World Innovation <ul><li>Mobability Open Authorship </li></ul><ul><li>Influency Emergensight </li></ul><ul><li>Ping Quotient Longbroading </li></ul><ul><li>Multi-Capitalism Signal/Noise Management </li></ul><ul><li>Protovation </li></ul><ul><li>Cooperation Radar </li></ul>
  30. 40. Mobability <ul><li>the ability to perform real-time work in large groups </li></ul><ul><li>a talent for organizing and collaborating with many people simultaneously </li></ul>
  31. 41. Influency <ul><li>the ability to be persuasive in multiple social contexts and media spaces </li></ul><ul><li>an understanding that each context and space requires a different persuasive strategy and technique </li></ul>
  32. 42. Ping Quotient <ul><li>measures your responsiveness to other people’s requests for engagement </li></ul><ul><li>your propensity and ability to reach out to others in a network </li></ul>
  33. 43. Multi-Capitalism <ul><li>fluency in working with different capitals </li></ul><ul><li>natural, intellectual, social, financial, human, e.g. </li></ul>
  34. 44. Protovation <ul><li>fearless innovation in rapid, iterative cycles </li></ul><ul><li>an understanding that the cost of short-term failure has been lowered </li></ul>
  35. 45. Open Authorship <ul><li>ease and savvy in creating content for public, or open, consumption – through peer 2 peer citation, circulation, and modification </li></ul>
  36. 46. Emergensight <ul><li>ability to prepare for and handle surprising results and complexity </li></ul>
  37. 47. Longbroading <ul><li>thinking in terms of higher level systems, massively multiple cycles, and a much bigger picture </li></ul>
  38. 48. Signal/Noise Management <ul><li>filtering meaningful info, patterns, and commonalities from the massively-multiple streams of data </li></ul>
  39. 49. Cooperation Radar <ul><li>the ability to sense, almost intuitively, who would make the best collaborators on a particular task </li></ul>
  40. 50. Virtual World Powers for Real-World Innovation <ul><li>Mobability Open Authorship </li></ul><ul><li>Influency Emergensight </li></ul><ul><li>Ping Quotient Longbroading </li></ul><ul><li>Multi-Capitalism Signal/Noise Management </li></ul><ul><li>Protovation </li></ul><ul><li>Cooperation Radar </li></ul>
  41. 51. Part V <ul><li>Open Discussion, </li></ul><ul><li>Q & A </li></ul>

×