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EPIC WIN Why gaming is the future of learning Jane McGonigal, PhD Director of Game Research & Development Institute for the Future
EPIC WIN [email_address] Jane McGonigal, PhD Director of Game Research & Development Institute for the Future
SUPERSTRUCTING A new way of working together at extreme scales…
 
We must ‘ collaborate or perish ’—across borders, cultures, disciplines, and firms, and increasingly with masses of people  at one time. — Tapscott & Williams in  Wikinomics
SUPERSTRUCTING A new way of working together at extreme scales… …supported by game platforms and mechanics
 
 
GAME DESIGNER  nominated for  a NOBEL PRIZE by  2034
GAMER CLAN  nominated for  a NOBEL PRIZE by  2034
72 % of US  heads of household  play computer and video games 96 %   of  youth under 18  play 78 % of large  U.S. companies and non-profits  use games with employees
40%  of gamers are  women the  average  US gamer is  35 years old  1 in 4  gamers is  over age 50
$68 billion dollar  industry annually An entire generation of  hard-core gamers :  >  100 million people  worldwide spending >  20 hours a week  playing computer and videogames.
That’s a LOT of  participation bandwidth . So what are we going to do with it?
2034
 
“ Games  are the most elevated form of investigation.”
“ Games  are the most elevated form of investigation.” ?
 
 
“ Games  are the most elevated form of investigation.” Clear boundaries A shared problem A community of players Time to play
 
signals
3 million game designers, developers, hackers and counting...
SUPERSTRUCTING
 
 
 
Why MMOs beat reality: More  exciting work Better  feedback , more  fiero Stronger  social fabric Constant  awe ,  wonder , and  curiosity
 
 
Extreme Scale Collaboration: 1.  satisfying work  to do 2. the experience of  being good  at something 3. time with  people we like 4. the chance to be a part of  something bigger
Why MMOs beat reality: More  exciting work Better  feedback , more  fiero Stronger  social fabric Constant  awe ,  wonder , and  curiosity
Extreme Scale Collaboration: 1.  satisfying work  to do 2. the experience of  being good  at something 3. time with  people we like 4. the chance to be a part of  something bigger
 
 
 
 
 
 
 
 
 
 
 
 
Cognitive resources ( hours ) + Cognitive diversity ( players ) +  Engagement intensity ( heart )  Harnessing “social surplus”
 
100 million   mental hours from a highly diverse knowledge community     WIKIPEDIA *as calculated by Clay Shirky
100 million mental hours =  5 days   of global  World of Warcraft  gameplay
 
“ The purpose of all video games is to train a player to   work harder   while still enjoying it …” –  Nick Yee
“…  and the success of online games demonstrates how   seductive and concealed   the work treadmill can be.”  –  Nick Yee
 
 
“ We are witnessing what amounts to no less than  a global mass exodus   to virtual worlds and other online gaming environments.” –  economist Edward Castranova
 
FOLD IT
 
 
Within 24 hours of launch, the site was receiving 70,000 classifications an hour. More than 50 million classifications were received during its first year, from almost 150,000 people.
4 published, peer-reviewed  scientific papers  and 4 more in progress 1 new solar object discovery –  “the Voorwerp” mystery!
 
Spore -ish
Will Wright + Jill Tarter
“ I’m interested in the possibility that learning to be good at a game makes you good at life,   makes you good at changing the world ,  and gives you skills that are going to allow you to   reinvent your environment.   Because, in the game, you play against an environment that’s been given to you.”
“ There’s real value in being pushed toward   global awareness and looking long-term .  That’s one of the things that I find very useful about games…. I think these are the timelines we need to be looking — the 100- or 200-year horizons. Because most of the really bad stuff that’s happening right now is the result of very short-term thinking.”
 
 
 
Screenshot of Lab playtest
 
 
Webstock:   3508 ideas!   CeBit:   951 ideas! Etech:   2700 ideas!   Penguicon:   189 ideas!
The start of SPACE MEDICINE?
The start of SOLAR PROSPERITY?
The start of SPACE SOURCING?
modus operandi Positive imagination outweighed dark imagination 2:1 (650:312)
modus operandi Highly  collaborative: Momentum cards most often played (870)
You are a SUPER-CHALLENGING crowd: >450 ANTAGONISM (“I disagree!”)  >200 ADAPTATION (“a different take”) >350 INVESTIGATION (“explain it!”) modus operandi
 
World Without Oil
 
 
 
 
How we learned from  World Without Oil   1.   We can imagine the ripples of potential events across massively multiple domains
 
How we learned from  World Without Oil   2.   Together, we can envision the “hard to see” (but theoretically possible) future
 
 
How we learned from  World Without Oil   3.   Playing a forecasting game forces us to “build calluses” for our own personal benefit
 
 
 
 
 
FOR IMMEDIATE RELEASE  SEPTEMBER 22, 2018  Humans have 23 years to go
 
 
 
 
 
 
 
 
 
7805 542 10,556 2,085 SURVIVABILITY METRICS “ The higher our numbers gets,  the better our future will be. ”
if YOU earn all 10 survivability badges ,  you'll add 100 points to our collective score. You'll be personally responsible for adding  5.2 weeks to humanity's survival horizon
 
90 countries,  6 continents,  13 languages
7000 forecasters  from  > 90 countries > 1000 stories  about the future > 500 discussion forum topics > 500  collaborative  superstructures what we accomplished
Accounting Advertising Aerospace & Airlines Agriculture Architecture Armed Forces Art & Design Automotive Babysitting Banking Bartending  Beverages Biomedical Science Biotech & Bioengineering Broadcasting Building & Construction Call Centers Carpentry Car Services Caregiving Chemical Engineering Church & Ministry Citizen Journalism Civil Engineering Cleaners Clothing Cognitive Science Collections
Comic Book Industry Communications& Media Community Development Computer Software/Hardware Consulting Consumer Electronics Cosmetics/Cosmeceuticals Cycling Service & Distribution Defense E-Commerce Ecosystem Management Education Energy Entertainment Environmental Mngmnt Event Industry Fashion Finance Food Forensic Psychology Forestry Gaming Gardening Genetics Geo-Information Geology & Geotechnology Government Health Care
Home Remodeling Hotels Housing Human Rights Human Resources Human Services Immigration Industrial Automation Insurance International Relations Internet Journalism Labor activism Landscape Architecture Law Enforcement Law & Legal Services Libraries & Library Science Lumber Management Manufacturing Marine Research Marketing Materials Science Media Medical Mental Health Merchandising Mining Mobile Telephony Monastery Museums
Nano-biotechnology Nonprofit Nursing Oil Industry Package Delivery Parenthood Philanthropy Photography Plumbing Psychology Public Policy Publishing Real Estate Recruitment Restaurant Retail Robotics Sales Social Services Specialty Coffee Steel Industry Storytelling Sstainability Telecommunications Tourism Transporation& Logistics Urban Planning Water Management Writing
TARA HUNT   Educycle :  “ Let’s help anyone, anywhere ‘freecycle’ what they know.”   Crowd sourced, P2P education online so that anyone can teach someone, somewhere, something important.
WARREN ELLIS   Insects4Food .  “ We may be facing ‘peak protein’.”  Could we turn someday to mass manufacturing insect protein for food?
TIM KRING   Lifeliners “We need   embedded tech-savvy humanitarians.” A new kind of hero who goes to countries where the social safety net usually provided by governments has broken down, and bootstraps high-tech solutions to provide basic needs.
CHRIS DiBONA The Society for the Creative Breaking of Shit “ We need to give Super-Empowered Angry Individuals something constructive to do.”   Let’s make a system to harness the talents of griefers, hackers and terrorists for good.
 
Unexpected Missions Which superthreat would you choose?
“ This is my favorite vision of the future, ever. Because it’s the first one I feel personally capable of making a difference in.”  –  Andrew, Superstruct player Super-Empowered Hopeful Individuals (SEHIs)
SUPERSTRUCTING A new way of working together at extreme scales… …supported by game platforms and mechanics
A 10 year forecast for learning   We are entering an era of  extreme learning .  Awe-inspiring questions and problems Concrete challenges Competitive collaboration Global & social, in fun, fierce bursts
A 10 year forecast for learning   In an era of  extreme learning : Every student has the opportunity to beome a  Super Empowered Hopeful Individual .  The classroom and the campus will be  superstructed  in every way possible.
 
How will YOU superstruct learning?
SUPERSTRUCT CHALLENGE #1: Superpowers, not lessons. What amazing skills and abilities will students get from your class, event, group or workshop?
SUPERSTRUCT CHALLENGE #2: Epic achievement! Can you redefine what it’s possible for a student to achieve in your class, program, or department? What’s the badge of honor?
SUPERSTRUCT CHALLENGE #3: Collective fiero! What would be a meaningful collective outcome?  And who would they show it off to?
SUPERSTRUCT CHALLENGE #4: Unexpected extension! If your students could get 1000 people to do one thing, what would it be, and what would it add up to?
SUPERSTRUCT CHALLENGE #5: DIY X Prize. What’s the most awe-inspiring, humanity elevating mission your field could plausibly achieve in the next decade?  What breakthrough would deserve a $25 million dollar prize?
EPIC WIN Jane McGonigal, PhD avantgame.com [email_address]

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Epic Win - Why Gaming is the Future of Learning

  • 1. EPIC WIN Why gaming is the future of learning Jane McGonigal, PhD Director of Game Research & Development Institute for the Future
  • 2. EPIC WIN [email_address] Jane McGonigal, PhD Director of Game Research & Development Institute for the Future
  • 3. SUPERSTRUCTING A new way of working together at extreme scales…
  • 4.  
  • 5. We must ‘ collaborate or perish ’—across borders, cultures, disciplines, and firms, and increasingly with masses of people at one time. — Tapscott & Williams in Wikinomics
  • 6. SUPERSTRUCTING A new way of working together at extreme scales… …supported by game platforms and mechanics
  • 7.  
  • 8.  
  • 9. GAME DESIGNER nominated for a NOBEL PRIZE by 2034
  • 10. GAMER CLAN nominated for a NOBEL PRIZE by 2034
  • 11. 72 % of US heads of household play computer and video games 96 % of youth under 18 play 78 % of large U.S. companies and non-profits use games with employees
  • 12. 40% of gamers are women the average US gamer is 35 years old 1 in 4 gamers is over age 50
  • 13. $68 billion dollar industry annually An entire generation of hard-core gamers : > 100 million people worldwide spending > 20 hours a week playing computer and videogames.
  • 14. That’s a LOT of participation bandwidth . So what are we going to do with it?
  • 15. 2034
  • 16.  
  • 17. “ Games are the most elevated form of investigation.”
  • 18. “ Games are the most elevated form of investigation.” ?
  • 19.  
  • 20.  
  • 21. “ Games are the most elevated form of investigation.” Clear boundaries A shared problem A community of players Time to play
  • 22.  
  • 24. 3 million game designers, developers, hackers and counting...
  • 26.  
  • 27.  
  • 28.  
  • 29. Why MMOs beat reality: More exciting work Better feedback , more fiero Stronger social fabric Constant awe , wonder , and curiosity
  • 30.  
  • 31.  
  • 32. Extreme Scale Collaboration: 1. satisfying work to do 2. the experience of being good at something 3. time with people we like 4. the chance to be a part of something bigger
  • 33. Why MMOs beat reality: More exciting work Better feedback , more fiero Stronger social fabric Constant awe , wonder , and curiosity
  • 34. Extreme Scale Collaboration: 1. satisfying work to do 2. the experience of being good at something 3. time with people we like 4. the chance to be a part of something bigger
  • 35.  
  • 36.  
  • 37.  
  • 38.  
  • 39.  
  • 40.  
  • 41.  
  • 42.  
  • 43.  
  • 44.  
  • 45.  
  • 46.  
  • 47. Cognitive resources ( hours ) + Cognitive diversity ( players ) + Engagement intensity ( heart ) Harnessing “social surplus”
  • 48.  
  • 49. 100 million mental hours from a highly diverse knowledge community  WIKIPEDIA *as calculated by Clay Shirky
  • 50. 100 million mental hours = 5 days of global World of Warcraft gameplay
  • 51.  
  • 52. “ The purpose of all video games is to train a player to work harder while still enjoying it …” – Nick Yee
  • 53. “… and the success of online games demonstrates how seductive and concealed the work treadmill can be.” – Nick Yee
  • 54.  
  • 55.  
  • 56. “ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” – economist Edward Castranova
  • 57.  
  • 59.  
  • 60.  
  • 61. Within 24 hours of launch, the site was receiving 70,000 classifications an hour. More than 50 million classifications were received during its first year, from almost 150,000 people.
  • 62. 4 published, peer-reviewed scientific papers and 4 more in progress 1 new solar object discovery – “the Voorwerp” mystery!
  • 63.  
  • 65. Will Wright + Jill Tarter
  • 66. “ I’m interested in the possibility that learning to be good at a game makes you good at life, makes you good at changing the world , and gives you skills that are going to allow you to reinvent your environment. Because, in the game, you play against an environment that’s been given to you.”
  • 67. “ There’s real value in being pushed toward global awareness and looking long-term . That’s one of the things that I find very useful about games…. I think these are the timelines we need to be looking — the 100- or 200-year horizons. Because most of the really bad stuff that’s happening right now is the result of very short-term thinking.”
  • 68.  
  • 69.  
  • 70.  
  • 71. Screenshot of Lab playtest
  • 72.  
  • 73.  
  • 74. Webstock: 3508 ideas! CeBit: 951 ideas! Etech: 2700 ideas! Penguicon: 189 ideas!
  • 75. The start of SPACE MEDICINE?
  • 76. The start of SOLAR PROSPERITY?
  • 77. The start of SPACE SOURCING?
  • 78. modus operandi Positive imagination outweighed dark imagination 2:1 (650:312)
  • 79. modus operandi Highly collaborative: Momentum cards most often played (870)
  • 80. You are a SUPER-CHALLENGING crowd: >450 ANTAGONISM (“I disagree!”) >200 ADAPTATION (“a different take”) >350 INVESTIGATION (“explain it!”) modus operandi
  • 81.  
  • 83.  
  • 84.  
  • 85.  
  • 86.  
  • 87. How we learned from World Without Oil 1. We can imagine the ripples of potential events across massively multiple domains
  • 88.  
  • 89. How we learned from World Without Oil 2. Together, we can envision the “hard to see” (but theoretically possible) future
  • 90.  
  • 91.  
  • 92. How we learned from World Without Oil 3. Playing a forecasting game forces us to “build calluses” for our own personal benefit
  • 93.  
  • 94.  
  • 95.  
  • 96.  
  • 97.  
  • 98. FOR IMMEDIATE RELEASE SEPTEMBER 22, 2018 Humans have 23 years to go
  • 99.  
  • 100.  
  • 101.  
  • 102.  
  • 103.  
  • 104.  
  • 105.  
  • 106.  
  • 107.  
  • 108. 7805 542 10,556 2,085 SURVIVABILITY METRICS “ The higher our numbers gets, the better our future will be. ”
  • 109. if YOU earn all 10 survivability badges , you'll add 100 points to our collective score. You'll be personally responsible for adding 5.2 weeks to humanity's survival horizon
  • 110.  
  • 111. 90 countries, 6 continents, 13 languages
  • 112. 7000 forecasters from > 90 countries > 1000 stories about the future > 500 discussion forum topics > 500 collaborative superstructures what we accomplished
  • 113. Accounting Advertising Aerospace & Airlines Agriculture Architecture Armed Forces Art & Design Automotive Babysitting Banking Bartending Beverages Biomedical Science Biotech & Bioengineering Broadcasting Building & Construction Call Centers Carpentry Car Services Caregiving Chemical Engineering Church & Ministry Citizen Journalism Civil Engineering Cleaners Clothing Cognitive Science Collections
  • 114. Comic Book Industry Communications& Media Community Development Computer Software/Hardware Consulting Consumer Electronics Cosmetics/Cosmeceuticals Cycling Service & Distribution Defense E-Commerce Ecosystem Management Education Energy Entertainment Environmental Mngmnt Event Industry Fashion Finance Food Forensic Psychology Forestry Gaming Gardening Genetics Geo-Information Geology & Geotechnology Government Health Care
  • 115. Home Remodeling Hotels Housing Human Rights Human Resources Human Services Immigration Industrial Automation Insurance International Relations Internet Journalism Labor activism Landscape Architecture Law Enforcement Law & Legal Services Libraries & Library Science Lumber Management Manufacturing Marine Research Marketing Materials Science Media Medical Mental Health Merchandising Mining Mobile Telephony Monastery Museums
  • 116. Nano-biotechnology Nonprofit Nursing Oil Industry Package Delivery Parenthood Philanthropy Photography Plumbing Psychology Public Policy Publishing Real Estate Recruitment Restaurant Retail Robotics Sales Social Services Specialty Coffee Steel Industry Storytelling Sstainability Telecommunications Tourism Transporation& Logistics Urban Planning Water Management Writing
  • 117. TARA HUNT Educycle : “ Let’s help anyone, anywhere ‘freecycle’ what they know.” Crowd sourced, P2P education online so that anyone can teach someone, somewhere, something important.
  • 118. WARREN ELLIS Insects4Food . “ We may be facing ‘peak protein’.” Could we turn someday to mass manufacturing insect protein for food?
  • 119. TIM KRING Lifeliners “We need embedded tech-savvy humanitarians.” A new kind of hero who goes to countries where the social safety net usually provided by governments has broken down, and bootstraps high-tech solutions to provide basic needs.
  • 120. CHRIS DiBONA The Society for the Creative Breaking of Shit “ We need to give Super-Empowered Angry Individuals something constructive to do.” Let’s make a system to harness the talents of griefers, hackers and terrorists for good.
  • 121.  
  • 122. Unexpected Missions Which superthreat would you choose?
  • 123. “ This is my favorite vision of the future, ever. Because it’s the first one I feel personally capable of making a difference in.” – Andrew, Superstruct player Super-Empowered Hopeful Individuals (SEHIs)
  • 124. SUPERSTRUCTING A new way of working together at extreme scales… …supported by game platforms and mechanics
  • 125. A 10 year forecast for learning We are entering an era of extreme learning . Awe-inspiring questions and problems Concrete challenges Competitive collaboration Global & social, in fun, fierce bursts
  • 126. A 10 year forecast for learning In an era of extreme learning : Every student has the opportunity to beome a Super Empowered Hopeful Individual . The classroom and the campus will be superstructed in every way possible.
  • 127.  
  • 128. How will YOU superstruct learning?
  • 129. SUPERSTRUCT CHALLENGE #1: Superpowers, not lessons. What amazing skills and abilities will students get from your class, event, group or workshop?
  • 130. SUPERSTRUCT CHALLENGE #2: Epic achievement! Can you redefine what it’s possible for a student to achieve in your class, program, or department? What’s the badge of honor?
  • 131. SUPERSTRUCT CHALLENGE #3: Collective fiero! What would be a meaningful collective outcome? And who would they show it off to?
  • 132. SUPERSTRUCT CHALLENGE #4: Unexpected extension! If your students could get 1000 people to do one thing, what would it be, and what would it add up to?
  • 133. SUPERSTRUCT CHALLENGE #5: DIY X Prize. What’s the most awe-inspiring, humanity elevating mission your field could plausibly achieve in the next decade? What breakthrough would deserve a $25 million dollar prize?
  • 134. EPIC WIN Jane McGonigal, PhD avantgame.com [email_address]