epic win - why gaming is the future of learning

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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

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Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it.Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.

TRANSCRIPT

EPIC WINWhy gaming is the future of

learning

Jane McGonigal, PhDDirector of Game Research &

DevelopmentInstitute for the Future

EPIC [email protected]

om

Jane McGonigal, PhDDirector of Game Research &

DevelopmentInstitute for the Future

SUPERSTRUCTINGA 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 & Williamsin Wikinomics

5

SUPERSTRUCTINGA 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 do2. the experience of being good at something3. time with people we like4. 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 do2. the experience of being good at something3. time with people we like4. 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

SURVIVABILITY METRICS

“The higher our numbers gets,

the better our future will be.”

7805 542 10,556 2,085

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 & BioengineeringBroadcastingBuilding & ConstructionCall CentersCarpentryCar ServicesCaregivingChemical EngineeringChurch & MinistryCitizen JournalismCivil EngineeringCleanersClothingCognitive ScienceCollections

Comic Book Industry

Communications& Media

Community Development

Computer Software/Hardware

Consulting

Consumer Electronics

Cosmetics/Cosmeceuticals

Cycling Service & Distribution

Defense

E-Commerce

Ecosystem Management

Education

EnergyEntertainmentEnvironmental MngmntEvent IndustryFashionFinanceFoodForensic PsychologyForestryGamingGardeningGeneticsGeo-InformationGeology & GeotechnologyGovernmentHealth Care

Home RemodelingHotelsHousingHuman RightsHuman ResourcesHuman ServicesImmigrationIndustrial AutomationInsuranceInternational RelationsInternetJournalismLabor activismLandscape ArchitectureLaw Enforcement

Law & Legal ServicesLibraries & Library ScienceLumberManagementManufacturingMarine ResearchMarketingMaterials ScienceMediaMedicalMental HealthMerchandisingMiningMobile TelephonyMonasteryMuseums

Nano-biotechnology

Nonprofit

Nursing

Oil Industry

Package Delivery

Parenthood

Philanthropy

Photography

Plumbing

Psychology

Public Policy

Publishing

Real Estate

RecruitmentRestaurantRetailRoboticsSalesSocial ServicesSpecialty CoffeeSteel IndustryStorytellingSstainabilityTelecommunicationsTourismTransporation& LogisticsUrban PlanningWater ManagementWriting

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 MissionsWhich 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)

SUPERSTRUCTINGA 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, PhDavantgame.com

[email protected]