epic win - why gaming is the future of learning
DESCRIPTION
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
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
• 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
• $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.
“Games are the most
elevated form of
investigation.”• Clear boundaries• A shared problem• A community of players• Time to play
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
“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
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!
“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.”
You are a SUPER-CHALLENGING crowd:
>450 ANTAGONISM (“I disagree!”) >200 ADAPTATION (“a different
take”) >350 INVESTIGATION (“explain
it!”)
modus operandi
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
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
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.
“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.
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?