Gaming can make a better world
-
0:00 - 0:02I'm Jane McGonigal. I'm a game designer.
-
0:02 - 0:05I've been making games
online now for 10 years, -
0:05 - 0:08and my goal for the next decade
-
0:08 - 0:13is to try to make it as easy
to save the world in real life -
0:13 - 0:16as it is to save the world
in online games. -
0:17 - 0:19Now, I have a plan for this,
-
0:19 - 0:22and it entails convincing more people,
-
0:22 - 0:26including all of you, to spend more time
playing bigger and better games. -
0:26 - 0:31Right now we spend three billion hours
a week playing online games. -
0:31 - 0:33Some of you might be thinking,
-
0:33 - 0:35"That's a lot of time
to spend playing games. -
0:35 - 0:36Maybe too much time,
-
0:36 - 0:40considering how many urgent problems
we have to solve in the real world." -
0:40 - 0:44But actually, according to my research
at the Institute for the Future, -
0:44 - 0:47actually the opposite is true.
-
0:47 - 0:50Three billion hours a week
is not nearly enough game play -
0:50 - 0:53to solve the world's most urgent problems.
-
0:53 - 0:55In fact, I believe
that if we want to survive -
0:55 - 0:57the next century on this planet,
-
0:57 - 1:00we need to increase
that total dramatically. -
1:00 - 1:02I've calculated the total we need
-
1:02 - 1:05at 21 billion hours
of game play every week. -
1:06 - 1:08So, that's probably a bit
of a counter-intuitive idea, -
1:08 - 1:11so I'll say it again, let it sink in:
-
1:11 - 1:13If we want to solve problems like hunger,
-
1:13 - 1:16poverty, climate change,
global conflict, obesity, -
1:16 - 1:20I believe that we need to aspire
to play games online -
1:20 - 1:24for at least 21 billion hours a week,
by the end of the next decade. -
1:24 - 1:25(Laughter)
-
1:25 - 1:27No. I'm serious. I am.
-
1:27 - 1:28Here's why.
-
1:28 - 1:31This picture pretty much sums up
why I think games are so essential -
1:32 - 1:34to the future survival
of the human species. -
1:34 - 1:35(Laughter)
-
1:35 - 1:36Truly.
-
1:36 - 1:39This is a portrait
by photographer Phil Toledano. -
1:39 - 1:41He wanted to capture
the emotion of gaming, -
1:41 - 1:44so he set up a camera in front
of gamers while they were playing. -
1:44 - 1:47And this is a classic gaming emotion.
-
1:47 - 1:49Now, if you're not a gamer,
-
1:49 - 1:51you might miss some
of the nuance in this photo. -
1:51 - 1:54You probably see the sense of urgency,
-
1:54 - 1:57a little bit of fear,
but intense concentration, -
1:57 - 2:01deep, deep focus on tackling
a really difficult problem. -
2:01 - 2:05If you are a gamer, you will notice
a few nuances here: -
2:05 - 2:08the crinkle of the eyes up,
and around the mouth -
2:08 - 2:09is a sign of optimism,
-
2:09 - 2:12and the eyebrows up is surprise.
-
2:12 - 2:16This is a gamer who's on the verge
of something called an "epic win." -
2:16 - 2:17(Laughter)
-
2:17 - 2:18Oh, you've heard of that.
-
2:18 - 2:21OK, good, so we have some gamers among us.
-
2:21 - 2:25An epic win is an outcome
that is so extraordinarily positive, -
2:25 - 2:28you had no idea it was even
possible until you achieved it. -
2:28 - 2:33It was almost beyond the threshold
of imagination, and when you get there, -
2:33 - 2:35you're shocked to discover
what you're truly capable of. -
2:35 - 2:36That's an epic win.
-
2:36 - 2:39This is a gamer on the verge
of an epic win. -
2:39 - 2:41And this is the face that we need to see
-
2:41 - 2:44on millions of problem-solvers
all over the world -
2:44 - 2:47as we try to tackle the obstacles
of the next century -- -
2:47 - 2:50the face of someone who, against all odds,
-
2:50 - 2:52is on the verge of an epic win.
-
2:52 - 2:55Now, unfortunately this is more
of the face that we see -
2:55 - 2:58in everyday life now as we try
to tackle urgent problems. -
2:58 - 3:01This is what I call
the "I'm Not Good At Life" face. -
3:01 - 3:02This is actually me making it.
-
3:02 - 3:03Can you see? Yes. Good.
-
3:03 - 3:06This is me making
the "I'm Not Good At Life" face. -
3:06 - 3:08This is a piece of graffiti
in my old neighborhood -
3:08 - 3:11in Berkeley, California,
where I did my PhD -
3:11 - 3:14on why we're better in games
than we are in real life. -
3:14 - 3:16And this is a problem
that a lot of gamers have. -
3:16 - 3:21We feel that we are not as good
in reality as we are in games. -
3:21 - 3:24I don't mean just good as in successful,
although that's part of it. -
3:24 - 3:26We do achieve more in game worlds.
-
3:26 - 3:30But I also mean good as in motivated
to do something that matters -- -
3:30 - 3:33inspired to collaborate and to cooperate.
-
3:33 - 3:34And when we're in game worlds,
-
3:34 - 3:37I believe that many of us become
the best version of ourselves -- -
3:37 - 3:39the most likely to help
at a moment's notice, -
3:39 - 3:42the most likely to stick
with a problem as long at it takes, -
3:42 - 3:44to get up after failure and try again.
-
3:44 - 3:48And in real life, when we face failure,
-
3:48 - 3:51when we confront obstacles,
we often don't feel that way. -
3:51 - 3:54We feel overcome, we feel overwhelmed,
-
3:54 - 3:58we feel anxious, maybe depressed,
frustrated or cynical. -
3:58 - 4:00We never have those feelings
when we're playing games, -
4:00 - 4:02they just don't exist in games.
-
4:02 - 4:05So that's what I wanted to study
when I was a graduate student. -
4:05 - 4:07What about games makes it impossible
-
4:07 - 4:10to feel that we can't achieve everything?
-
4:10 - 4:12How can we take those feelings from games
-
4:12 - 4:14and apply them to real-world work?
-
4:14 - 4:16So I looked at games
like World of Warcraft, -
4:16 - 4:20which is really the ideal collaborative
problem-solving environment. -
4:20 - 4:21And I started to notice a few things
-
4:21 - 4:25that make epic wins
so possible in online worlds. -
4:25 - 4:28The first thing is whenever you show up
in one of these online games, -
4:28 - 4:30especially in World of Warcraft,
-
4:30 - 4:32there are lots and lots
of different characters -
4:32 - 4:36who are willing to trust you
with a world-saving mission, right away. -
4:36 - 4:38But not just any mission,
-
4:38 - 4:41it's a mission that is perfectly matched
with your current level in the game. -
4:41 - 4:43Right? So you can do it.
-
4:43 - 4:46They never give you a challenge
you can't achieve. -
4:46 - 4:48But it is on the verge
of what you're capable of, -
4:48 - 4:49so you have to try hard.
-
4:49 - 4:53But there's no unemployment
in World of Warcraft; no sitting around, -
4:53 - 4:54wringing your hands --
-
4:54 - 4:57there's always something
specific and important to be done. -
4:57 - 4:59There are also tons of collaborators.
-
4:59 - 5:01Everywhere you go,
hundreds of thousands of people -
5:01 - 5:04ready to work with you
to achieve your epic mission. -
5:04 - 5:07That's not something we have
in real life that easily, -
5:07 - 5:10this sense that at our fingertips
are tons of collaborators. -
5:10 - 5:13And there's this epic story,
this inspiring story of why we're there, -
5:13 - 5:14and what we're doing,
-
5:14 - 5:16and we get all this positive feedback.
-
5:16 - 5:20You guys have heard of leveling up,
+1 strength, +1 intelligence. -
5:20 - 5:23We don't get that kind
of constant feedback in real life. -
5:23 - 5:24When I get off this stage,
-
5:24 - 5:29I'm not going to have
+1 speaking, and +1 crazy idea, -
5:29 - 5:31+20 crazy idea.
-
5:31 - 5:33I don't get that feedback in real life.
-
5:33 - 5:38Now, the problem with collaborative
online environments like World of Warcraft -
5:38 - 5:42is that it's so satisfying to be
on the verge of an epic win all the time, -
5:42 - 5:44we decide to spend all our time
in these game worlds. -
5:44 - 5:46It's just better than reality.
-
5:46 - 5:49So, so far, collectively
all the World of Warcraft gamers -
5:49 - 5:52have spent 5.93 million years
-
5:52 - 5:56solving the virtual problems of Azeroth.
-
5:56 - 5:58Now, that's not necessarily a bad thing.
-
5:59 - 6:00It might sound like it's a bad thing.
-
6:00 - 6:02But to put that in context:
-
6:02 - 6:045.93 million years ago
-
6:04 - 6:08was when our earliest primate
human ancestors stood up. -
6:09 - 6:11That was the first upright primate.
-
6:11 - 6:14So when we talk about how much time
-
6:14 - 6:16we're currently investing
in playing games, -
6:16 - 6:19the only way it makes sense
to even think about it -
6:19 - 6:23is to talk about time
at the magnitude of human evolution, -
6:23 - 6:25which is an extraordinary thing.
-
6:25 - 6:27But it's also apt,
-
6:27 - 6:30because it turns out that by spending
all this time playing games, -
6:30 - 6:33we're actually changing
what we are capable of as human beings. -
6:33 - 6:36We're evolving to be a more
collaborative and hearty species. -
6:37 - 6:38This is true. I believe this.
-
6:38 - 6:41So, consider this really
interesting statistic; -
6:41 - 6:45it was recently published by a researcher
at Carnegie Mellon University: -
6:45 - 6:49The average young person today
in a country with a strong gamer culture -
6:49 - 6:53will have spent 10,000 hours
playing online games -
6:53 - 6:54by the age of 21.
-
6:54 - 6:58Now 10,000 hours is a really
interesting number for two reasons. -
6:58 - 7:02First of all, for children
in the United States, -
7:02 - 7:0710,080 hours is the exact amount
of time you will spend in school, -
7:07 - 7:09from fifth grade
to high school graduation, -
7:09 - 7:11if you have perfect attendance.
-
7:11 - 7:12(Laughter)
-
7:12 - 7:15So, we have an entire
parallel track of education going on, -
7:15 - 7:19where young people are learning as much
about what it takes to be a good gamer -
7:19 - 7:21as they're learning
about everything else in school. -
7:21 - 7:25Some of you have probably read
Malcolm Gladwell's new book "Outliers," -
7:25 - 7:27so you would have heard
of his theory of success, -
7:27 - 7:30the "10,000 hours" theory of success.
-
7:30 - 7:32It's based on this great
cognitive-science research -
7:32 - 7:35that says if we can master 10,000 hours
-
7:35 - 7:39of effortful study at anything
by the age of 21, -
7:39 - 7:40we will be virtuosos at it.
-
7:40 - 7:42We will be as good at whatever we do
-
7:42 - 7:44as the greatest people in the world.
-
7:44 - 7:47And so, now what we're looking at
-
7:47 - 7:51is an entire generation of young people
who are virtuoso gamers. -
7:52 - 7:54So, the big question is,
-
7:54 - 7:57"What exactly are gamers
getting so good at?" -
7:57 - 7:59Because if we could figure that out,
-
7:59 - 8:04we would have a virtually unprecedented
human resource on our hands. -
8:04 - 8:06This is how many people
we now have in the world -
8:06 - 8:09who spend at least an hour
a day playing online games. -
8:09 - 8:11These are our virtuoso gamers,
-
8:11 - 8:15500 million people who are
extraordinarily good at something. -
8:16 - 8:17And in the next decade,
-
8:17 - 8:19we're going to have another billion gamers
-
8:19 - 8:22who are extraordinarily
good at whatever that is. -
8:22 - 8:24If you don't know it already,
this is coming. -
8:24 - 8:26The game industry is developing consoles
-
8:26 - 8:29that are low-energy and that work
with the wireless phone networks -
8:29 - 8:31instead of broadband Internet,
-
8:31 - 8:33so that gamers all over the world,
-
8:33 - 8:37particularly in India, China,
Brazil, can get online. -
8:37 - 8:39They expect one billion more
gamers in the next decade. -
8:39 - 8:42It will bring us up to 1.5 billion gamers.
-
8:42 - 8:43So I've started to think about
-
8:43 - 8:46what these games
are making us virtuosos at. -
8:46 - 8:48Here are the four things I came up with.
-
8:48 - 8:50The first is urgent optimism.
-
8:50 - 8:52OK, think of this
as extreme self-motivation. -
8:53 - 8:56Urgent optimism is the desire
to act immediately -
8:56 - 8:57to tackle an obstacle,
-
8:57 - 9:01combined with the belief that we have
a reasonable hope of success. -
9:02 - 9:04Gamers always believe
that an epic win is possible, -
9:04 - 9:07and that it's always worth
trying, and trying now. -
9:07 - 9:08Gamers don't sit around.
-
9:09 - 9:13Gamers are virtuosos
at weaving a tight social fabric. -
9:13 - 9:15There's a lot of interesting
research that shows -
9:15 - 9:18we like people better
after we play a game with them, -
9:18 - 9:20even if they've beaten us badly.
-
9:20 - 9:23And the reason is, it takes a lot of trust
to play a game with someone. -
9:23 - 9:25We trust that they will spend
their time with us, -
9:25 - 9:27that they will play by the same rules,
-
9:27 - 9:30value the same goal,
stay with the game until it's over. -
9:30 - 9:32And so, playing a game together
-
9:32 - 9:35actually builds up bonds
and trust and cooperation. -
9:35 - 9:39And we actually build stronger
social relationships as a result. -
9:39 - 9:41Blissful productivity. I love it.
-
9:41 - 9:44You know, there's a reason why
the average World of Warcraft gamer -
9:44 - 9:47plays for 22 hours a week --
kind of a half-time job. -
9:47 - 9:50It's because we know,
when we're playing a game, -
9:50 - 9:52that we're actually happier working hard
-
9:52 - 9:54than we are relaxing, or hanging out.
-
9:54 - 9:57We know that we are
optimized as human beings, -
9:57 - 9:58to do hard and meaningful work.
-
9:58 - 10:01And gamers are willing
to work hard all the time, -
10:01 - 10:03if they're given the right work.
-
10:04 - 10:05Finally: epic meaning.
-
10:06 - 10:10Gamers love to be attached
to awe-inspiring missions -
10:10 - 10:14to human planetary-scale stories.
-
10:14 - 10:17So, just one bit of trivia
that helps put that into perspective: -
10:17 - 10:21So, you all know Wikipedia,
biggest wiki in the world. -
10:21 - 10:25Second biggest wiki in the world,
with nearly 80,000 articles, -
10:25 - 10:27is the World of Warcraft wiki.
-
10:27 - 10:29Five million people use it every month.
-
10:29 - 10:33They have compiled more information
about World of Warcraft on the Internet -
10:33 - 10:36than any other topic covered
on any other wiki in the world. -
10:36 - 10:38They are building an epic story.
-
10:38 - 10:40They are building an epic
knowledge resource -
10:40 - 10:42about the World of Warcraft.
-
10:42 - 10:46Okay, so these are four superpowers
that add up to one thing: -
10:46 - 10:50Gamers are super-empowered
hopeful individuals. -
10:51 - 10:54These are people who believe
that they are individually capable -
10:54 - 10:56of changing the world.
-
10:56 - 10:57And the only problem is,
-
10:57 - 11:00they believe that they are capable
of changing virtual worlds -
11:00 - 11:02and not the real world.
-
11:02 - 11:04That's the problem
that I'm trying to solve. -
11:05 - 11:07There's an economist
named Edward Castronova. -
11:07 - 11:08His work is brilliant.
-
11:08 - 11:11He looks at why people are investing
so much time and energy -
11:11 - 11:13and money in online worlds.
-
11:13 - 11:14And he says,
-
11:14 - 11:18"We're witnessing what amounts to
no less than a mass exodus -
11:18 - 11:20to virtual worlds and online
game environments." -
11:20 - 11:22And he's an economist, so he's rational.
-
11:22 - 11:24And he says --
-
11:24 - 11:25(Laughter)
-
11:25 - 11:28Not like me, I'm a game
designer; I'm exuberant. -
11:28 - 11:32But he says that this makes perfect sense,
-
11:32 - 11:34because gamers can achieve
more in online worlds -
11:34 - 11:36than they can in real life.
-
11:36 - 11:38They can have stronger
social relationships in games -
11:38 - 11:40than they can have in real life;
-
11:40 - 11:43they get better feedback
and feel more rewarded in games -
11:43 - 11:44than they do in real life.
-
11:44 - 11:46So he says, for now it makes perfect sense
-
11:46 - 11:50for gamers to spend more time
in virtual worlds than the real world. -
11:50 - 11:53Now, I also agree
that that is rational, for now. -
11:53 - 11:56But it is not, by any means,
an optimal situation. -
11:56 - 11:59We have to start making
the real world work more like a game. -
11:59 - 12:02I take my inspiration
from something that happened -
12:02 - 12:042,500 years ago.
-
12:04 - 12:08These are ancient dice,
made out of sheep's knuckles. -
12:08 - 12:10Before we had awesome game controllers,
-
12:10 - 12:12we had sheep's knuckles.
-
12:12 - 12:15And these represent
the first game equipment -
12:15 - 12:17designed by human beings,
-
12:17 - 12:21and if you're familiar with the work
of the ancient Greek historian Herodotus, -
12:21 - 12:22you might know this history,
-
12:22 - 12:25which is the history
of who invented games and why. -
12:26 - 12:29Herodotus says that games,
particularly dice games, -
12:29 - 12:31were invented in the kingdom of Lydia,
-
12:31 - 12:33during a time of famine.
-
12:33 - 12:35Apparently, there was such a severe famine
-
12:35 - 12:39that the king of Lydia decided
they had to do something crazy. -
12:39 - 12:41People were suffering.
People were fighting. -
12:41 - 12:45It was an extreme situation,
they needed an extreme solution. -
12:45 - 12:48So, according to Herodotus,
they invented dice games, -
12:48 - 12:51and they set up a kingdom-wide policy:
-
12:51 - 12:54On one day, everybody would eat,
-
12:54 - 12:56and on the next day,
everybody would play games. -
12:56 - 12:59And they would be so immersed
in playing the dice games, -
12:59 - 13:00because games are so engaging,
-
13:00 - 13:03and immerse us in such satisfying,
blissful productivity, -
13:03 - 13:06they would ignore the fact
that they had no food to eat. -
13:06 - 13:08And then on the next day,
they would play games; -
13:08 - 13:10and on the next day, they would eat.
-
13:10 - 13:12And according to Herodotus,
-
13:12 - 13:14they passed 18 years this way,
-
13:14 - 13:16surviving through a famine,
-
13:16 - 13:18by eating on one day,
and playing games on the next. -
13:18 - 13:22Now, this is exactly, I think,
how we're using games today. -
13:23 - 13:25We're using games to escape
real-world suffering -- -
13:25 - 13:27we're using games to get away
-
13:27 - 13:30from everything that's broken
in the real environment, -
13:30 - 13:32everything that's not satisfying
about real life, -
13:32 - 13:34and we're getting what we need from games.
-
13:34 - 13:36But it doesn't have to end there.
-
13:36 - 13:38This is really exciting.
-
13:38 - 13:43According to Herodotus, after 18 years
the famine wasn't getting better, -
13:43 - 13:46so the king decided they would
play one final dice game. -
13:47 - 13:50They divided the entire kingdom in half.
-
13:50 - 13:52They played one dice game,
-
13:52 - 13:55and the winners of that game
got to go on an epic adventure. -
13:55 - 13:57They would leave Lydia,
-
13:57 - 14:00and they would go out in search
of a new place to live, -
14:00 - 14:02leaving behind just enough people
-
14:02 - 14:05to survive on the resources
that were available, -
14:05 - 14:08and hopefully to take their civilization
somewhere else where they could thrive. -
14:08 - 14:10Now, this sounds crazy, right?
-
14:10 - 14:15But recently, DNA evidence
has shown that the Etruscans, -
14:15 - 14:17who then led to the Roman Empire,
-
14:17 - 14:19actually share the same DNA
as the ancient Lydians. -
14:19 - 14:22And so, recently,
scientists have suggested -
14:22 - 14:24that Herodotus' crazy
story is actually true. -
14:24 - 14:27And geologists have found
evidence of a global cooling -
14:27 - 14:31that lasted for nearly 20 years,
that could have explained the famine. -
14:31 - 14:33So this crazy story might be true.
-
14:33 - 14:37They might have actually saved
their culture by playing games, -
14:37 - 14:39escaping to games for 18 years,
-
14:39 - 14:41and then been so inspired,
-
14:41 - 14:43and knew so much about
how to come together with games, -
14:43 - 14:46that they actually saved
the entire civilization that way. -
14:46 - 14:47Okay, we can do that.
-
14:47 - 14:48(Laughter)
-
14:48 - 14:51We've been playing Warcraft since 1994.
-
14:51 - 14:55That was the first real-time strategy
game from the World of Warcraft series. -
14:55 - 14:56That was 16 years ago.
-
14:56 - 14:58They played dice games for 18 years,
-
14:58 - 15:00we've been playing Warcraft for 16 years.
-
15:00 - 15:04I say we are ready for our own epic game.
-
15:04 - 15:08Now, they had half the civilization
go off in search of a new world, -
15:08 - 15:12so that's where I get my 21 billion
hours a week of game-play from. -
15:12 - 15:14Let's get half of us to agree
-
15:14 - 15:16to spend an hour a day playing games,
-
15:16 - 15:18until we solve real-world problems.
-
15:18 - 15:19Now, I know you're asking,
-
15:19 - 15:22"How are we going to solve
real-world problems in games?" -
15:22 - 15:25Well, that's what I've devoted
my work to over the past few years, -
15:25 - 15:27at the Institute for the Future.
-
15:27 - 15:29We have this banner
in our offices in Palo Alto, -
15:29 - 15:33and it expresses our view of how
we should try to relate to the future. -
15:33 - 15:36We do not want to try
to predict the future. -
15:36 - 15:38What we want to do is make the future.
-
15:38 - 15:40We want to imagine
the best-case scenario outcome, -
15:40 - 15:44and then we want to empower people
to make that outcome a reality. -
15:44 - 15:46We want to imagine epic wins,
-
15:46 - 15:49and then give people the means
to achieve the epic win. -
15:49 - 15:52I'm just going to very briefly show you
three games that I've made -
15:52 - 15:55that are an attempt to give people
the means to create epic wins -
15:55 - 15:57in their own futures.
-
15:57 - 15:58This is World Without Oil.
-
15:58 - 16:00We made this game in 2007.
-
16:00 - 16:01This is an online game
-
16:01 - 16:04in which you try to survive
an oil shortage. -
16:05 - 16:06The oil shortage is fictional,
-
16:06 - 16:09but we put enough online content out there
-
16:09 - 16:11for you to believe that it's real,
-
16:11 - 16:14and to live your real life
as if we've run out of oil. -
16:14 - 16:15So when you come to the game,
-
16:15 - 16:17you sign up, tell us where you live,
-
16:17 - 16:19and then we give you
real-time news videos, -
16:19 - 16:23data feeds that show you
exactly how much oil costs, -
16:23 - 16:25what's not available, how food
supply is being affected, -
16:25 - 16:27how transportation is being affected,
-
16:27 - 16:29if schools are closed, if there's rioting,
-
16:29 - 16:32and you have to figure out
how you would live your real life -
16:32 - 16:33as if this were true.
-
16:33 - 16:35And then we ask you to blog about it,
-
16:35 - 16:37to post videos, to post photos.
-
16:37 - 16:40We piloted this game
with 1,700 players in 2007, -
16:40 - 16:43and we've tracked them
for the three years since. -
16:43 - 16:46And I can tell you that this
is a transformative experience. -
16:46 - 16:48Nobody wants to change how they live,
-
16:48 - 16:51just because it's good for the world,
or because we're supposed to. -
16:52 - 16:54But if you immerse them
in an epic adventure -
16:54 - 16:56and tell them, "We've run out of oil.
-
16:56 - 16:59This is an amazing story
and adventure for you to go on. -
16:59 - 17:02Challenge yourself to see
how you would survive," -
17:02 - 17:04most of our players
have kept up the habits -
17:04 - 17:06that they learned in this game.
-
17:06 - 17:08So for the next world-saving game,
-
17:08 - 17:11we decided to aim higher --
bigger problem than just peak oil. -
17:11 - 17:15We did a game called Superstruct
at the Institute for the Future. -
17:15 - 17:18And the premise was,
a supercomputer has calculated -
17:18 - 17:21that humans have only 23 years
left on the planet. -
17:21 - 17:23This supercomputer was called
-
17:23 - 17:25the Global Extinction
Awareness System, of course. -
17:25 - 17:27We asked people to come online --
-
17:27 - 17:29almost like a Jerry Bruckheimer movie.
-
17:29 - 17:32You know Jerry Bruckheimer
movies, you form a dream team -- -
17:32 - 17:35you've got the astronaut,
the scientist, the ex-convict, -
17:35 - 17:37and they all have something
to do to save the world. -
17:37 - 17:38(Laughter)
-
17:38 - 17:42But in our game, instead of just having
five people on the dream team, -
17:42 - 17:44we said, "Everybody's on the dream team,
-
17:44 - 17:46and it's your job to invent
the future of energy, -
17:46 - 17:48the future of food, the future of health,
-
17:48 - 17:51the future of security and the future
of the social safety net." -
17:51 - 17:54We had 8,000 people
play that game for eight weeks. -
17:54 - 17:57They came up with 500
insanely creative solutions -
17:57 - 17:59that you can go online,
Google "Superstruct," and see. -
18:00 - 18:01So, finally, the last game,
-
18:01 - 18:02we're launching it March 3rd.
-
18:02 - 18:05This is a game done
with the World Bank Institute. -
18:05 - 18:06If you complete the game,
-
18:06 - 18:09you will be certified
by the World Bank Institute -
18:09 - 18:12as a Social Innovator, class of 2010.
-
18:12 - 18:15Working with universities
all over sub-Saharan Africa, -
18:15 - 18:18and we are inviting them
to learn social innovation skills. -
18:18 - 18:21We've got a graphic novel,
we've got leveling up -
18:21 - 18:24in skills like local insight,
knowledge networking, -
18:24 - 18:26sustainability,
vision and resourcefulness. -
18:26 - 18:28I would like to invite all of you
-
18:28 - 18:30to please share this game
with young people, -
18:30 - 18:33anywhere in the world,
particularly in developing areas, -
18:33 - 18:35who might benefit from coming together
-
18:35 - 18:39to try to start to imagine their own
social enterprises to save the world. -
18:40 - 18:41So, I'm going to wrap up now.
-
18:42 - 18:43I want to ask a question.
-
18:44 - 18:45What do you think happens next?
-
18:45 - 18:48We've got all these amazing gamers,
we've got these games -
18:48 - 18:50that are kind of pilots
of what we might do, -
18:50 - 18:52but none of them
have saved the real world yet. -
18:52 - 18:57Well I hope you will agree with me
that gamers are a human resource -
18:57 - 18:59that we can use to do real-world work,
-
18:59 - 19:01that games are a powerful
platform for change. -
19:02 - 19:04We have all these amazing superpowers:
-
19:04 - 19:07blissful productivity, the ability
to weave a tight social fabric, -
19:07 - 19:11this feeling of urgent optimism
and the desire for epic meaning. -
19:11 - 19:15I really hope that we can come together
to play games that matter, -
19:15 - 19:17to survive on this planet
for another century. -
19:17 - 19:20That's my hope, that you will join me
in making and playing games like this. -
19:20 - 19:24When I look forward to the next decade,
I know two things for sure: -
19:24 - 19:27that we can make
any future we can imagine, -
19:27 - 19:30and we can play any games
we want, so I say: -
19:30 - 19:32Let the world-changing games begin.
-
19:32 - 19:33Thank you.
-
19:33 - 19:37(Applause)
- Title:
- Gaming can make a better world
- Speaker:
- Jane McGonigal
- Description:
-
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.
- Video Language:
- English
- Team:
- closed TED
- Project:
- TEDTalks
- Duration:
- 19:43
Camille Martínez edited English subtitles for Gaming can make a better world | ||
Krystian Aparta commented on English subtitles for Gaming can make a better world | ||
Krystian Aparta edited English subtitles for Gaming can make a better world | ||
TED edited English subtitles for Gaming can make a better world | ||
TED added a translation |
Krystian Aparta
The English transcript was updated on 5/26/2015.