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Gaming can make a better world

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

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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

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