Twitter

BLN RSS
Add to Google




http://www.wikio.com



Share

Alternative News,
Information, and Analysis

Rogue Government
What Really Happened
Cryptogon
Raw Story
Citizens for Legit Gov.
Information Clearing House
American Free Press
Global Research
The Peoples Voice
Tom Burghardt
Uncover The News
All Gov.
Media Monarchy
Information Liberation
TPM Muckraker
F. William Engdahl
Cryptome
Narco News
Media Matters
Uruknet
Corbett Report
Common Dreams
Alternet
Antiwar
Aftermath News
Keith Johnson
Steve Quayle
Wayne Madsen
Truth Out
Etherzone
Online Journal
Lew Rockwell
Dissident Voice
Morph City
Sovereign Independent
Before It's News
News With Views
Jeff Rense
Strike The Root
Peter Chamberlin
Dprogram
12160
Old Thinker News
Activist Post
Common Dreams
Empire Burlesque
American Exile
CNS News
IntelliBreifs
Intel Trends
Electric Politics
Stop The Lie
Amy de Miceli
Crooks and Liars
Rumor Mill News
The Resident
Aangirfan
OpEDNews
The Brad Blog
Conspiracy Archive
Foreign Policy Journal
Counter Punch
August Review
Buzzflash
Truth Is Treason
NewsWires
News Now
My Way News
Reuters Alert Net
1st Headlines
Yahoo News
Ananova
Excite AP
Knight Ridder
Newsday AP
Google News
Swiss Info
ABC Wire
News Interactive
US Newswire
World News Network
United Press Int.
Associated Press
Excite News
MSN News
PR Newswire
Reuters
Scripps Howard
Xinhua
ZD Net
Community News Aggregators
Reddit
Digg
Online Only
Real News Network
VOA News
Huffington Post
World Net Daily
Drudge Report
Newsmax
Boing Boing
Short News
Small Government Times
Capitol Hill Blue
Global Post
Business / Economics
Seeking Alpha
Market Watch
Bloomberg
Wall Street Journal
RTT News
CNN Money
Forbes
Business Week
Funny Money Report
Market Oracle
Money Morning
The Street
Shadow Stats
Economist
Financial Times
Fortune Magazine
Kitco
Gold Eagle
Max Keiser
321 Gold
Stock Charts
Zero Hedge
Washingtons's Blog
The Daily Reckoning
Energy Business Review
Milplex / Intel / Defense
Danger Room
Washington Technology
Defense Industry Daily
Global Security
Geopolitical Monitor
Defense Link
Stratfor
Space War
Jane's
Defense Tech
Strategy Page
Military Info Tech
Health & Environment
Natural News
Health Wyze
Major US Newspapers
New York Times
New York Post
New York Daily News
Washington Post
Washington Times
L.A. Times
USA Today
Science / Tech News
Techno Fascism Blog
Wired
Blast Magazine
PHYSorg
Science Daily
Popular Science
Engadget
New Scientist
DVice
Technovelgy
Singularity Hub
H+ Magazine
Science Magazine
Seed Magazine
CBR Online
Science News
SlashDot
Scientific American
Spectrum IEEE
Technology Review
io9
ZD Net
Technology News
The Register
Tech News World
VNU Net
Satire & Animation
The Blotch
Reptile God
Wahoos Mopar Grave Yard
Royal Canadian Air Farce
The Daily Show
The Colbert Report
Mark Fiore
All Hat No Cattle
Mack White
Propaganda Remix Project
Internet Weekly Report
Kontraband
Holy Lemon


oracle broadcasting

Directive 21





AddThis Feed Button
FKN NEWZ Add to Technorati Favorites
Valid XHTML 1.0 Transitional







TED 2010: Reality Is Broken. Game Designers Must Fix It
Published on 02-15-2010Email To Friend    Print Version
AddThis Social Bookmark Button

Source: Wired

Playing digital games is something people do for fun, right? It’s not brain surgery, and it’s certainly never going to change the world.

Except game designer Jane McGonigal thinks games can change the world and that game developers have a responsibility to make it happen. Instead of just inviting gamers to escape into a game world that is more attractive than the real world, game developers have a responsibility to steer gamers toward improving the real world.

Director of game research and development for the Institite for the Future, McGonigal says reality is broken and can only be fixed if we make the real world work like massive, multiplayer games.

Games — particularly alternate reality games — inspire large groups of people to pool their knowledge and skills to overcome obstacles, and this is precisely what’s needed to tackle global social issues, such as poverty, hunger, disease and climate change, McGonigal says.

An example of this is a popular game McGonigal developed in 2007 with Ken Eklund called World Without Oil, which asked 1,800 players in 12 countries to re-imagine their life in a world bereft of oil. The aim was to get players to adjust their thinking and actions if there weren’t enough fuel to ship foods long distances, bus their children to school or simply commute to work.

This week, McGonigal will unveil her new massive multiplayer game at the Technology Entertainment and Design conference. It’s called Evoke, and was designed for the World Bank Institute, the teaching division of the World Bank. It has participants, with the help of real-world mentors they enlist, complete 10 missions and 10 quests — one a week — with the aim of helping them develop skills and solutions to world problems. The 10-week game is free to play and begins March 3.

Wired.com spoke with McGonigal about the role games play in inducing happiness and what lawyers can teach game developers.

Wired.com: You say that reality is broken and that it’s the responsibility of game designers to fix it. What makes game designers the perfect choice to fix the world?

Jane McGonigal: The game industry has spent the last 30 years optimizing two things: how to make people happy and how to inspire collaboration on really complex challenges…. We have all the problems surrounding hunger, poverty, climate change, energy and those are all such extreme-scale problems that require so many different actors to work together, so much concerted effort and so much creative thinking that they seem to be the kinds of problems that gamers have been trained to solve.

In game worlds and in game environments we have these really sophisticated ways of working with other people and figuring out what each others’ strengths are, putting together a team where everybody has something important to contribute, coordinating globally in a virtual environment. The idea is to make games that take those sophisticated ways of collaborating and apply those to real-world problems.

Wired.com: You’ve said that game designers are in the happiness business. What do you mean by this?

McGonigal: Games support happiness … by giving us more satisfying work or concrete tasks that we can accomplish…. Studies have shown that playing a short game — having something concrete that you can accomplish — actually gives you the motivation, energy and optimism to go back and tackle real work.

There have actually been interesting studies that 62 percent of executives at work play games online and they do it to feel more productive. That’s because when you’re trying to do real-world work it’s frustrating; we don’t see the results of our actions right away. So games give us that sense of blissful productivity…. Neurochemically we’re kind of fired up … to take on challenges…. Games take us immediately out of a state of paralysis or alienation or depression and they switch on the positive ways of thinking. They trigger the brain to a state in which it’s possible to do good work. It’s possible to aspire to tough goals.

The other thing is, there have been myriad studies of the long-term effects of socializing in game environments and how they make people feel more connected to other people. It kind of reawakens our sense of extroversion. For people who are introverted, it actually changes our brain structure so that we are more rewarded when we interact with other people. The brain structure of an introvert is that we don’t get as much dopamine when we’re around other people that extroverts do. Games, when you play them with other people, … actually strengthen the reward circuitry so it actually makes people more social and more likely to collaborate because their brains are actually more responsive to people online and offline. Games are transforming the brains of people who play them in largely positive ways.

Wired.com: You talk about building games to change the world but do you have any evidence to show that what people do in games translates to the real world? When the game is over, do people sustain a momentum for change?

McGonigal: Yes. Many of the games I’ve done have triggered lasting change. With the World Without Oil project … we have followed [the players] for years now looking at what their everyday behaviors are like and overwhelmingly they report, three years later, having not only changed their own daily habits, but [they are] teaching friends, coworkers, family members, neighbors to adopt these habits as well. So at a micro level we can change people’s behavior and show them it’s possible to contribute to a better way of living on the planet and empower them to share that with other people.

Wired.com: What is the aim of your new game Evoke?

McGonigal: It’s oriented toward young people in Africa primarily and more broadly to anyone in the world who wants to help solve problems in the developing areas. It’s a crash course in how to start a venture, a business, that can tackle these problems [of poverty, disease, hunger] at a local level…. By the end of the game you have developed a real-world pitch for a venture [and] have acquired mentors to help you make it real. If you play the game you’re connected to somebody in the real world who has entrepreneurial experience to mentor you; you’ve also developed skills to make you a better problem solver.

Wired.com: Aren’t there some people who are more likely to participate in these kinds of games who are already pre-wired for social activism? How do you get the average person to participate and be inspired to make a difference?

McGonigal: I believe that we can use the same emotional strategies, the same storytelling strategies, the same techniques that blockbuster games use to attract a larger audience. The response to [Evoke] is that this is the kind of game that has crossover potential. It feels like a blockbuster, not a niche project.

Three years ago, the World Bank Institute tried an online project that would teach social innovation to university students, and it was not overwhelmingly well-received. The students were not engaged. They didn’t believe that they could be the kind of person to do that work.

So we’ve been doing a roadshow around different parts of Africa … to see do students respond to this better and … the people at the universities are saying that the difference is overwhelming compared to three years ago. That this kind of a game makes it seem real and possible and exciting. So it does seem to me that we can use games to engage people who otherwise wouldn’t be engaged. It’s not an easy obstacle to overcome. There will always be more who are ready to participate because they already care. But it’s not just about caring. It’s about convincing people that they can make a difference. It’s about giving them concrete ways to contribute.

Wired.com: It’s great to bring people together for a fun game but can you actually get them into the long-term commitment that real-world change requires?

McGonigal: Well, we know that contributing to world change does not require a long time commitment, necessarily. We’re inventing all the time new ways to make a difference at a micro scale. When you add up [small] contributions, they make something bigger, like Wikipedia, like micro-financing. These are scalable actions that when you add them all up they do make something bigger.

I don’t want a gamer to feel like they have to commit their whole life to changing the world…. If you’re a mentor [in the Evoke game], you’re contributing maybe 20 minutes of time once a week. But if you have changed someone’s life who is actually on the ground trying to solve a problem in a village in Africa, your 20 minutes has actually been amplified to do something more.

Wired.com: How will games change in the future? And how will game developers need to change to create that future?

McGonigal: [One thing we'll need] is that the mainstream game industry keeps doing what it’s doing, which is trying to create bigger collaborative work environments. There’s a new game MAG that will for the first time have 250 people collaborating simultaneously on a playing field. And the structure for collaborating in that environment is very sophisticated.

Game developers know that people have more fun when they’re in large groups. They feel more fired up when the challenges are more epic. So game developers should figure out to keep innovating in that direction…. And that’s really important because they’re showing “serious game” developers what the right design strategies are for taking these techniques for happiness and collaboration and applying them to real problems. I’d like to see crossover, though. I’d like to see Blizzard take on a serious game. I’d like it to not to just be two separate tracks of game development. I think … the way the legal system has pro bono allocations for lawyers I think game developers should have some kind of pro bono allocation for games for good.

Read More http://www.wired.com/epicenter/2010/02/jane-mcgonigal/#ixzz0fdhUv8NS