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  • Hi! I'm Andre Meadows, and this is Crash Course Games. In this series, we're going

  • to look at everything from the ancient games depicted on cave walls, to board games,

  • to the rise of the arcade machine, to home consoles, to virtual reality,

  • to role playing games and, hey nerds, even sports -- all games are created equal.

  • Games are used in schools and to treat medical conditions. They were used to train warriors for combat.

  • Some games have international tournaments, some even have very real political consequences.

  • There are games that you can play alone (tear)

  • And there are games that millions of people at a time can play together.

  • Some of these create a world -- some even have their own economics! Gaming affects millions of

  • players all over the world and makes an impact on popular culture and... "culture" culture!

  • I've got as many interesting game facts and stories for you as a Pokedex has Pokemon.

  • How many Pokemon are there now? Like 850-something? After 151 I am done.

  • So sit back, hit the pause button on whatever you're playing and prepare for a multi pixel journey through

  • the history of games. And remember: it's dangerous to go alone... take this!

  • [Theme Music]

  • Before we drop into all this like a misplaced tetrad, tetrazoid, tetrazone, tetris piece

  • We need to orient ourselves. We should answer a basic question: What is a game?

  • The dictionary will tell you 'a game is a construct that organizes play

  • through a series of rules for the purpose of achieving a set of goals overcoming an

  • obstacle and/or attaining an objective'. That's a decent definition. I would call

  • games "entertainment" but they're a very specific kind of "entertainment".

  • Game designer Chris Crawford came up with a really cool hierarchy to explain this.

  • To start, Crawford characterizes any kind of interactive entertainment as a play thing;

  • anything that you interact with to entertain yourself qualifies.

  • But there are also two types of playthings: a play thing without a goal like a slinky is a toy,

  • but when there's a goal involved like trying to get the slinky down the stairs, Crawford calls that a challenge.

  • Now if you're working to complete this challenge with no other active agent or person involved, it turns out you're working on a puzzle.

  • But when there is some kind of second party involved, then you have a conflict.

  • Ok, we're almost there. Crawford subdivides conflicts into competitions and games.

  • In a competition the participants don't interact or interfere with each other.

  • A good example of a competition is figure skating. Everybody's skating to win but they

  • can't really affect each other's performances.

  • Well, except for that one time with Tonya Harding and Nancy Kerrigan but, you know, look it up.

  • Mario Kart though, now that's a game. Players interact continuously, blocking and passing, and there's no

  • clearer example of interference than when you're in first place and one of your friends in 8th place

  • and they use a blue shell and take you out and take the leap. Why do you always do that to me, Katie?

  • It's not cool! And here's an interesting thing to think about:

  • You don't have to be playing against a person for something to be a game.

  • Those soldiers blocking your path in Metal Gear are artificial intelligence or AI

  • agents trying to stop you from accomplishing your goal.

  • The rules of solitaire can be constructed as an agent working to stop you

  • from completing the game. So games have goals like scoring points or saving the

  • princess and we achieve those goals by following the rules,

  • like moving our game piece six places if we roll a six on the die or ending

  • our turn if we've spent all of our mana. Of course none of this matters unless you want to play.

  • Voluntary participation is essential, otherwise it's work. I'd also like to get at why we play games,

  • but that's a little harder. The short answer is, there is no short answer. There is no

  • universal unified theory of why we play games. There's no constitution of gaming,

  • no ten commandments of gaming. Different games work on our brains in different ways.

  • Games like Tetris appeal to our desire to create order. Something like Animal Crossing lets us be the center of a whole tiny universe.

  • Games like World of Warcraft or Destiny let us live a remarkable life in another world.

  • Games like Candy Crush lets us crush candy. We play games for a lot of different reasons.

  • Let's leave behind the mystery of why we play for a while and talk about what can

  • a game be and what can a game do. Take video games.

  • Modern video games can be a bit formulaic but recent technological

  • advances have made games available to a wider audience and they've made the

  • tools to create games widely available and that's well... a game-changer! Get it?

  • A game-changer! You see cause we're talking games. A larger audience and a larger pool

  • of creators means a wider variety of games that get produced. Sure, you'll get

  • Call of Duty and the annual licensed NFL game that cost millions to make and sells millions

  • of copies but more gamers and lower production and distribution costs means

  • quirky games like Braid or Super Meat Boy or Shovel Knight. Games that might have

  • relatively small audiences can be profitable and sometimes those quirky

  • independent games can get so profitable and so popular that soon they hit a wide

  • audience just as much as a Triple A title. And when I say wide audience I mean WIDE audience.

  • In the United States alone there are around 145 million video game players.

  • 37% of those players are over the age of 36 and 18% are under 18.

  • That kind of breaks the gamers stereotype, doesn't it? And increasingly games are part of players' daily lives.

  • According to video game academic Jane McGonigal by 2010 the average video game player in the US

  • played for 22 hours a week. That's like watching all the Harry Potter movies in order,

  • and then watching Chamber of Secrets again every week! That's a dedicated Harry Potter fan.

  • Clearly we're spending a lot of time playing video games so what's this doing to us?

  • We now have entire schools devoted to gaming and almost every major university offers classes and degrees related to games.

  • The University of Southern California, University of Utah, and Savannah College

  • of Art and Design all have renowned programs in game art, programming, and design.

  • The gaming industry makes so much money. Even more sometimes than movies and television!

  • There are even people right now on YouTube

  • who are making a living playing video games, on camera - that's a job! And it's not just

  • about learning how to make games or make money off of games. Massively multiplayer

  • game worlds can provide insights across disciplines. Sociologists can study how people form groups.

  • Economists can finally see if their models work.

  • And in 2005 World of Warcraft became a legitimate subject of study for epidemiologists.

  • Let's go to the Thought Bubble. In 2005 a plague hit World of Warcraft. The game's developers

  • introduced a new mission that called on players to defeat a boss named Hakkar the

  • Soulflayer, blood god of the Gurubashi trolls. Is Gurubashi right? Whatever.

  • When players attacked Hakkar, he cast a spell called Corrupted Blood, which drained the players hit points.

  • The spell was intended to be contagious but it was only supposed to spread in that part of the game.

  • Well, it turns out Corrupted Blood was kind of like a real world pathogen and it got out of

  • the intended area and spread to the entire game world. According to an

  • article from Reuters the major towns and cities were abandoned by the population

  • as panic set in and players rushed to evacuate to the relative safety of the

  • countryside, leaving urban areas filled to the brim with corpses and the city

  • streets literally white with the bones of the dead.

  • This is where science got interested. The Journal of Epidemiology compared Corrupted Blood to

  • real-life SARS and avian influenza outbreaks. Terrorism experts also studied the event.

  • They looked at the decision by some gamers to intentionally infect

  • other players and this provided some insight into how terrorist cells form in the real world.

  • In the end game developers had to invoke the nuclear option and

  • reset the game service to undo the havoc wrought by Hakkar the Soulflayer, blood

  • god of the Gurubashi trolls and, apparently, bio terrorist. Thanks, Thought Bubble!

  • Games also make their way into daily life through gamification.

  • This grows out of achievement systems some video games use to reward players in

  • addition to the normal game objectives. These systems have proven to be very motivational,

  • so why not try them out in real life? Purdue is doing this.

  • Some schools reward students with badges when they pass tests or complete

  • homework assignments. Gamification is also used in fitness. For example some

  • fitness apps award badges for walking around and even let users compete with

  • friends for the highest step count. Oh, that reminds me, hold on. This counts as steps, right?

  • Academic studies also seem to validate time spent gaming. Studies from China and Australia

  • indicate that expert-level video game players have a measurable increase in

  • cognitive functions, perception, and motor control. These players were found to have

  • increased gray matter and increased connectivity in their brains!

  • So next time your mom says you're playing too much video games, you go "hey mom I'm increasing my

  • gray matter." A hospital in Florida studied their surgeons who played video

  • games before performing surgery and found that surgeons who played video

  • games for more than three hours in a week made 37 percent fewer errors. They were 27

  • percent faster during surgery over those surgeons who did not. Gaming also has

  • cool applications in medicine. An Oxford University study indicated that playing

  • Tetris can reduce the after effects of psychological trauma and might offer relief

  • of PTSD symptoms. There's this virtual reality game called Snow World.

  • It's played on the Oculus Rift and it's used for pain management. Burn victims report

  • less pain during bandage removal and reapplication while playing this game.

  • Another example is the online game Fold It. In this game thousands of

  • players help doctors an computers fold proteins and other structures to support drug research.

  • In 2011 players helped scientists solve a decade old problem in under 10 days! That's the power of games!

  • So what we're saying here is that games can be a positive force in the world.

  • And that's why we're going to spend the next twenty weeks or so playing with these ideas.

  • So press Start or set up the board or tee up the ball or whatever. Let's play! Thanks for watching.

  • We'll see you next week. Now if you excuse me, I got some roads to crossy.

  • Crash Course Games is filmed in the Chad and Stacey Emigholz Studio in Indianapolis, Indiana,

  • and it is made with the help of all these nice people. If you'd like to keep Crash

  • Course free for everyone forever, you can support the series at Patreon, a crowdfunding platform that allows you to support

  • the content you love. Speaking of patreon, we'd like to thank all our patreons in general, and we'd like to

  • specifically thank our high chancellor of knowledge Brett Henderson, MD, our headmaster

  • of learning Linnea Boyev, and our vice principal Mike Hunt. Thank you for your support.

Hi! I'm Andre Meadows, and this is Crash Course Games. In this series, we're going

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