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  • I'm Jane McGonigal. I'm a game designer.

  • I've been making games online now for 10 years,

  • and my goal for the next decade

  • is to try to make it as easy

  • to save the world in real life

  • as it is to save the world in online games.

  • Now, I have a plan for this,

  • and it entails convincing more people,

  • including all of you, to spend more time

  • playing bigger and better games.

  • Right now we spend three billion hours a week

  • playing online games.

  • Some of you might be thinking,

  • "That's a lot of time to spend playing games.

  • Maybe too much time, considering

  • how many urgent problems we have to solve in the real world."

  • But actually, according to my research

  • at The Institute For The Future,

  • it's actually the opposite is true.

  • Three billion hours a week is not nearly enough

  • game play to solve the world's most urgent problems.

  • In fact, I believe that if we want to survive

  • the next century on this planet,

  • we need to increase that total dramatically.

  • I've calculated the total we need

  • at 21 billion hours of game play every week.

  • So, that's probably a bit of a counterintuitive idea,

  • so I'll say it again, let it sink in:

  • If we want to solve problems like hunger,

  • poverty, climate change, global conflict, obesity,

  • I believe that we need to aspire

  • to play games online

  • for at least 21 billion hours a week,

  • by the end of the next decade. (Laughter)

  • No. I'm serious. I am.

  • Here's why. This picture pretty much

  • sums up why I think games are so essential

  • to the future survival of the human species. (Laughter) Truly.

  • This is a portrait by a photographer named Phil Toledano.

  • He wanted to capture the emotion of gaming,

  • so he set up a camera in front of gamers while they were playing.

  • And this is a classic gaming emotion.

  • Now, if you're not a gamer,

  • you might miss some of the nuance in this photo.

  • You probably see the sense of urgency,

  • a little bit of fear, but intense concentration,

  • deep, deep focus on tackling a really difficult problem.

  • If you are a gamer, you will notice

  • a few nuances here: the crinkle of the eyes up, and around the mouth

  • is a sign of optimism,

  • and the eyebrows up is surprise.

  • This is a gamer who is on the verge of something called

  • an epic win.

  • (Laughter)

  • Oh, you've heard of that. OK, good,

  • so we have some gamers among us.

  • An epic win is an outcome

  • that is so extraordinarily positive

  • you had no idea it was even possible until you achieved it.

  • It was almost beyond the threshold of imagination.

  • And when you get there you are shocked

  • to discover what you are truly capable of. That is an epic win.

  • This is a gamer on the verge of an epic win.

  • And this is the face that we need to see

  • on millions of problem-solvers all over the world

  • as we try to tackle the obstacles of the next century --

  • the face of someone who, against all odds

  • is on the verge of an epic win.

  • Now, unfortunately this is more of the face that we see

  • in everyday life now as we try to tackle urgent problems.

  • This is what I call the "I'm Not Good At Life" face,

  • and this is actually me making it. Can you see? Yes. Good.

  • This is actually me making the "I'm Not Good At Life" face.

  • This is a piece of graffiti in my old neighborhood

  • in Berkeley, California, where I did my PhD

  • on why we're better in games than we are in real life.

  • And this is a problem that a lot of gamers have.

  • We feel that we are not as good in reality as we are in games.

  • And I don't mean just good as in successful,

  • although that's part of it.

  • We do achieve more in game worlds. But I also

  • mean good as in

  • motivated to do something that matters,

  • inspired to collaborate and to cooperate.

  • And when we're in game worlds

  • I believe that many of us become

  • the best version of ourselves, the most likely to help at a moment's notice,

  • the most likely to stick with a problem

  • as long at it takes, to get up after failure and try again.

  • And in real life, when we face failure,

  • when we confront obstacles, we often don't feel that way.

  • We feel overcome,

  • we feel overwhelmed,

  • we feel anxious, maybe depressed, frustrated or cynical.

  • We never have those feelings when we're playing games,

  • they just don't exist in games.

  • So, that's what I wanted to study

  • when I was a graduate student.

  • What about games makes it impossible

  • to feel that we can't achieve everything?

  • How can we take those feelings from games

  • and apply them to real-world work?

  • So, I looked at games like World of Warcraft,

  • which is really the ideal collaborative problem-solving environment.

  • And I started to notice a few things

  • that make epic wins so possible in online worlds.

  • So, the first thing is whenever you show up in one of these online games,

  • especially in World of Warcraft,

  • there are lots and lots of different characters

  • who are willing to trust you with a world-saving mission, right away.

  • But not just any mission, it's a mission that is perfectly matched

  • with your current level in the game. Right?

  • So, you can do it.

  • They never give you a challenge that you can't achieve.

  • But it is on the verge of what you're capable of. So, you have to try hard,

  • but there's no unemployment in World of Warcraft.

  • There is no sitting around wringing your hands,

  • there's always something specific and important to be done.

  • And there are also tons of collaborators.

  • Everywhere you go, hundreds of thousands of people

  • ready to work with you

  • to achieve your epic mission.

  • That's not something that we have in real life that easily,

  • this sense that at our fingertips

  • are tons of collaborators.

  • And also there is this epic story, this inspiring story

  • of why we're there, and what we're doing.

  • And then we get all this positive feedback.

  • You guys have heard of leveling up and plus-one strength,

  • and plus-one intelligence.

  • We don't get that kind of constant feedback in real life.

  • When I get off this stage I'm not going to have

  • plus-one speaking, and plus-one crazy idea,

  • plus-20 crazy idea.

  • I don't get that feedback in real life.

  • Now, the problem with collaborative online environments

  • like World of Warcraft

  • is that it's so satisfying

  • to be on the verge of an epic win all the time

  • that we decide to spend all our time in these game worlds.

  • It's just better than reality.

  • So, so far, collectively all the World of Warcraft gamers

  • have spent 5.93 million years

  • solving the virtual problems of Azeroth.

  • Now, that's not necessarily a bad thing.

  • It might sound like it's a bad thing.

  • But to put that in context:

  • 5.93 million years ago

  • was when our earliest primate human ancestors stood up.

  • That was the first upright primate.

  • Okay, so when we talk about how much time we're currently investing

  • in playing games, the only way it makes sense

  • to even think about it is to talk about time

  • at the magnitude of human evolution,

  • which is an extraordinary thing.

  • But it's also apt. Because it turns out

  • that by spending all this time playing games,

  • we're actually changing what we

  • are capable of as human beings.

  • We are evolving to be a more collaborative and hearty species.

  • This is true. I believe this.

  • So, consider this really interesting statistic;

  • it was recently published by a researcher at Carnegie Mellon University:

  • The average young person today

  • in a country with a strong gamer culture

  • will have spent 10,000 hours playing online games

  • by the age of 21.

  • Now 10,000 hours is a really

  • interesting number for two reasons.

  • First of all, for children in the United States

  • 10,080 hours is the exact amount of time

  • you will spend in school

  • from fifth grade to high school graduation

  • if you have perfect attendance.

  • So, we have an entire

  • parallel track of education going on

  • where young people are learning as much about

  • what it takes to be a good gamer

  • as they are learning about everything else in school.

  • And some of you have probably read

  • Malcolm Gladwell's new book "Outliers."

  • So, you would have heard of his theory of success,

  • the 10,000 hour theory of success.

  • It's based on this great cognitive science research

  • that if we can master 10,000 hours

  • of effortful study at anything

  • by the age of 21, we will be virtuosos at it.

  • We will be as good at whatever we do

  • as the greatest people in the world.

  • And so, now what we're looking at

  • is an entire generation of young people

  • who are virtuoso gamers.

  • So, the big question is,

  • "What exactly are gamers getting so good at?"

  • Because if we could figure that out,

  • we would have a virtually unprecedented

  • human resource on our hands.

  • This is how many people we now have in the world

  • who spend at least an hour a day playing online games.

  • These are our virtuoso gamers,

  • 500 million people who are extraordinarily good at something.

  • And in the next decade

  • we're going to have another billion gamers

  • who are extraordinarily good at whatever that is.

  • If you don't know it already, this is coming.

  • The game industry is developing consoles

  • that are low energy and that work with the wireless phone networks

  • instead of broadband Internet

  • so that gamers all over the world,

  • particularly in India, China, Brazil, can get online.

  • They expect one billion more gamers in the next decade.

  • It will bring us up to 1.5 billion gamers.

  • So, I've started to think about what these games

  • are making us virtuosos at.

  • Here are the four things I came up with. The first is urgent optimism.

  • OK, think of this as extreme self-motivation.

  • Urgent optimism is the desire to act immediately

  • to tackle an obstacle,

  • combined with the belief

  • that we have a reasonable hope of success.

  • Gamers always believe that an epic win is possible,

  • and that it is always worth trying, and trying now.

  • Gamers don't sit around.

  • Gamers are virtuosos at weaving a tight social fabric.

  • There's a lot of interesting research that shows

  • that we like people better after we play a game with them,

  • even if they've beaten us badly.

  • And the reason is, it takes a lot of trust

  • to play a game with someone.

  • We trust that they will spend their time with us,

  • that they will play by the same rules,

  • value the same goal, they'll stay with the game until it's over.

  • And so, playing a game together actually builds up

  • bonds and trust and cooperation.

  • And we actually build stronger social relationships as a result.

  • Blissful productivity. I love it.

  • You know there's a reason why the average World of Warcraft gamer

  • plays for 22 hours a week,

  • kind of a half-time job.

  • It's because we know, when we're playing a game,

  • that we're actually happier

  • working hard than we are relaxing, or hanging out.

  • We know that we are optimized, as human beings,

  • to do hard meaningful work.

  • And gamers are willing to work hard

  • all the time, if they're given the right work.

  • Finally: epic meaning.

  • Gamers love to be attached to awe-inspiring missions

  • to human planetary-scale stories.

  • So, just one bit of trivia that helps put that into perspective:

  • So, you all know Wikipedia, biggest wiki in the world.

  • Second biggest wiki in the world, with nearly 80,000 articles,

  • is the World of Warcraft wiki.

  • Five million people use it every month.

  • They have compiled more information about World of Warcraft

  • on the Internet than any other

  • topic covered on any other wiki in the world.

  • They are building an epic story.

  • They are building an epic knowledge resource

  • about the World of Warcraft.

  • Okay, so these are four superpowers that add up to one thing:

  • Gamers are super-empowered, hopeful individuals.

  • These are people who believe that they are individually capable

  • of changing the world.

  • And the only problem is that they believe

  • that they are capable of changing virtual worlds

  • and not the real world.

  • That's the problem that I'm trying to solve.

  • There's an economist named Edward Castronova.

  • His work is brilliant. He looks at why

  • people are investing so much time and energy

  • and money in online worlds.

  • And he says, "We're witnessing what amounts

  • to no less than a mass exodus

  • to virtual worlds and online game environments."

  • And he's an economist. So, he's rational.

  • And he says ... (Laughter)

  • Not like me -- I'm a game designer; I'm exuberant.

  • But he says

  • that this makes perfect sense,

  • because gamers can achieve more in online worlds than they can in real life.

  • They can have stronger social relationships

  • in games than they can have in real life;

  • they get better feedback and feel more rewarded

  • in games than they do in real life.

  • So, he says for now it makes perfect sense

  • for gamers to spend more time in virtual worlds than the real world.

  • Now, I also agree that that is rational, for now.

  • But it is not, by any means, an optimal situation.

  • We have to start making the real world more like a game.

  • So, I take my inspiration from something that happened

  • 2,500 years ago.

  • These are ancient dice, made out of sheep's knuckles. Right?

  • Before we had awesome game controllers,

  • we had sheep's knuckles.

  • And these represent the first game equipment

  • designed by human beings.

  • And if you're familiar with the work of the ancient Greek historian

  • Herodotus, you might know this history,

  • which is the history of

  • who invented games and why.

  • Herodotus says that games, particularly dice games,

  • were invented in the kingdom of Lydia

  • during a time of famine.

  • Apparently, there was such a severe famine

  • that the king of Lydia decided that they had to do something crazy.

  • People were suffering. People were fighting.

  • It was an extreme situation, they needed

  • an extreme solution.

  • So, according to Herodotus, they invented dice games

  • and they set up a kingdom-wide policy:

  • On one day, everybody would eat,

  • and on the next day, everybody would play games.

  • And they would be so immersed in playing the dice games

  • because games are so engaging,

  • and immerse us in such satisfying blissful productivity,

  • they would ignore the fact that they had no food to eat.

  • And then on the next day, they would play games;

  • and on the next day, they would eat.

  • And according to Herodotus,

  • they passed 18 years this way,

  • surviving through a famine

  • by eating on one day and playing games on the next.

  • Now, this is exactly, I think,

  • how we're using games today.

  • We're using games to escape real-world suffering.

  • We're using games to get away from everything that's broken

  • in the real environment, everything that's not satisfying about real life,

  • and we're getting what we need from games.

  • But it doesn't have to end there.

  • This is really exciting.

  • According to Herodotus, after 18 years

  • the famine wasn't getting better,

  • so the king decided they would play one final dice game.

  • They divided the entire kingdom in half.

  • They played one dice game,

  • and the winners of that game got to go on an epic adventure.

  • They would leave Lydia,

  • and they would go out in search of a new place to live,

  • leaving behind just enough people

  • to survive on the resources that were available,

  • and hopefully to take their civilization

  • somewhere else where they could thrive.

  • Now, this sounds crazy, right?

  • But recently, DNA evidence

  • has shown that the Etruscans,

  • who then led to the Roman Empire,

  • actually share the same DNA as the ancient Lydians.

  • And so, recently, scientists have suggested

  • that Herodotus' crazy story is actually true.

  • And geologists have found evidence

  • of a global cooling that lasted

  • for nearly 20 years that could have explained the famine.

  • So, this crazy story might be true.

  • They might have actually

  • saved their culture by playing games,

  • escaping to games for 18 years,

  • and then been so inspired,

  • and knew so much about how to come together with games,

  • that they actually saved the entire civilization that way.

  • Okay, we can do that.

  • We've been playing Warcraft since 1994.

  • That was the first real-time strategy game

  • from the World of Warcraft series. That was 16 years ago.

  • They played dice games for 18 years,

  • we've been playing Warcraft for 16 years.

  • I say we are ready for our own epic game.

  • Now, they had half the civilization

  • go off in search of a new world,

  • so that's where I get my 21 billion hours a week of game-play from.

  • Let's get half of us to agree

  • to spend an hour a day playing games,

  • until we solve real-world problems.

  • Now, I know you're asking, "How are we going to solve real world problems

  • in games?" Well, that's what I have devoted my work to

  • over the past few years,

  • at The Institute For The Future.

  • We have this banner in our offices in Palo Alto,

  • and it expresses our view of how we should try to relate to the future.

  • We do not want to try to predict the future.

  • What we want to do is make the future.

  • We want to imagine the best-case scenario outcome,

  • and then we want to empower people

  • to make that outcome a reality.

  • We want to imagine epic wins,

  • and then give people the means to achieve the epic win.

  • I'm just going to very briefly show you three games that I've made

  • that are an attempt to give people the means

  • to create epic wins in their own futures.

  • So, this is World Without Oil.

  • We made this game in 2007.

  • This is an online game in which you try to survive

  • an oil shortage.

  • The oil shortage is fictional,

  • but we put enough online content out there

  • for you to believe that it's real, and to live your real life

  • as if we've run out of oil. So when you come to the game,

  • you sign up, you tell us where you live,

  • and then we give you real-time news, videos,

  • data feeds that show you

  • exactly how much oil costs,

  • what's not available, how food supply is being affected,

  • how transportation is being affected,

  • if schools are closed, if there is rioting,

  • and you have to figure out how you would live your real life

  • as if this were true. And then we ask you to blog about it,

  • to post videos, to post photos.

  • We piloted this game with 1,700 players in 2007,

  • and we've tracked them for the three years since.

  • And I can tell you that this is a transformative experience.

  • Nobody wants to change how they live

  • just because it's good for the world, or because we're supposed to.

  • But if you immerse them in an epic adventure

  • and tell them, "We've run out of oil.

  • This is an amazing story and adventure for you to go on.

  • Challenge yourself to see how you would survive,"

  • most of our players have kept up the habits

  • that they learned in this game.

  • So, for the next world-saving game,

  • we decided to aim higher: bigger problem than just peak oil.

  • We did a game called Superstruct

  • at The Institute For The Future.

  • And the premise was a supercomputer has calculated

  • that humans have only 23 years left on the planet.

  • This supercomputer was called the Global Extinction

  • Awareness System, of course.

  • We asked people to come online

  • almost like a Jerry Bruckheimer movie.

  • You know Jerry Bruckheimer movies, you form a dream team --

  • you've got the astronaut, the scientist, the ex-convict,

  • and they all have something to do to save the world.

  • (Laughter)

  • But in our game, instead of just having five people

  • on the dream team, we said, "Everybody's on the dream team,

  • and it's your job to invent the future of energy,

  • the future of food, the future of health,

  • the future of security and the future of the social safety net."

  • We had 8,000 people play that game for eight weeks.

  • They came up with 500 insanely creative solutions

  • that you can go online, if you Google "Superstruct," and see.

  • So, finally, the last game,

  • we're launching it March 3rd. This is a game done with the World Bank Institute.

  • If you complete the game you will be certified

  • by the World Bank Institute,

  • as a Social Innovator, class of 2010.

  • Working with universities all over sub-Saharan Africa,

  • and we are inviting them to learn social innovation skills.

  • We've got a graphic novel, we've got leveling up

  • in skills like local insight, knowledge networking,

  • sustainability, vision and resourcefulness.

  • I would like to invite all of you

  • to please share this game with young people,

  • anywhere in the world, particularly in developing areas,

  • who might benefit from coming together

  • to try to start to imagine their own

  • social enterprises to save the world.

  • So, I'm going to wrap up now.

  • I want to ask a question.

  • What do you think happens next?

  • We've got all these amazing gamers,

  • we've got these games that are kind of pilots of what we might do,

  • but none of them have saved the real world yet.

  • Well I hope that you will agree with me

  • that gamers are a human resource

  • that we can use to do real-world work,

  • that games are a powerful platform for change.

  • We have all these amazing superpowers:

  • blissful productivity, the ability

  • to weave a tight social fabric,

  • this feeling of urgent optimism and the desire for epic meaning.

  • I really hope that we can come together

  • to play games that matter, to survive on this planet for another century.

  • And that's my hope, that you will join me

  • in making and playing games like this.

  • When I look forward to the next decade,

  • I know two things for sure:

  • that we can make any future we can imagine,

  • and we can play any games we want.

  • So, I say: Let the world-changing games begin.

  • Thank you.

  • (Applause)

I'm Jane McGonigal. I'm a game designer.

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