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Jane McGonigal: Gaming can make a better world

Jane McGonigal: Gaming can make a better world
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. This talk was presented at an official TED conference, and was featured by our editors on the home page.

http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world

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Why we need to slow down our lives The idea of going nowhere is as universal as the law of gravity; that’s why wise souls from every tradition have spoken of it. “All the unhappiness of men,” the seventeenth-century French mathematician and philosopher Blaise Pascal famously noted, “arises from one simple fact: that they cannot sit quietly in their chamber.” After Admiral Richard E. Byrd spent nearly five months alone in a shack in the Antarctic, in temperatures that sank to 70 degrees below zero, he emerged convinced that “Half the confusion in the world comes from not knowing how little we need.”

Gamification in Education The breakthrough happened after the student took the Bartle's Gamer Profile Quiz and we found out that he was a "killer." Off-the-charts killer, but achievement meant nothing to this student. Just like grades. No, we haven't identified the next school shooter, and I sure wish that Bartle hadn't named one of the four gamer profiles "killer" -- but nonetheless, this student identified with this profile. Jane McGonigal mentioned it in her Gaming Can Make a Better World TED Talk when she discussed an epic meaning. My so-called "killer" student (and we really should rename this when applying it to education!) The rise of social gaming I’ve written a bit over the past year or so on the rise of games that are aimed not just to provide fun for the players, but also to help deliver some kind of social good to society too. Indeed, only last week I covered a game called Elegy for a Dead World which aims to help players absorb themselves in the creative world of Byron or Keats. Of course, there are some games that take on loftier goals entirely. For instance, Reverse the Odds is a game created by Cancer Research UK to help with the fight against the disease.

The 100:10:1 method – the heart of my game design process This is the first post of a series on practical game-design techniques. In my years designing games, my methods have evolved from Games-Randomly-Emerging-from-the-Inchoate-Chaos-of-my-Brain-Area to something resembling an honest-to-goodness, write-downable process. I’ve decided to share this process here, for four reasons: 1. I’ve used it to create 3 of my 4 favorites among my own designs (Catchup, Stinker, and Cat Herders - Odd is the exception), which suggests it might have value. 2. How Teachers Can Use Video Games In The Humanities Classroom Part 12 of MindShift’s Guide to Games and Learning. We often think about game-based learning as if video games can become robotic teachers. In the same way that software file systems have created more flexible and efficient file cabinets, we imagine that video games can make great instruction more scalable and accessible. In the same way that email, text messages, and social media have provided more efficient methods of communication, we imagine that digital analytic systems will streamline assessment. These things are true. Erin Scott

How to unlock your family history The Great Thanksgiving Listen aims to capture the stories of a generation of elders over one weekend. But really, these great questions from StoryCorps are useful every day. “Imagine if you were able to sit and listen to your great-great-grandparent and get to know them,” says Dave Isay of StoryCorps. That’s the premise behind StoryCorps’ Great Thanksgiving Listen, a mass movement to record the stories of elders across the US. To Isay, people over the age of 65 represent a wealth of knowledge and experience we’d all be wise to learn from and honor. Why Gamification? Games and Culture With the advent of video games, games have returned in full force as a cultural product, with more people in North America consuming video games than movies and music. In point of fact, 58% of Americans play video games, 45% of gamers are women, and 58% of parents play video games with their kids as a way to socialize with them (2).

Gamification Facts Infographic Gamification Infographics Gamification Facts Infographic Gamification Facts Infographic Gamification is the concept of applying game mechanics and game design techniques to eLearning courses.

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