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May 20, 2013, 04:08:55 AM
TIGSource ForumsPlayerGeneralJane McGonigal on Gaming can make a better world [TED]
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Author Topic: Jane McGonigal on Gaming can make a better world [TED]  (Read 4568 times)
SidM
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« on: March 17, 2010, 02:18:26 PM »

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

I just saw this and am still processing the message put across. However, I felt the need to share it here - to spawn discussion.

One thing off my top of my head that I find she doesn't look at is the opposite is also true : That gaming often brings out the worst in people (Botters, Griefers, etc.)

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Edit 1:
On *Epic Win* (ugh). Do note that I'm just rambling, and I might have a point - or not.
 
Evoking Left 4 Dead 2, I have had experiences beating the game on Expert (where zombies can rip you to shreds in oh, 5 seconds?) with a team of strangers whose gameplay styles meshed together (or maybe they converged towards a mean that'd benefit the team the most?). Conversely, I've had experiences where teams failed on easier difficulties because the teammates had conflicting agendas (from the benign: being plainly aloof, doing their own thing (like leaving the group- exploring every closet or rushing into, and past a mob of zombies) to the malignant : deliberate team killing).

My skills are the same, then why is there such a difference in outcome?

Playing with the good team about the feelings of *cough* Epic Win *cough* (god, I hate that phrase) she mentioned.

Hmm, maybe society penalises people too much for failure (take bankruptcy, for example - or maybe examinations for those who're still at school). People fail in (should word this be "at"?) games all the time, but the gamers amongst us pick ourselves up again, dust ourselves off, think of how we can avoid this scenario - challenge the game again (Or busts out an 'iddqd' or an aimbot, but I can't speak for those people). The "black mark" of failure is minimal. The player gets a clean slate for the next go.

By comparison, failing in real life brings about "black marks" made up by society. In the case of bankruptcy, there's the social shame, devastated credit report, and often debts and liabilities aren't wiped out. Failing in exams will (apart from the social shame) keep you back a grade or maybe prevent you from getting into the higher studies you were always interested in, but don't have the GPA for anymore - or restrict your prospects on the job market.

Should these penalties decided by social contract be revoked, or do they serve a greater purpose? Should people actually have fun, while contributing to society?

As someone quoted Brian Sutton-Smith in the comments of the video linked above, “The opposite of play isn’t work. It’s depression. To play is to act out and be willful, exultant and committed as if one is assured of one’s prospects.”


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Edit 2:
She should make a roguelike about a zombie apocalypse...I believe this to be coming, this will kill us all!

I am no big fan of browser games and I can't think of one that has kept me for long enough to change me...or make me more resourceful.
Did you just mention "Browser game" and "zombie apocalypse"? There is an ancient (in web terms) browser based MMO with zombies in it called Urban Dead (2005) ( http://en.wikipedia.org/wiki/Urban_Dead ). It inspired many games like Shartak, Quarantine2019, Nexus War (this in turn inspired 'wigbl') and a few other that escape my mind. UD is a bit simplistic, but it has a (like most MMOs) vibrant metagame.

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Edit 3:
*On Trust*
There was an article earlier this month on the NYT blogs ( http://opinionator.blogs.nytimes.com/2010/03/05/in-what-can-we-trust/ ) that talks about a different circumstance, but is about trust. On point, I quote:
Quote
David Brooks: Dick, a couple of years ago, the World Bank completed a study called “Where Is the Wealth of Nations?” The economists there calculated that in poorer countries, most wealth is tangible — land, resources, that sort of thing. But for richer nations, 80 percent or so was intangible — institutions, laws and attitudes.

And while we’re title-dropping, let me mention a book by Francis Fukuyama, simply called “Trust.” He uses the term, “spontaneous sociability” to measure how quickly and naturally people cooperate in various societies. People have different cooperating styles depending on their culture. One of the points he makes about America is that we think of ourselves as a highly individualistic country, but that’s false consciousness. Actually, we are phenomenally cooperative and social.
This came to my mind as she mentioned how gamers can socialise, and more importantly, trust complete strangers. (Of course, when the trust is broken - hacks / griefing - the betrayal felt can be immense)

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Edit 4:
Oh god! Wall of text! Eeek!
« Last Edit: March 17, 2010, 05:44:50 PM by SidM » Logged
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« Reply #1 on: March 17, 2010, 03:52:30 PM »

I stopped at "epic win" just to process why people talk like that, I am still kinda stunned, "clever" people should not allow themselves to be this illiterate.

I have spend 10.000 hours doing this stuff? What I'm good at? Swearing loudly, connecting cables to other cables, writing files which change my settings permanently, or until steam cloud decides to change it...I may be a terrible gamer.

I will be the first to admit, I am a terrible team player, I will run away even if I can help you not lose if there is the slightest chance I will lose...

She talks about WoW, WoW is a timewaster, at least used to be when I played it...I have never written a factual word about WoW, or wanted to, I am not building "an epic story".

She should make a roguelike about a zombie apocalypse...I believe this to be coming, this will kill us all!

I am no big fan of browser games and I can't think of one that has kept me for long enough to change me...or make me more resourceful.
I play TF2 for crying out loud, I am trying to kill the other team, not help the builders elite erect more dispensers.

My epic journey will definitely not be in the form of playing video games, if I wanted to change the world I'd probably try doing something.
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Paul Eres
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« Reply #2 on: March 17, 2010, 04:06:33 PM »

i saw that yesterday. i don't doubt that games can be used to make a better world, or at least can make a person a better person, but i still have doubts that WoW is an example of such a game, if only because i know people who play that game and know what they're like / what it does to them.
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« Reply #3 on: March 17, 2010, 06:29:15 PM »

Perhaps if she had mentioned the serious part of gaming, then it would make a stronger argument. Games focusing on social issues are mostly ones that are not exactly suited for entertainment purposes. Just as documentaries are the best in discussing issues in society, so are serious games. That is the future of gaming being seen as more than just something to have fun with. It may take another decade for the terminology "serious game" to become popular, but I do see it as a way to push the games industry forward. Focusing solely on entertainment will not get us as far as literature, art, and cinema have gone.
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"No one is to be called an enemy, all are your benefactors, and no one does you harm. You have no enemy except yourselves." - St. Francis of Assisi
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« Reply #4 on: March 17, 2010, 09:43:02 PM »

The games she's worked on are interesting, and she says some interesting stuff, but it felt like she put a lot of nonsense in the mix and it's hard to take it seriously because of that.

Like -- relating man-years to actual years is apples to oranges, online games are full of borderline-sociopath behavior not 'the best in people', people do feel frustrated in games, etc.  And about her point that people are developing skills from WoW -- most of the skills she identified seemed more like attitudes than skills ... I don't think those are the kind of thing you get from 10000 hours with a task; I'm guessing it's more low-level stuff, like "you can click things faster."

So yeah ... I wish she'd spent less time on trivia and wild hypotheses, more time talking about what she's actually done and how she's actually doing it.  Maybe TED's not the right venue for that though.
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Paul Eres
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« Reply #5 on: March 17, 2010, 11:12:17 PM »

those were also my thoughts. when she said gamers don't get frustrated, they just try again cheerfully, i was like what
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« Reply #6 on: March 18, 2010, 01:06:00 AM »

those were also my thoughts. when she said gamers don't get frustrated, they just try again cheerfully, i was like what
Yeah, let's not forget the people who were killed over in-game items.
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Selben Coirlo
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« Reply #7 on: March 18, 2010, 02:05:55 AM »

My main take-away question here is: Games are more fun than work, even when the tasks being performed are similar. Why does work suck so much?
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alspal
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« Reply #8 on: March 18, 2010, 02:08:01 AM »

Depends what the work is, I enjoy working on my games.
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undertech
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« Reply #9 on: March 18, 2010, 03:54:16 AM »

Because for games, you own the process and the outcome? And not because someone told you to do so. Basically like any sort of self-enterprise.
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« Reply #10 on: March 18, 2010, 08:51:37 AM »

My main take-away question here is: Games are more fun than work, even when the tasks being performed are similar. Why does work suck so much?

I don't know if being a gold farmer is a very fun career.

Also: How many games have you played for years 8 hours a day 5 days a week and still enjoy the hell out of?
« Last Edit: March 18, 2010, 08:55:43 AM by hatu » Logged
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« Reply #11 on: March 18, 2010, 09:13:12 AM »

My main take-away question here is: Games are more fun than work, even when the tasks being performed are similar. Why does work suck so much?

I don't know if being a gold farmer is a very fun career.

Also: How many games have you played for years 8 hours a day 5 days a week and still enjoy the hell out of?

you apparently have not met a dedicated WoW player, or any other really addicted mmo player for that matter.
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Melly
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« Reply #12 on: March 18, 2010, 09:15:57 AM »

you apparently have not met a dedicated WoW player, or any other really addicted mmo player for that matter.

Many of those dedicated/addicted MMO players aren't so because they enjoy the activity, but because they are addicted. I know MMO players that hate playing MMO's but keep doing it because they can't stop themselves and they just feel like shit afterwards. We've had a fairly lengthy discussion about this very topic before.
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« Reply #13 on: March 18, 2010, 11:33:30 AM »

Hmmm... Jane McGonigal has a secret.

"More recently, she has served as the director for The Lost Ring, an alternate reality game sponsored by McDonald's and designed as a tie-in to the 2008 Summer Olympics..."

Its hard for me to take a professor of game design seriously who is trying to promote a message of world peace, taking money from a company that is directly related to childhood obesity and one of the main food/farming problems in the US.

.........

Okay, I was on my soap box and I needed to edit this second part. To sum up my frustration with her speech: viral games != good games. Avoiding real world problems != having fun with games. Also none of her games are actual concrete games, they are all facebook social experiments. How do you become a Game Design professor of San Fran Art Institute and not even make a full fledge game?? I know the PhD for Performance Studies helps, but come on.
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« Reply #14 on: March 18, 2010, 12:20:09 PM »

My main take-away question here is: Games are more fun than work, even when the tasks being performed are similar. Why does work suck so much?

Games have definite win and lose conditions. Sometimes, there isn't even a lose condition so much as a condition where you haven't won yet. Real work isn't nearly so clean-cut. Lots of times the conditions for winning and losing are arbitrary, or you never even win.

Games are self contained. You can go into the game and get the knowledge needed to proceed. In fact, it's considered bad game design to expect players to do outside research in order to complete the game. In work, on the other hand, I need to go to school and work other positions just to demonstrate I'm allowed to even start.

Games are also finite. Eventually I can explore every inch of the world, identify every item, every monster, every possible button press I can make. In the real world, it's infinite. There's always something you don't know, someplace you haven't looked, and an action you didn't take yet.

And lastly, games don't typically punish failure. You die and you reload from the last save point. In the worst case scenario, you have to start from the beginning. In real life, the worst case scenario can be a company failing, money being wasted, or even a person being killed. Stuff you can't just shrug off and go at a second chance.

If work was more like games (ie, simply defined, finite, and lacked failure) work and games would be interchangable. In the real world, this simply isn't the case for most jobs you might do.

-SirNiko
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