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A lternate  R eality  a  game designer ’s perspective on the future of  collaboration  – and 10 ways to save the  real world Jane McGonigal, Ph.D.   Institute for the Future
A lternate  R eality  ' Play  will be to the 21st century what  work  was to the last 300 years of industrial society -- our dominant way of  knowing ,  doing  and  creating value .' --Pat Kane, author of  The Play Ethic
“ We are witnessing what amounts to no less than a global  mass exodus  to virtual worlds and other online gaming environments.”    – economist Edward Castranova  As a perceived source of value, is virtuality beating reality?
 
 
 
 
 
“ We are witnessing what amounts to no less than a global  mass exodus  to virtual worlds and other online gaming environments.”    – economist Edward Castranova  An exodus of  time   (16+ hours/week) … of  attention      … of  money  ($1.5 B)        … and of  passion . As a perceived source of value, is virtuality beating reality?
 
User Hours per Month
US $ Exchanged on Lindex (in Millions)
Premium Residents – the serious investment
 
This exodus to virtual worlds and games is  an extremely important signal  –   Not (as some think) that we will or should  abandon reality , but rather a signal that we need to  make our reality work better . We need an  alternate reality …  one that works  more like a networked game . As a perceived source of value, is virtuality beating reality?
How do networked games work? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Alternate Reality Game designers are a new breed of  hackers . …. hacking everyday, real-life spaces, habits,  and social institutions to be more like a networked game. Why?  Because ARG designers believe  games  work better  than reality .
How do Alternate Realities  “work better”? ,[object Object],[object Object],“ 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.” -- Brian Sutton Smith, anthropologist
[object Object],[object Object]
[object Object],[object Object],[object Object]
The New Gamer Majority ,[object Object],[object Object],*From a comprehensive 2007 study  conducted by the Interactive Entertainment Association of Australia (IEAA) in conjunction with Bond University's Centre for New Media Research.
The New Gamer Majority ,[object Object],[object Object],*From a comprehensive 2007 study  conducted by the Interactive Entertainment Association of Australia (IEAA) in conjunction with Bond University's Centre for New Media Research.
[object Object],[object Object],The New Gamer Majority *From a comprehensive 2007 study  conducted by the Interactive Entertainment Association of Australia (IEAA) in conjunction with Bond University's Centre for New Media Research.
[object Object],[object Object],What AMP needs to know about  The New Gamer Majority:
What AMP needs to know about  The New Gamer Majority: Foresight     insight:  Leading-edge  Alternate Realities   currently provide   the strongest evidence   for what gamers really want –  and   the best blueprint   for how to engage them in the real-world.
The concept “alternate reality” comes from  science fiction .  “ a  hybrid  of Fantasy and Alternate History that alters this world's  dynamics .”
In an AR, a game becomes  an alternative  framework  for experiencing  everyday life . “ An alternate reality is  another way  of  experiencing existence .” - G. S. ELRICK, 1978
World Without Oil,  2007 alternate reality game ( www.worldwithoutoil.org )
 
 
 
[object Object],real  play, not  role  play.
Massively networked media  constructs  and  confirms  the alternate reality
 
 
When  the game ends , the  alternate reality continues .   “ When they  returned , they discovered that … their  excursion  had created a  new  alternate reality.” - G. A. EFFINGER, 1989
[object Object],[object Object],When  the game ends , the  alternate reality continues .
How do Alternate Realities  “work better”? ,[object Object]
In the future, how important is financial wealth? ,[object Object],[object Object],[object Object],[object Object]
In the future, how important is financial wealth? ,[object Object],[object Object]
Stated values of  gamers  vs.  non-gamers
 
 
Well-Being Inventory ,[object Object],[object Object],[object Object]
[object Object],[object Object],Reality +  optimism for the future .
[object Object],[object Object],Reality +  optimism for the future .
[object Object],[object Object],Reality +  makes the world better
[object Object],[object Object],Reality +  close to other people
3 Tiers of Happiness: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],In the future, how important is financial wealth?
Attent , 2007 beta  alternate reality enterprise software
 
 
How do Alternate Realities  “work better”? ,[object Object]
Institute of Play , 2009 opening Alternate Reality Public School
Collective Intelligence - Pierre Levy, 1994 Cogito, ergo sum      Cogitamus, ergo sumus
 
3 Collective Intelligence Hallmarks: ,[object Object],[object Object],[object Object]
 
 
 
 
 
 
 
 
 
I Love Bees , 2004 alternate reality game  www.ilovebees.com
 
 
 
 
 
 
 
 
 
 
“Why  I Love Bees : A Case Study in Collective Intelligence Gaming” (2008, forthcoming)
What AMP needs to know about  The New Gamer Majority: Foresight     insight:  Leading-edge  Alternate Realities   currently provide   the strongest evidence   for what gamers really want –  and   the best blueprint   for how to engage them in the real-world.
Invitation Graphic Goes Here
[object Object],[object Object],[object Object],[object Object],We are witnessing the evolution of everyday, real-world  super heroes.
10 Powers of   Super–Collaboration ,  or,   10 Ways to  Save the Real World ,[object Object],[object Object],[object Object],[object Object],[object Object]
Mobbability ,[object Object],[object Object]
Influency ,[object Object],[object Object]
Ping Quotient ,[object Object]
Multi-Capitalism ,[object Object],[object Object]
Protovation ,[object Object],[object Object]
Open Authorship ,[object Object]
Emergensight ,[object Object]
Longbroading ,[object Object]
Cooperation Radar ,[object Object]
Signal/Noise Management ,[object Object]
10 Powers of   Super–Collaboration ,  or,   10 Ways to  Save the Real World ,[object Object],[object Object],[object Object],[object Object],[object Object]
Super-Collaborative SCRABBLE TM ,[object Object]
Super-Collaborative SCRABBLE TM ,[object Object],You have  2 minutes  each round to join with other players and form as high-scoring a word as possible.  If you are not in a word when  time is up , you don’t get any points for the round!
Super-Collaborative SCRABBLE TM ,[object Object],The  Question Team  has 3 minutes to write a question engaging as many team members as possible. Then, the  Answer Team  has 2 minutes to write an answer.
10 Powers of   Super–Collaboration ,  or,   10 Ways to  Save the Real World ,[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],www.slideshare.net/avantgame Can AMP come out and play?

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A game designer's perspective on the future of collaboration - and 10 ways to save the real world

  • 1. A lternate R eality a game designer ’s perspective on the future of collaboration – and 10 ways to save the real world Jane McGonigal, Ph.D. Institute for the Future
  • 2. A lternate R eality ' Play will be to the 21st century what work was to the last 300 years of industrial society -- our dominant way of knowing , doing and creating value .' --Pat Kane, author of The Play Ethic
  • 3. “ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” – economist Edward Castranova As a perceived source of value, is virtuality beating reality?
  • 4.  
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  • 9. “ We are witnessing what amounts to no less than a global mass exodus to virtual worlds and other online gaming environments.” – economist Edward Castranova An exodus of time (16+ hours/week) … of attention … of money ($1.5 B) … and of passion . As a perceived source of value, is virtuality beating reality?
  • 10.  
  • 11. User Hours per Month
  • 12. US $ Exchanged on Lindex (in Millions)
  • 13. Premium Residents – the serious investment
  • 14.  
  • 15. This exodus to virtual worlds and games is an extremely important signal – Not (as some think) that we will or should abandon reality , but rather a signal that we need to make our reality work better . We need an alternate reality … one that works more like a networked game . As a perceived source of value, is virtuality beating reality?
  • 16.
  • 17. Alternate Reality Game designers are a new breed of hackers . …. hacking everyday, real-life spaces, habits, and social institutions to be more like a networked game. Why? Because ARG designers believe games work better than reality .
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  • 25. What AMP needs to know about The New Gamer Majority: Foresight  insight: Leading-edge Alternate Realities currently provide the strongest evidence for what gamers really want – and the best blueprint for how to engage them in the real-world.
  • 26. The concept “alternate reality” comes from science fiction . “ a hybrid of Fantasy and Alternate History that alters this world's dynamics .”
  • 27. In an AR, a game becomes an alternative framework for experiencing everyday life . “ An alternate reality is another way of experiencing existence .” - G. S. ELRICK, 1978
  • 28. World Without Oil, 2007 alternate reality game ( www.worldwithoutoil.org )
  • 29.  
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  • 33. Massively networked media constructs and confirms the alternate reality
  • 34.  
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  • 36. When the game ends , the alternate reality continues . “ When they returned , they discovered that … their excursion had created a new alternate reality.” - G. A. EFFINGER, 1989
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  • 41. Stated values of gamers vs. non-gamers
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  • 51. Attent , 2007 beta alternate reality enterprise software
  • 52.  
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  • 55. Institute of Play , 2009 opening Alternate Reality Public School
  • 56. Collective Intelligence - Pierre Levy, 1994 Cogito, ergo sum  Cogitamus, ergo sumus
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  • 68. I Love Bees , 2004 alternate reality game www.ilovebees.com
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  • 79. “Why I Love Bees : A Case Study in Collective Intelligence Gaming” (2008, forthcoming)
  • 80. What AMP needs to know about The New Gamer Majority: Foresight  insight: Leading-edge Alternate Realities currently provide the strongest evidence for what gamers really want – and the best blueprint for how to engage them in the real-world.
  • 82.
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