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For active online gamers, real life is broken. It doesn’t make any sense. Effort isn’t connected to reward. The path forward is confused, convoluted, and contradictory. Worse, there’s a growing sense that the entire game is being corrupted to ensure failure. So why play it?
We’re witnessing what amounts to no less than a mass exodus to virtual worlds and online game environments. - Edward Castronova
Here’s a video of Jane McGonigal at the 2010 TED (the place for tech, entertainment, and Wall Street elites to rub elbows) conference. In it, she talks about the power of online games. Worth watching.
Some useful stats from her presentation include:
Active online gamers spend 10,000 hours of play by the time they are 21 (almost as much as the time spent in school).
There are 500 million active online gamers worldwide (that will grow to 1.5 billion in the next 10 years).
Three billion hours a week are spent playing online games.
She also hits on some useful observations: people game to this degree because it makes more sense than real life, and gaming is a form of personal super empowerment.
However, at this point the presentation breaks down. McGonigal then proceeds to think of ways gamers can be used to do things (which plays well with the users at TED). While I give her props for thinking about ways to generate ideas on how to fix global problems, she entirely misses the big idea.
Here is the big idea. For active online gamers, real life is broken. It doesn’t make any sense. Effort isn’t connected to reward. The path forward is confused, convoluted, and contradictory. Worse, there’s a growing sense that the entire game is being corrupted to ensure failure. So why play it?
They don’t. They retreat to online games. Why? Online games provide an environment that connects what you do (work, problem solving, effort, motivation level, merit) in the game to rewards (status, capabilities, etc.). These games also make it simple to get better (learn, skill up, etc.) through an intuitive just-in-time training system. The problem is that this is virtual fantasy.
So the really big idea isn’t figuring out how to USE online gamers for real world purposes (as in the dirty word: crowdsourcing—the act of other people to do work for you for FREE—blech!). Instead, it’s about finding a way to use online games to make real life better for the gamers. In short, turn games into economic darknets that work in parallel and better than the broken status quo systems. As in: economic games that connect effort with reward. Economic games with transparent rules that tangibly improve the lives of all of the players in the REAL WORLD.
This isn’t tech utopian. It’s reality. The global electronic marketplace and the political system that currently dominates our lives is at root a game but with hidden rule sets. As a result, it’s a game that being run for the benefit of the game designers to the detriment of the players. The reason we keep playing is that we don’t have any choice. Let’s invent something better and compete with it. Let’s provide people with a choice.
John Robb, author, entrepreneur, and former USAF pilot in special operations, is the author of the best-selling Brave New War.
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COMMENTS
As an occasionally obsessive gamer I felt personally attacked when you mentioned that McGonigal thinks gamers could and should be "used". How dare she suggest that people make games that pump me full of "a-ha's" while I solve problems every one in the world wants solved? I mean ummm, well actually it doesn't sound like a terrible idea.
Let's face facts; gamers are already being used. They throw away their time, their money and their good health and get little or no tangible return. Meanwhile gaming companies are among the very few who are not only unaffected by the recession but are actual making gains. What harm could there be in providing gamer's with something they're paying for anyway, AND having them solve the major issues humanity faces at the same time?
Well, I'll tell you. The real harm is that corporations aren't always going to use this newly discovered resource to solve the worlds problems. Some might, but others will probably have more profitable ideas in mind. In their greed they may even create a few new epic disasters which future generations of gamers will struggle solve.
Overall, I support McGonigals ideas even if it is a bit naive to think people will use them for the forces of good, but I have my own suggestion. Make it as abstract as possible. I don't mind participating in an experiment to see how people would cope with creating their own free and unlimited fuel source by flapping their arms hard and fast enough to power a windmill in the still dry heat of the summer IF I'm experiencing a fantastic story line or a more tetrisier than tetris puzzle game. If I'm actually flapping my arms, I'm probably not going to play (Do you hear me Wii Fit? I'll play it a few times for novelty's sake, but then I'm done!).
Bonus Round -> Do you think gamers would lose their will to play if only they had a perfect society in real life? They don't play games because games make more sense than real life. In fact mmo's are usually even less fair and just than real life. Yet people flock to them and (until we can modify our real bodies to be able to stand up straight even though our waists are 14" in diameter and our busts are 42") will continue to enjoy them simply because novelty is fun, not because they are trying to drop out of a just too unbearable real life.
On a very serious note, I think you are right on about creating a competing analog social system. Our current system is the product of evolution of ideas and is as flawed as it is great. There is no doubt in my mind that humans can engineer a (or several?) better participation optional game from scratch which can be run over the current social operating system. I hope more people latch onto this very big idea.
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