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Alternate Realities a  game designer’s perspective   on  the future of happiness   Jane McGonigal, Ph.D.   Institute for the Future
A future forecast ( 2017 ): ,[object Object],[object Object],[object Object],[object Object]
 
 
Is happiness the new capital? ,[object Object],[object Object]
Is happiness the new capital? ,[object Object]
Is happiness the new capital? ,[object Object]
Technology  moves faster than  culture Culture  moves faster than  evolution Our  cro-magnum brains and  bodies  are being made  miserable  by our  advancing  technologies   and hybrid  cultures
Symptoms manifest ( 2007 ):  1.  Gamers have figured out something  very  important:   Reality is broken .
“ 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 . In terms of  perceived quality of life , is virtuality beating reality?
User Hours per Month
US $ Exchanged on Lindex (in Millions)
This exodus to virtual worlds and networked 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 . In terms of  perceived quality of life , is virtuality beating reality? YES.
Symptoms manifest ( 2007 ):  1.  Gamers have figured out something  very  important:   Reality is broken . 2.  To fix it,   we need to make real life more like a game .
Symptoms manifest ( 2007 ):  1.  Gamers have figured out something  very  important:   Reality is broken .  2.  To fix it,   we need to make real life more like a game . 3.  More specifically:   to increase real happiness and improve global quality of life ,  the real world needs to work more like   massively multiplayer online games, virtual worlds,  and   other  super-collaborative playscapes.
Alternate Realities a  game designer’s perspective   on  the future of happiness   –  and  10 ways  to  save the  real world Jane McGonigal, Ph.D.   Institute for the Future
' 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
Alternate Reality Game designers  are a new breed of  hackers  who are pioneering this  play ethic . …. We are 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 .
In what sense do Alternate Realities  “work better”? ,[object Object],[object Object]
How  do  networked games work? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
There are  3 Tiers  of Happiness: ,[object Object],[object Object],[object Object]
There are  3 Tiers  of Happiness: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
There are  3 Tiers  of Happiness: ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object]
Collective Intelligence - Pierre Levy, 1994 Cogito, ergo sum      Cogitamus, ergo sumus
 
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],[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 .
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
[object Object],[object Object],[object Object],[object Object],As a result of  super-collaborative  alternate realities, We are witnessing the evolution of everyday, real-world   super heroes.
“ 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
Attent , 2007 beta  alternate reality enterprise software
 
 
 
 
Foresight     Insight:   Leading-edge  Alternate Realities   currently provide   the strongest evidence   for what make us happy –  and   the best blueprint   for how to engage and find meaning in the real-world.
[object Object],[object Object]
[object Object],[object Object],[object Object],www.slideshare.net/avantgame

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Mc Gonigal Vanguard Tti Altrealities July2007 Showme

  • 1. Alternate Realities a game designer’s perspective on the future of happiness Jane McGonigal, Ph.D. Institute for the Future
  • 2.
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  • 8. Technology moves faster than culture Culture moves faster than evolution Our cro-magnum brains and bodies are being made miserable by our advancing technologies and hybrid cultures
  • 9. Symptoms manifest ( 2007 ): 1. Gamers have figured out something very important: Reality is broken .
  • 10. “ 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 . In terms of perceived quality of life , is virtuality beating reality?
  • 11. User Hours per Month
  • 12. US $ Exchanged on Lindex (in Millions)
  • 13. This exodus to virtual worlds and networked 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 . In terms of perceived quality of life , is virtuality beating reality? YES.
  • 14. Symptoms manifest ( 2007 ): 1. Gamers have figured out something very important: Reality is broken . 2. To fix it, we need to make real life more like a game .
  • 15. Symptoms manifest ( 2007 ): 1. Gamers have figured out something very important: Reality is broken . 2. To fix it, we need to make real life more like a game . 3. More specifically: to increase real happiness and improve global quality of life , the real world needs to work more like massively multiplayer online games, virtual worlds, and other super-collaborative playscapes.
  • 16. Alternate Realities a game designer’s perspective on the future of happiness – and 10 ways to save the real world Jane McGonigal, Ph.D. Institute for the Future
  • 17. ' 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
  • 18. Alternate Reality Game designers are a new breed of hackers who are pioneering this play ethic . …. We are 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 .
  • 19.
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  • 25. Collective Intelligence - Pierre Levy, 1994 Cogito, ergo sum  Cogitamus, ergo sumus
  • 26.  
  • 27. The concept “alternate reality” comes from science fiction . “ a hybrid of Fantasy and Alternate History that alters this world's dynamics .”
  • 28. 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
  • 29. World Without Oil, 2007 alternate reality game ( www.worldwithoutoil.org )
  • 30.  
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  • 32.  
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  • 34. Massively networked media constructs and confirms the alternate reality
  • 35.  
  • 36.  
  • 37. 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
  • 38.
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  • 45. “ 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
  • 46. Attent , 2007 beta alternate reality enterprise software
  • 47.  
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  • 50.  
  • 51. Foresight  Insight: Leading-edge Alternate Realities currently provide the strongest evidence for what make us happy – and the best blueprint for how to engage and find meaning in the real-world.
  • 52.
  • 53.