gaming the future of museums - a lecture by jane mcgonigal
DESCRIPTION
How can museums harness the rising power of games to make people happy and help them change the real world?TRANSCRIPT
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Gaming the Future of Museums
JANE MCGONIGAL, PhD INSTITUTE FOR THE FUTURE
December 2, 2008/2019/2034
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The Museum of Impossible Things (November 2019)
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Game Designer Nominated for
a Nobel Prize by 2034
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Game PLAYERS Nominated for
a Nobel Prize by 2034
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Why do I think games will be one
of the most important
materials of the future?
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•69% of all US households play computer and video games
•91% of youth under 18 play
•70% of large U.S. companies and non-profits currently train their employees with games and simulations; 95% expect to over the next five years.
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• 40% of gamers are women
• The average US gamer is 35 years old
• One in four gamers is over age 50
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There’s also a new generation of “hard-core” gamers generating unprecedented “participation bandwidth”:
Hundreds of millions of people worldwide spending 20+ hours a week playing games.
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WHY? and more importantly: how can museums harness the rising power of games for good?
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1) Games make us happy
2) Games help us do more amazing, world-changing things than we think we can do in reality
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1) Why happiness is an important development goal for the next 10-15 years
2) Why we need ordinary people to feel like superheroes.
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The Quality of Life Index
The Happy Planet Index
“Gross National Happiness”
Subjective Life Satisfaction
The Canadian Index of Well-Being
World’s Most Livable Cities
The Vanderford Riley Well Being Schedule
The Authentic Happiness Inventory
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What humans crave:1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger
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What museums give us:
1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger
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Why does it matter that museums can do a better job of creating real happiness for their visitors?
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BOTTOM 10
• Ireland: 39.4• France: 36.4•USA: 28.8• Russia: 22.8• Estonia: 22.7• Ukraine: 22.2•Dem. Rep. Congo: 20.7• Burundi: 19.0• Swaziland: 18.4• Zimbabwe: 16.6
TOP 10
• Vanuatu: 68.2• Colombia: 67.2• Costa Rica: 66.0•Dominica: 64.5• Panama: 63.5• Cuba: 61.9•Honduras: 61.8•Guatemala: 61.7• El Salvador: 61.7• St Lucia: 61.3
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a future forecast (2019):
the rise of
a sustainable happiness movement
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Sustainable quality of life becomes the primary metric for evaluating ALL brands, services, environments, and experiences.
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Positive psychology is increasingly a principal, explicit influence on experience design and interactive development.
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Vital communities form around different visions of a real life worth living.
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We invest in public and private institutions according to how great an increase in real happiness, or well-being they generate –
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– because happiness is the new capital..
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So:
Will museums be in the happiness business?
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"Happiness consists in activity. It is a running stream, not a stagnant pool.”
- John Mason Good
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What the museum community needs:
happiness engineers.
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SATISFYING OUR DESIRE FOR ENGAGEMENT. *
100 million mental hours WIKIPEDIA
• 5 days of World of Warcraft
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Games work better.1) Better instructions2) Better feedback3) Better community4) Better emotions
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What humans crave:1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger
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Multiplayer games are the
ULTIMATE happiness engines.
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Compared to games…
Reality is broken.
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official partner
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Museums work better?
1) Better instructions2) Better feedback3) Better community4) Better emotions
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In 2008, happiness is games.
In the future, happiness will be
passionate, successful participation in really big systems we care
about.
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World Without Oil
*
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mobbability
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cooperation radar
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ping quotient
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influency
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multi-capitalism
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protovation
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open authorship
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signal/noise filter
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longbroading
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emergensight
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Collaboration superpowers mobbability
influency
ping quotient
multi-capitalism
cooperation radar
open authorship
emergensight
longbroading
protovation
signal/noise management
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a future forecast (2024):
museum-organized
games help invent the future & change the
world
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Q: By 2019, will museums be on the leading-edge of happiness engineering?
A: Yes… if they turn visitors into players, and crowds into super-collaborative
communities..
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What do gamers think about the
future of museums?
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Engagement harnessed in 6 weeks:
a community of >7000 forecasters >1000 stories about the future >500 active strategy forums >500 collaborative superstructures
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The Museum of Impossible Things (November 2019)
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So what’s important?
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We need a new kind of institution: one that seeks to create sustainable, world-changing happiness as its primary mission.
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Museums should give us:
1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger
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Museums should teach us: mobbability
influency
ping quotient
multi-capitalism
cooperation radar
open authorship
emergensight
longbroading
protovation
signal/noise management
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Museums can invent a better future – by making us happier and helping us collaborate to save the real world.
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GAME TIME!
Let’s invent the future together
right now.
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1) Imagine: What brand new museum or program would will the world need in 2019?
2) Share: Declare YOURSELF director of this strange new museum in 2019.
GAME MISSION: INVENT THE FUTURE OF MUSEUMS IN
2019
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GAME MISSION on TWITTER: INVENT THE FUTURE OF MUSEUMS
IN #2019