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The transformative power of video games

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    Hello.
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    My name is Herman,
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    and I've always been struck
    by how the most important, impactful,
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    tsunami-like changes
    to our culture and our society
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    always come from those things
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    that we least think
    are going to have that impact.
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    I mean, as a computer scientist,
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    I remember when Facebook
    was just image-sharing in dorm rooms,
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    and depending upon who you ask,
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    it's now involved in toppling elections.
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    I remember when cryptocurrency
    or automated trading
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    were sort of ideas by a few renegades
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    in the financial institutions
    in the world for automated trading,
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    or online, for cryptocurrency,
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    and they're now coming to quickly shape
    the way that we operate.
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    And I think each of you
    can recall that moment
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    where one of these ideas felt
    like some ignorable, derisive thing,
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    and suddenly, oh, crap,
    the price of Bitcoin is what it is.
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    Or, oh, crap, guess who's been elected.
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    The reality is that, you know,
    from my perspective,
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    I think that we're about
    to encounter that again.
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    And I think one of the biggest,
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    most impactful changes
    in the way we live our lives,
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    to the ways we're educated,
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    probably even to how we end up
    making an income,
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    is about to come not from AI,
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    not from space travel or biotech --
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    these are all very important
    future inventions --
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    but in the next five years,
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    I think it's going to come
    from video games.
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    So that's a bold claim, OK.
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    I see some skeptical faces
    in the audience.
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    But if we take a moment
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    to try to look at what video games
    are already becoming in our lives today,
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    and what just a little bit
    of technological advancement
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    is about to create,
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    it starts to become
    more of an inevitability.
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    And I think the possibilities
    are quite electrifying.
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    So let's just take a moment
    to think about scale.
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    I mean, there's already
    2.6 billion people who play games.
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    And the reality is that's a billion more
    than five years ago.
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    A billion more people in that time.
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    No religion, no media,
    nothing has spread like that.
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    And there's likely to be a billion more
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    when Africa and India
    gain the infrastructure
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    to sort of fully realize
    the possibilities of gaming.
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    But what I find really special is --
    and this often shocks a lot of people --
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    is that the average age of a gamer,
    like, have a guess, think about it.
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    It's not six, it's not 18, it's not 12.
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    It's 34.
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    [Average age of an American gamer]
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    It's older than me.
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    And that tells us something,
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    that this isn't entertainment
    for children anymore.
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    This is already a medium
    like literature or anything else
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    that's becoming a fundamental
    part of our lives.
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    One stat I like is that people
    who generally picked up gaming
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    in the last sort of 15, 20 years
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    generally don't stop.
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    Something changed in the way
    that this medium is organized.
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    And more than that,
    it's not just play anymore, right?
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    You've heard some examples today,
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    but people are earning
    an income playing games.
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    And not in the obvious ways.
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    Yes, there's e-sports, there's prizes,
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    there's the opportunity to make money
    in a competitive way.
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    But there's also people earning incomes
    modding games, building content in them,
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    doing art in them.
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    I mean, there's something at a scale
    akin to the Florentine Renaissance,
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    happening on your kid's iPhone
    in your living room.
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    And it's being ignored.
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    Now, what's even more exciting for me
    is what's about to happen.
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    And when you think about gaming,
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    you're probably already imagining
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    that it features these massive,
    infinite worlds,
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    but the truth is,
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    games have been deeply limited
    for a very long time
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    in a way that kind of we in the industry
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    have tried very hard to cover up
    with as much trickery as possible.
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    The metaphor I like to use,
    if you'd let me geek out for a moment,
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    is the notion of a theater.
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    For the last 10 years,
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    games have massively advanced
    the visual effects,
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    the physical immersion,
    the front end of games.
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    But behind the scenes,
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    the actual experiential reality
    of a game world
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    has remained woefully limited.
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    I'll put that in perspective for a moment.
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    I could leave this theater right now,
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    I could do some graffiti,
    get in a fight, fall in love.
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    I might actually do
    all of those things after this,
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    but the point is that all of that
    would have consequence.
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    It would ripple through reality --
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    all of you could interact with that
    at the same time.
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    It would be persistent.
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    And those are very important qualities
    to what makes the real world real.
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    Now, behind the scenes in games,
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    we've had a limit for a very long time.
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    And the limit is, behind the visuals,
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    the actual information being exchanged
    between players or entities
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    in a single game world
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    has been deeply bounded
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    by the fact that games
    mostly take place on a single server
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    or a single machine.
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    Even The World of Warcraft
    is actually thousands of smaller worlds.
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    When you hear about concerts in Fortnite,
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    you're actually hearing
    about thousands of small concerts.
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    You know, individual,
    as was said earlier today,
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    campfires or couches.
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    There isn't really this possibility
    to bring it all together.
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    Let's take a moment to just
    really understand what that means.
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    When you look at a game,
    you might see this, beautiful visuals,
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    all of these things
    happening in front of you.
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    But behind the scenes in an online game,
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    this is what it looks like.
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    To a computer scientist,
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    all you see is just
    a little bit of information
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    being exchanged by a tiny handful
    of meaningful entities or objects.
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    You might be thinking,
    "I've played in an infinite world."
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    Well it's more that you've played
    on a treadmill.
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    As you've been walking through that world,
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    we've been cleverly causing the parts
    of it that you're not in to vanish,
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    and the parts of it
    in front of you to appear.
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    A good trick, but not the basis
    for the revolution
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    that I promised you
    in the beginning of this talk.
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    But the reality is, for those of you
    that are passionate gamers
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    and might be excited about this,
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    and for those of you
    that are afraid and may not be,
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    all of that is about to change.
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    Because finally,
    the technology is in place
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    to go well beyond the limits
    that we've previously seen.
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    I've dedicated my career to this,
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    there are many others
    working on the problem --
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    I'd hardly take credit for it myself,
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    but we're at the point now
    where we can finally
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    do this impossible hard thing
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    of weaving together thousands
    of disparate machines
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    into single simulations
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    that are convenient enough
    to not be one-offs,
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    but to be buildable by anybody.
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    And to be at the point
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    where we can start to experience
    those things that we can't yet fathom.
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    Let's just take a moment
    to visualize that.
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    I'm talking about not individual
    little simulations
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    but a massive possibility
    of huge networks of interaction.
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    Massive global events
    that can happen inside that.
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    Things that even in the real world
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    become challenging to produce
    at that kind of scale.
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    And I know some of you are gamers,
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    so I'm going to show you
    some footage of some things
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    that I'm pretty sure I'm allowed to do,
    from some of our partners.
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    TED and me had a back-and-forth on this.
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    These are a few things
    that not many people have seen before,
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    some new experiences
    powered by this type of technology.
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    I'll just [take] a moment
    to show you some of this stuff.
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    This is a single game world
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    with thousands of simultaneous
    people participating in a conflict.
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    It also has its own ecosystem,
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    its own sense of predator and prey.
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    Every single object you see here
    is simulated in some way.
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    This is a game being built by one
    of the biggest companies in the world,
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    NetEase, a huge Chinese company.
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    And they've made
    an assistant creative simulation
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    where groups of players
    can cocreate together,
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    across multiple devices,
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    in a world that doesn't vanish
    when you're done.
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    It's a place to tell stories
    and have adventures.
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    Even the weather is simulated.
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    And that's kind of awesome.
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    And this is my personal favorite.
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    This is a group of people,
    pioneers in Berlin,
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    a group called Klang Games,
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    and they're completely insane,
    and they'll love me for saying that.
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    And they found a way to model,
    basically, an entire planet.
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    They're going to have a simulation
    with millions of non-player characters
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    and players engaging.
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    They actually grabbed Lawrence Lessig
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    to help understand
    the political ramifications
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    of the world they're creating.
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    This is the sort of astounding
    set of experiences,
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    well beyond what we might have imagined,
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    that are now going to be possible.
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    And that's just the first step
    in this technology.
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    So if we step beyond that, what happens?
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    Well, computer science
    tends to be all exponential,
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    once we crack the really hard problems.
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    And I'm pretty sure that very soon,
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    we're going to be in a place
    where we can make
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    this type of computational power
    look like nothing.
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    And when that happens,
    the opportunities ...
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    It's worth taking a moment to try
    to imagine what I'm talking about here.
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    Hundreds of thousands
    or millions of people
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    being able to coinhabit the same space.
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    The last time any of us as a species
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    had the opportunity
    to build or do something together
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    with that may people was in antiquity.
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    And the circumstances
    were less than optimal, shall we say.
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    Mostly conflicts or building pyramids.
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    Not necessarily the best thing for us
    to be spending our time doing.
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    But if you bring together
    that many people,
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    the kind of shared experience
    that can create ...
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    I think it exercises a social muscle in us
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    that we've lost and forgotten.
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    Going even beyond that,
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    I want to take a moment
    to think about what it means
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    for relationships, for identity.
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    If we can give each other worlds,
    experiences at scale
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    where we can spend
    a meaningful amount of our time,
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    we can change what it means
    to be an individual.
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    We can go beyond a single identity
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    to a diverse set of personal identities.
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    The gender, the race,
    the personality traits you were born with
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    might be something you want
    to experiment differently with.
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    You might be someone
    that wants to be more than one person.
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    We all are, inside, multiple people.
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    We rarely get
    the opportunity to flex that.
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    It's also about empathy.
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    I have a grandmother
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    who I have literally
    nothing in common with.
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    I love her to bits,
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    but every story she has begins in 1940
    and ends sometime in 1950.
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    And every story I have
    is like 50 years later.
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    But if we could coinhabit,
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    co-experience things together,
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    that undiminished by physical frailty
    or by lack of context,
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    create opportunities together,
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    that changes things,
    that bonds people in different ways.
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    I'm struck by how social media
    has amplified our many differences,
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    and really made us more who we are
    in the presence of other people.
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    I think games could really start to create
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    an opportunity for us to empathize again.
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    To have shared adversity,
    shared opportunity.
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    I mean, statistically,
    at this moment in time,
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    there are people who are
    on the opposite sides of a conflict,
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    who have been matchmade
    together into a game
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    and don't even know it.
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    That's an incredible opportunity
    to change the way we look at things.
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    Finally, for those of you who perhaps are
    more cynical about all of this,
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    who maybe don't think that virtual worlds
    and games are your cup of tea.
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    There's a reality you have to accept,
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    and that is that the economic impact
    of what I'm talking about
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    will be profound.
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    Right now, thousands of people
    have full-time jobs in gaming.
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    Soon, it will be millions of people.
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    Wherever there's a mobile phone,
    there will be a job.
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    An opportunity for something
    that is creative and rich
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    and gives you an income,
    no matter what country you're in,
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    no matter what skills or opportunities
    you might think you have.
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    Probably the first dollar
    most kids born today make
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    might be in a game.
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    That will be the new paper route,
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    that will be the new
    opportunity for an income
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    at the earliest time in your life.
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    So I kind of want to end
    with almost a plea,
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    really, more than thoughts.
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    A sense of, I think, how we need
    to face this new opportunity
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    a little differently
    to some we have in the past.
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    It's so hypocritical
    for yet another technologist
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    to stand up on stage and say,
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    "The future will be great,
    technology will fix it."
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    And the reality is,
    this is going to have downsides.
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    But those downsides will only be amplified
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    if we approach, once again,
    with cynicism and derision,
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    the opportunities that this presents.
  • 10:40 - 10:42
    The worst thing that we could possibly do
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    is let the same four or five companies
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    end up dominating
    yet another adjacent space.
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    (Applause)
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    Because they're not just going to define
    how and who makes money from this.
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    The reality is, we're now talking
    about defining how we think,
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    what the rules are
    around identity and collaboration,
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    the rules of the world we live in.
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    This has got to be something we all own,
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    we all cocreate.
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    So, my final plea
    is really to those engineers,
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    those scientists, those artists
    in the audience today.
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    Maybe some of you dreamed
    of working on space travel.
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    The reality is, there are worlds
    you can build right here, right now,
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    that can transform people's lives.
  • 11:21 - 11:23
    There are still huge
    technological frontiers
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    that need to be overcome here,
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    akin to those we faced
    when building the early internet.
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    All the technology
    behind virtual worlds is different.
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    So, my plea to you is this.
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    Let's engage, let's all engage,
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    let's actually try to make this something
    that we shape in a positive way,
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    rather than once again have be done to us.
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    Thank you.
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    (Applause)
Title:
The transformative power of video games
Speaker:
Herman Narula
Description:

A full third of the world's population -- 2.6 billion people -- play video games, plugging into massive networks of interaction that have opened up opportunities well beyond entertainment. In a talk about the future of the medium, entrepreneur Herman Narula makes the case for a new understanding of gaming -- one that includes the power to create new worlds, connect people and shape the economy.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
12:00
  • 6:37
    And they've made
    an assistant creative simulation
    # an assistant -> a persistent

English subtitles

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