0:00:00.000,0:00:03.000 I love video games. 0:00:03.000,0:00:06.000 I'm also slightly in awe of them. 0:00:06.000,0:00:08.000 I'm in awe of their power 0:00:08.000,0:00:10.000 in terms of imagination, in terms of technology, 0:00:10.000,0:00:12.000 in terms of concept. 0:00:12.000,0:00:14.000 But I think, above all, 0:00:14.000,0:00:16.000 I'm in awe at their power 0:00:16.000,0:00:19.000 to motivate, to compel us, 0:00:19.000,0:00:21.000 to transfix us, 0:00:21.000,0:00:24.000 like really nothing else we've ever invented 0:00:24.000,0:00:26.000 has quite done before. 0:00:26.000,0:00:29.000 And I think that we can learn some pretty amazing things 0:00:29.000,0:00:31.000 by looking at how we do this. 0:00:31.000,0:00:33.000 And in particular, I think we can learn things 0:00:33.000,0:00:36.000 about learning. 0:00:36.000,0:00:38.000 Now the video games industry 0:00:38.000,0:00:40.000 is far and away the fastest growing 0:00:40.000,0:00:42.000 of all modern media. 0:00:42.000,0:00:44.000 From about 10 billion in 1990, 0:00:44.000,0:00:47.000 it's worth 50 billion dollars globally today, 0:00:47.000,0:00:50.000 and it shows no sign of slowing down. 0:00:50.000,0:00:52.000 In four years' time, 0:00:52.000,0:00:55.000 it's estimated it'll be worth over 80 billion dollars. 0:00:55.000,0:00:58.000 That's about three times the recorded music industry. 0:00:58.000,0:01:00.000 This is pretty stunning, 0:01:00.000,0:01:03.000 but I don't think it's the most telling statistic of all. 0:01:03.000,0:01:05.000 The thing that really amazes me 0:01:05.000,0:01:07.000 is that, today, 0:01:07.000,0:01:09.000 people spend about 0:01:09.000,0:01:12.000 eight billion real dollars a year 0:01:12.000,0:01:14.000 buying virtual items 0:01:14.000,0:01:16.000 that only exist 0:01:16.000,0:01:19.000 inside video games. 0:01:19.000,0:01:22.000 This is a screenshot from the virtual game world, Entropia Universe. 0:01:22.000,0:01:24.000 Earlier this year, 0:01:24.000,0:01:26.000 a virtual asteroid in it 0:01:26.000,0:01:30.000 sold for 330,000 real dollars. 0:01:30.000,0:01:32.000 And this 0:01:32.000,0:01:35.000 is a Titan class ship 0:01:35.000,0:01:37.000 in the space game, EVE Online. 0:01:37.000,0:01:39.000 And this virtual object 0:01:39.000,0:01:41.000 takes 200 real people 0:01:41.000,0:01:44.000 about 56 days of real time to build, 0:01:44.000,0:01:47.000 plus countless thousands of hours 0:01:47.000,0:01:49.000 of effort before that. 0:01:49.000,0:01:52.000 And yet, many of these get built. 0:01:52.000,0:01:54.000 At the other end of the scale, 0:01:54.000,0:01:57.000 the game Farmville that you may well have heard of, 0:01:57.000,0:01:59.000 has 70 million players 0:01:59.000,0:02:01.000 around the world 0:02:01.000,0:02:03.000 and most of these players 0:02:03.000,0:02:05.000 are playing it almost every day. 0:02:05.000,0:02:07.000 This may all sound 0:02:07.000,0:02:09.000 really quite alarming to some people, 0:02:09.000,0:02:11.000 an index of something worrying 0:02:11.000,0:02:13.000 or wrong in society. 0:02:13.000,0:02:15.000 But we're here for the good news, 0:02:15.000,0:02:17.000 and the good news is 0:02:17.000,0:02:19.000 that I think we can explore 0:02:19.000,0:02:22.000 why this very real human effort, 0:02:22.000,0:02:26.000 this very intense generation of value, is occurring. 0:02:26.000,0:02:28.000 And by answering that question, 0:02:28.000,0:02:30.000 I think we can take something 0:02:30.000,0:02:32.000 extremely powerful away. 0:02:32.000,0:02:34.000 And I think the most interesting way 0:02:34.000,0:02:36.000 to think about how all this is going on 0:02:36.000,0:02:38.000 is in terms of rewards. 0:02:38.000,0:02:41.000 And specifically, it's in terms 0:02:41.000,0:02:43.000 of the very intense emotional rewards 0:02:43.000,0:02:45.000 that playing games offers to people 0:02:45.000,0:02:47.000 both individually 0:02:47.000,0:02:49.000 and collectively. 0:02:49.000,0:02:51.000 Now if we look at what's going on in someone's head 0:02:51.000,0:02:53.000 when they are being engaged, 0:02:53.000,0:02:56.000 two quite different processes are occurring. 0:02:56.000,0:02:59.000 On the one hand, there's the wanting processes. 0:02:59.000,0:03:02.000 This is a bit like ambition and drive -- I'm going to do that. I'm going to work hard. 0:03:02.000,0:03:04.000 On the other hand, there's the liking processes, 0:03:04.000,0:03:06.000 fun and affection 0:03:06.000,0:03:08.000 and delight 0:03:08.000,0:03:10.000 and an enormous flying beast with an orc on the back. 0:03:10.000,0:03:12.000 It's a really great image. It's pretty cool. 0:03:12.000,0:03:15.000 It's from the game World of Warcraft with more than 10 million players globally, 0:03:15.000,0:03:18.000 one of whom is me, another of whom is my wife. 0:03:18.000,0:03:20.000 And this kind of a world, 0:03:20.000,0:03:22.000 this vast flying beast you can ride around, 0:03:22.000,0:03:24.000 shows why games are so very good 0:03:24.000,0:03:27.000 at doing both the wanting and the liking. 0:03:27.000,0:03:29.000 Because it's very powerful. It's pretty awesome. 0:03:29.000,0:03:31.000 It gives you great powers. 0:03:31.000,0:03:34.000 Your ambition is satisfied, but it's very beautiful. 0:03:34.000,0:03:37.000 It's a very great pleasure to fly around. 0:03:37.000,0:03:39.000 And so these combine to form 0:03:39.000,0:03:41.000 a very intense emotional engagement. 0:03:41.000,0:03:44.000 But this isn't the really interesting stuff. 0:03:44.000,0:03:46.000 The really interesting stuff about virtuality 0:03:46.000,0:03:48.000 is what you can measure with it. 0:03:48.000,0:03:51.000 Because what you can measure in virtuality 0:03:51.000,0:03:53.000 is everything. 0:03:53.000,0:03:55.000 Every single thing that every single person 0:03:55.000,0:03:58.000 who's ever played in a game has ever done can be measured. 0:03:58.000,0:04:00.000 The biggest games in the world today 0:04:00.000,0:04:04.000 are measuring more than one billion points of data 0:04:04.000,0:04:06.000 about their players, about what everybody does -- 0:04:06.000,0:04:09.000 far more detail than you'd ever get from any website. 0:04:09.000,0:04:12.000 And this allows something very special 0:04:12.000,0:04:14.000 to happen in games. 0:04:14.000,0:04:17.000 It's something called the reward schedule. 0:04:17.000,0:04:19.000 And by this, I mean looking 0:04:19.000,0:04:21.000 at what millions upon millions of people have done 0:04:21.000,0:04:23.000 and carefully calibrating the rate, 0:04:23.000,0:04:26.000 the nature, the type, the intensity of rewards in games 0:04:26.000,0:04:28.000 to keep them engaged 0:04:28.000,0:04:31.000 over staggering amounts of time and effort. 0:04:31.000,0:04:33.000 Now, to try and explain this 0:04:33.000,0:04:36.000 in sort of real terms, 0:04:36.000,0:04:38.000 I want to talk about a kind of task 0:04:38.000,0:04:40.000 that might fall to you in so many games. 0:04:40.000,0:04:43.000 Go and get a certain amount of a certain little game-y item. 0:04:43.000,0:04:45.000 Let's say, for the sake of argument, 0:04:45.000,0:04:48.000 my mission is to get 15 pies 0:04:48.000,0:04:51.000 and I can get 15 pies 0:04:51.000,0:04:53.000 by killing these cute, little monsters. 0:04:53.000,0:04:55.000 Simple game quest. 0:04:55.000,0:04:57.000 Now you can think about this, if you like, 0:04:57.000,0:04:59.000 as a problem about boxes. 0:04:59.000,0:05:01.000 I've got to keep opening boxes. 0:05:01.000,0:05:04.000 I don't know what's inside them until I open them. 0:05:04.000,0:05:07.000 And I go around opening box after box until I've got 15 pies. 0:05:07.000,0:05:09.000 Now, if you take a game like Warcraft, 0:05:09.000,0:05:11.000 you can think about it, if you like, 0:05:11.000,0:05:14.000 as a great box-opening effort. 0:05:14.000,0:05:17.000 The game's just trying to get people to open about a million boxes, 0:05:17.000,0:05:19.000 getting better and better stuff in them. 0:05:19.000,0:05:22.000 This sounds immensely boring 0:05:22.000,0:05:24.000 but games are able 0:05:24.000,0:05:26.000 to make this process 0:05:26.000,0:05:28.000 incredibly compelling. 0:05:28.000,0:05:30.000 And the way they do this 0:05:30.000,0:05:33.000 is through a combination of probability and data. 0:05:33.000,0:05:35.000 Let's think about probability. 0:05:35.000,0:05:37.000 If we want to engage someone 0:05:37.000,0:05:40.000 in the process of opening boxes to try and find pies, 0:05:40.000,0:05:42.000 we want to make sure it's neither too easy, 0:05:42.000,0:05:44.000 nor too difficult, to find a pie. 0:05:44.000,0:05:46.000 So what do you do? Well, you look at a million people -- 0:05:46.000,0:05:49.000 no, 100 million people, 100 million box openers -- 0:05:49.000,0:05:52.000 and you work out, if you make the pie rate 0:05:52.000,0:05:54.000 about 25 percent -- 0:05:54.000,0:05:57.000 that's neither too frustrating, nor too easy. 0:05:57.000,0:05:59.000 It keeps people engaged. 0:05:59.000,0:06:02.000 But of course, that's not all you do -- there's 15 pies. 0:06:02.000,0:06:04.000 Now, I could make a game called Piecraft, 0:06:04.000,0:06:06.000 where all you had to do was get a million pies 0:06:06.000,0:06:08.000 or a thousand pies. 0:06:08.000,0:06:10.000 That would be very boring. 0:06:10.000,0:06:12.000 Fifteen is a pretty optimal number. 0:06:12.000,0:06:14.000 You find that -- you know, between five and 20 0:06:14.000,0:06:16.000 is about the right number for keeping people going. 0:06:16.000,0:06:18.000 But we don't just have pies in the boxes. 0:06:18.000,0:06:20.000 There's 100 percent up here. 0:06:20.000,0:06:23.000 And what we do is make sure that every time a box is opened, 0:06:23.000,0:06:25.000 there's something in it, some little reward 0:06:25.000,0:06:27.000 that keeps people progressing and engaged. 0:06:27.000,0:06:29.000 In most adventure games, 0:06:29.000,0:06:32.000 it's a little bit in-game currency, a little bit experience. 0:06:32.000,0:06:34.000 But we don't just do that either. 0:06:34.000,0:06:36.000 We also say there's going to be loads of other items 0:06:36.000,0:06:38.000 of varying qualities and levels of excitement. 0:06:38.000,0:06:41.000 There's going to be a 10 percent chance you get a pretty good item. 0:06:41.000,0:06:43.000 There's going to be a 0.1 percent chance 0:06:43.000,0:06:46.000 you get an absolutely awesome item. 0:06:46.000,0:06:49.000 And each of these rewards is carefully calibrated to the item. 0:06:49.000,0:06:51.000 And also, we say, 0:06:51.000,0:06:54.000 "Well, how many monsters? Should I have the entire world full of a billion monsters?" 0:06:54.000,0:06:57.000 No, we want one or two monsters on the screen at any one time. 0:06:57.000,0:07:00.000 So I'm drawn on. It's not too easy, not too difficult. 0:07:00.000,0:07:02.000 So all this is very powerful. 0:07:02.000,0:07:05.000 But we're in virtuality. These aren't real boxes. 0:07:05.000,0:07:07.000 So we can do 0:07:07.000,0:07:09.000 some rather amazing things. 0:07:09.000,0:07:13.000 We notice, looking at all these people opening boxes, 0:07:13.000,0:07:16.000 that when people get to about 13 out of 15 pies, 0:07:16.000,0:07:19.000 their perception shifts, they start to get a bit bored, a bit testy. 0:07:19.000,0:07:21.000 They're not rational about probability. 0:07:21.000,0:07:23.000 They think this game is unfair. 0:07:23.000,0:07:25.000 It's not giving me my last two pies. I'm going to give up. 0:07:25.000,0:07:27.000 If they're real boxes, there's not much we can do, 0:07:27.000,0:07:29.000 but in a game we can just say, "Right, well. 0:07:29.000,0:07:33.000 When you get to 13 pies, you've got 75 percent chance of getting a pie now." 0:07:33.000,0:07:35.000 Keep you engaged. Look at what people do -- 0:07:35.000,0:07:37.000 adjust the world to match their expectation. 0:07:37.000,0:07:39.000 Our games don't always do this. 0:07:39.000,0:07:41.000 And one thing they certainly do at the moment 0:07:41.000,0:07:44.000 is if you got a 0.1 percent awesome item, 0:07:44.000,0:07:47.000 they make very sure another one doesn't appear for a certain length of time 0:07:47.000,0:07:49.000 to keep the value, to keep it special. 0:07:49.000,0:07:51.000 And the point is really 0:07:51.000,0:07:53.000 that we evolved to be satisfied by the world 0:07:53.000,0:07:55.000 in particular ways. 0:07:55.000,0:07:58.000 Over tens and hundreds of thousands of years, 0:07:58.000,0:08:00.000 we evolved to find certain things stimulating, 0:08:00.000,0:08:02.000 and as very intelligent, civilized beings, 0:08:02.000,0:08:05.000 we're enormously stimulated by problem solving and learning. 0:08:05.000,0:08:07.000 But now, we can reverse engineer that 0:08:07.000,0:08:09.000 and build worlds 0:08:09.000,0:08:12.000 that expressly tick our evolutionary boxes. 0:08:12.000,0:08:14.000 So what does all this mean in practice? 0:08:14.000,0:08:16.000 Well, I've come up 0:08:16.000,0:08:18.000 with seven things 0:08:18.000,0:08:20.000 that, I think, show 0:08:20.000,0:08:22.000 how you can take these lessons from games 0:08:22.000,0:08:25.000 and use them outside of games. 0:08:25.000,0:08:27.000 The first one is very simple: 0:08:27.000,0:08:29.000 experience bars measuring progress -- 0:08:29.000,0:08:31.000 something that's been talked about brilliantly 0:08:31.000,0:08:34.000 by people like Jesse Schell earlier this year. 0:08:34.000,0:08:37.000 It's already been done at the University of Indiana in the States, among other places. 0:08:37.000,0:08:40.000 It's the simple idea that instead of grading people incrementally 0:08:40.000,0:08:42.000 in little bits and pieces, 0:08:42.000,0:08:44.000 you give them one profile character avatar 0:08:44.000,0:08:46.000 which is constantly progressing 0:08:46.000,0:08:49.000 in tiny, tiny, tiny little increments which they feel are their own. 0:08:49.000,0:08:51.000 And everything comes towards that, 0:08:51.000,0:08:54.000 and they watch it creeping up, and they own that as it goes along. 0:08:54.000,0:08:56.000 Second, multiple long and short-term aims -- 0:08:56.000,0:08:58.000 5,000 pies, boring, 0:08:58.000,0:09:00.000 15 pies, interesting. 0:09:00.000,0:09:02.000 So, you give people 0:09:02.000,0:09:04.000 lots and lots of different tasks. 0:09:04.000,0:09:06.000 You say, it's about 0:09:06.000,0:09:08.000 doing 10 of these questions, 0:09:08.000,0:09:10.000 but another task 0:09:10.000,0:09:12.000 is turning up to 20 classes on time, 0:09:12.000,0:09:15.000 but another task is collaborating with other people, 0:09:15.000,0:09:18.000 another task is showing you're working five times, 0:09:18.000,0:09:20.000 another task is hitting this particular target. 0:09:20.000,0:09:23.000 You break things down into these calibrated slices 0:09:23.000,0:09:25.000 that people can choose and do in parallel 0:09:25.000,0:09:27.000 to keep them engaged 0:09:27.000,0:09:29.000 and that you can use to point them 0:09:29.000,0:09:32.000 towards individually beneficial activities. 0:09:33.000,0:09:35.000 Third, you reward effort. 0:09:35.000,0:09:38.000 It's your 100 percent factor. Games are brilliant at this. 0:09:38.000,0:09:41.000 Every time you do something, you get credit; you get a credit for trying. 0:09:41.000,0:09:44.000 You don't punish failure. You reward every little bit of effort -- 0:09:44.000,0:09:47.000 a little bit of gold, a little bit of credit. You've done 20 questions -- tick. 0:09:47.000,0:09:50.000 It all feeds in as minute reinforcement. 0:09:50.000,0:09:52.000 Fourth, feedback. 0:09:52.000,0:09:54.000 This is absolutely crucial, 0:09:54.000,0:09:56.000 and virtuality is dazzling at delivering this. 0:09:56.000,0:09:59.000 If you look at some of the most intractable problems in the world today 0:09:59.000,0:10:01.000 that we've been hearing amazing things about, 0:10:01.000,0:10:04.000 it's very, very hard for people to learn 0:10:04.000,0:10:07.000 if they cannot link consequences to actions. 0:10:07.000,0:10:09.000 Pollution, global warming, these things -- 0:10:09.000,0:10:11.000 the consequences are distant in time and space. 0:10:11.000,0:10:13.000 It's very hard to learn, to feel a lesson. 0:10:13.000,0:10:15.000 But if you can model things for people, 0:10:15.000,0:10:17.000 if you can give things to people that they can manipulate 0:10:17.000,0:10:19.000 and play with and where the feedback comes, 0:10:19.000,0:10:21.000 then they can learn a lesson, they can see, 0:10:21.000,0:10:24.000 they can move on, they can understand. 0:10:24.000,0:10:26.000 And fifth, 0:10:26.000,0:10:28.000 the element of uncertainty. 0:10:28.000,0:10:31.000 Now this is the neurological goldmine, 0:10:31.000,0:10:33.000 if you like, 0:10:33.000,0:10:35.000 because a known reward 0:10:35.000,0:10:37.000 excites people, 0:10:37.000,0:10:39.000 but what really gets them going 0:10:39.000,0:10:41.000 is the uncertain reward, 0:10:41.000,0:10:43.000 the reward pitched at the right level of uncertainty, 0:10:43.000,0:10:46.000 that they didn't quite know whether they were going to get it or not. 0:10:46.000,0:10:49.000 The 25 percent. This lights the brain up. 0:10:49.000,0:10:51.000 And if you think about 0:10:51.000,0:10:53.000 using this in testing, 0:10:53.000,0:10:55.000 in just introducing control elements of randomness 0:10:55.000,0:10:57.000 in all forms of testing and training, 0:10:57.000,0:10:59.000 you can transform the levels of people's engagement 0:10:59.000,0:11:01.000 by tapping into this very powerful 0:11:01.000,0:11:03.000 evolutionary mechanism. 0:11:03.000,0:11:05.000 When we don't quite predict something perfectly, 0:11:05.000,0:11:07.000 we get really excited about it. 0:11:07.000,0:11:09.000 We just want to go back and find out more. 0:11:09.000,0:11:11.000 As you probably know, the neurotransmitter 0:11:11.000,0:11:13.000 associated with learning is called dopamine. 0:11:13.000,0:11:16.000 It's associated with reward-seeking behavior. 0:11:16.000,0:11:19.000 And something very exciting is just beginning to happen 0:11:19.000,0:11:22.000 in places like the University of Bristol in the U.K., 0:11:22.000,0:11:25.000 where we are beginning to be able to model mathematically 0:11:25.000,0:11:27.000 dopamine levels in the brain. 0:11:27.000,0:11:29.000 And what this means is we can predict learning, 0:11:29.000,0:11:32.000 we can predict enhanced engagement, 0:11:32.000,0:11:34.000 these windows, these windows of time, 0:11:34.000,0:11:37.000 in which the learning is taking place at an enhanced level. 0:11:37.000,0:11:39.000 And two things really flow from this. 0:11:39.000,0:11:41.000 The first has to do with memory, 0:11:41.000,0:11:43.000 that we can find these moments. 0:11:43.000,0:11:45.000 When someone is more likely to remember, 0:11:45.000,0:11:47.000 we can give them a nugget in a window. 0:11:47.000,0:11:49.000 And the second thing is confidence, 0:11:49.000,0:11:51.000 that we can see how game-playing and reward structures 0:11:51.000,0:11:54.000 make people braver, make them more willing to take risks, 0:11:54.000,0:11:56.000 more willing to take on difficulty, 0:11:56.000,0:11:58.000 harder to discourage. 0:11:58.000,0:12:00.000 This can all seem very sinister. 0:12:00.000,0:12:02.000 But you know, sort of "our brains have been manipulated; we're all addicts." 0:12:02.000,0:12:04.000 The word "addiction" is thrown around. 0:12:04.000,0:12:06.000 There are real concerns there. 0:12:06.000,0:12:08.000 But the biggest neurological turn-on for people 0:12:08.000,0:12:10.000 is other people. 0:12:10.000,0:12:13.000 This is what really excites us. 0:12:13.000,0:12:15.000 In reward terms, it's not money; 0:12:15.000,0:12:18.000 it's not being given cash -- that's nice -- 0:12:18.000,0:12:20.000 it's doing stuff with our peers, 0:12:20.000,0:12:22.000 watching us, collaborating with us. 0:12:22.000,0:12:24.000 And I want to tell you a quick story about 1999 -- 0:12:24.000,0:12:26.000 a video game called EverQuest. 0:12:26.000,0:12:28.000 And in this video game, 0:12:28.000,0:12:31.000 there were two really big dragons, and you had to team up to kill them -- 0:12:31.000,0:12:34.000 42 people, up to 42 to kill these big dragons. 0:12:34.000,0:12:36.000 That's a problem 0:12:36.000,0:12:39.000 because they dropped two or three decent items. 0:12:39.000,0:12:42.000 So players addressed this problem 0:12:42.000,0:12:44.000 by spontaneously coming up with a system 0:12:44.000,0:12:46.000 to motivate each other, 0:12:46.000,0:12:48.000 fairly and transparently. 0:12:48.000,0:12:51.000 What happened was, they paid each other a virtual currency 0:12:51.000,0:12:54.000 they called "dragon kill points." 0:12:54.000,0:12:56.000 And every time you turned up to go on a mission, 0:12:56.000,0:12:58.000 you got paid in dragon kill points. 0:12:58.000,0:13:00.000 They tracked these on a separate website. 0:13:00.000,0:13:02.000 So they tracked their own private currency, 0:13:02.000,0:13:04.000 and then players could bid afterwards 0:13:04.000,0:13:06.000 for cool items they wanted -- 0:13:06.000,0:13:08.000 all organized by the players themselves. 0:13:08.000,0:13:11.000 Now the staggering system, not just that this worked in EverQuest, 0:13:11.000,0:13:13.000 but that today, a decade on, 0:13:13.000,0:13:16.000 every single video game in the world with this kind of task 0:13:16.000,0:13:18.000 uses a version of this system -- 0:13:18.000,0:13:20.000 tens of millions of people. 0:13:20.000,0:13:22.000 And the success rate 0:13:22.000,0:13:24.000 is at close to 100 percent. 0:13:24.000,0:13:26.000 This is a player-developed, 0:13:26.000,0:13:29.000 self-enforcing, voluntary currency, 0:13:29.000,0:13:31.000 and it's incredibly sophisticated 0:13:31.000,0:13:33.000 player behavior. 0:13:35.000,0:13:37.000 And I just want to end by suggesting 0:13:37.000,0:13:39.000 a few ways in which these principles 0:13:39.000,0:13:41.000 could fan out into the world. 0:13:41.000,0:13:43.000 Let's start with business. 0:13:43.000,0:13:45.000 I mean, we're beginning to see some of the big problems 0:13:45.000,0:13:47.000 around something like business are 0:13:47.000,0:13:49.000 recycling and energy conservation. 0:13:49.000,0:13:51.000 We're beginning to see the emergence of wonderful technologies 0:13:51.000,0:13:53.000 like real-time energy meters. 0:13:53.000,0:13:55.000 And I just look at this, and I think, yes, 0:13:55.000,0:13:58.000 we could take that so much further 0:13:58.000,0:14:00.000 by allowing people to set targets 0:14:00.000,0:14:02.000 by setting calibrated targets, 0:14:02.000,0:14:05.000 by using elements of uncertainty, 0:14:05.000,0:14:07.000 by using these multiple targets, 0:14:07.000,0:14:10.000 by using a grand, underlying reward and incentive system, 0:14:10.000,0:14:12.000 by setting people up 0:14:12.000,0:14:14.000 to collaborate in terms of groups, in terms of streets 0:14:14.000,0:14:16.000 to collaborate and compete, 0:14:16.000,0:14:18.000 to use these very sophisticated 0:14:18.000,0:14:20.000 group and motivational mechanics we see. 0:14:20.000,0:14:22.000 In terms of education, 0:14:22.000,0:14:24.000 perhaps most obviously of all, 0:14:24.000,0:14:27.000 we can transform how we engage people. 0:14:27.000,0:14:29.000 We can offer people the grand continuity 0:14:29.000,0:14:32.000 of experience and personal investment. 0:14:32.000,0:14:34.000 We can break things down 0:14:34.000,0:14:36.000 into highly calibrated small tasks. 0:14:36.000,0:14:38.000 We can use calculated randomness. 0:14:38.000,0:14:40.000 We can reward effort consistently 0:14:40.000,0:14:43.000 as everything fields together. 0:14:43.000,0:14:45.000 And we can use the kind of group behaviors 0:14:45.000,0:14:48.000 that we see evolving when people are at play together, 0:14:48.000,0:14:51.000 these really quite unprecedentedly complex 0:14:51.000,0:14:53.000 cooperative mechanisms. 0:14:53.000,0:14:55.000 Government, well, one thing that comes to mind 0:14:55.000,0:14:58.000 is the U.S. government, among others, 0:14:58.000,0:15:00.000 is literally starting to pay people 0:15:00.000,0:15:02.000 to lose weight. 0:15:02.000,0:15:04.000 So we're seeing financial reward being used 0:15:04.000,0:15:06.000 to tackle the great issue of obesity. 0:15:06.000,0:15:08.000 But again, those rewards 0:15:08.000,0:15:11.000 could be calibrated so precisely 0:15:11.000,0:15:14.000 if we were able to use the vast expertise 0:15:14.000,0:15:17.000 of gaming systems to just jack up that appeal, 0:15:17.000,0:15:19.000 to take the data, to take the observations, 0:15:19.000,0:15:21.000 of millions of human hours 0:15:21.000,0:15:23.000 and plow that feedback 0:15:23.000,0:15:25.000 into increasing engagement. 0:15:25.000,0:15:28.000 And in the end, it's this word, "engagement," 0:15:28.000,0:15:30.000 that I want to leave you with. 0:15:30.000,0:15:32.000 It's about how individual engagement 0:15:32.000,0:15:34.000 can be transformed 0:15:34.000,0:15:37.000 by the psychological and the neurological lessons 0:15:37.000,0:15:40.000 we can learn from watching people that are playing games. 0:15:40.000,0:15:43.000 But it's also about collective engagement 0:15:43.000,0:15:46.000 and about the unprecedented laboratory 0:15:46.000,0:15:48.000 for observing what makes people tick 0:15:48.000,0:15:50.000 and work and play and engage 0:15:50.000,0:15:53.000 on a grand scale in games. 0:15:53.000,0:15:56.000 And if we can look at these things and learn from them 0:15:56.000,0:15:58.000 and see how to turn them outwards, 0:15:58.000,0:16:01.000 then I really think we have something quite revolutionary on our hands. 0:16:01.000,0:16:03.000 Thank you very much. 0:16:03.000,0:16:07.000 (Applause)