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How games make kids smarter

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    I'm 36 years old.
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    My first experience
    with the video game business
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    was neighbors who were wealthier than us
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    bringing home an Atari 2600
    and playing it.
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    It was a pretty definitive moment for me.
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    I also remember going to school,
    and on an Apple II,
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    playing a game called
    "Where in the World is Carmen Sandiego?"
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    an awesome game,
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    which was the first time I played a game
    in the school context.
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    When you ask people about the video game
    business and what's significant,
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    most people think that Atari 2600
    is really the nexus,
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    the catalyst of the video game business.
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    But I actually think that "Where
    in the World is Carmen Sandiego?"
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    is probably the most important
    video game ever made,
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    principally because it was
    the first and the last time
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    that parents, teachers and kids all agreed
    that a video game was awesome.
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    (Laughter)
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    Now, that was a long time ago.
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    In fact, it was 1987.
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    And it may surprise you to know
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    that "Where in the World
    is Carmen Sandiego?" continues to be
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    the last substantial giant hit
    in the entertainment business,
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    despite the fact that it was 1987,
    which is such an incredibly long time ago,
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    and I'm only 36, so you can do the math.
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    Things are completely different today
    from what they were.
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    Just as a simple example,
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    in 1987, we thought
    this guy was kind of crazy.
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    Then we met this dude,
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    who has really changed
    our perspective on that subject.
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    (Laughter)
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    Things have changed.
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    (Laughter)
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    Anti-Bush political humor
    goes a long way in Western Europe.
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    (Laughter)
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    So, between 1987 and now,
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    I played a lot of this game
    called "Civilization,"
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    which was designed by a guy
    named Sid Meier.
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    In fact, I spent about 8- to 10,000
    hours of my life playing "Civilization,"
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    which is a long time I probably
    should have spent studying.
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    But nonetheless, I managed to turn
    this love of video games into a job,
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    first working on the Game
    Developers Conference,
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    helping to start the first successful
    digital distribution company in games,
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    called Trymedia,
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    and then now, writing
    the Gamification blog.
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    I'm author of two books
    on the subject of gamification,
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    including the recent "Gamification
    by Design," published by O'Reilly.
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    And I chair the Gamification Summit,
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    which is an event that brings
    all this stuff together.
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    So in many ways, I am parents' dream
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    of how somebody can turn a sedentary
    lifestyle of playing video games
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    into an actual career
    that pays real money.
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    So when I get invited
    to an event like this,
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    I'm sure that all of you
    expect me to get up here and say,
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    "Games are awesome for your children."
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    Right? Because I'm a games guy
    and this is how I make my living.
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    (Applause)
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    Games will help children.
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    But instead, I want to ask you
    a different question,
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    which is: Really, who needs games help?
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    I started this process by thinking
    about reading a particular article
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    in the New York Times recently.
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    In the article, a neuroscientist
    was talking about
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    how children were presenting themselves
    with attention deficit disorder.
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    Their parents would come in and say,
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    "My kids can't possibly have ADD,
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    because they're super good
    at focusing on video games,
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    But when they go to school,
    they're really bad."
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    The neuroscientist was debunking
    this idea in the article.
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    She trotted out researchers
    like Dr Christopher Lucas at NYU,
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    who said games don't teach
    the right kind of attention skills
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    where kids have sustained attention,
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    where they're not receiving
    regular rewards.
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    And she trotted out experts
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    like Dr Dimitri Christakis
    at the University of Washington,
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    who said that kids
    who play a lot of video games
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    may find the real world unpalatable
    or uninteresting,
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    as a result of their
    sensitization to games.
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    So I sat there and thought to myself,
    I'm scratching my head,
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    is it that our children have ADD,
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    or is our world just too freaking slow
    for our children to appreciate?
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    (Applause)
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    Seriously, consider the picture
    you're looking at right now,
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    like in my era, even my grandfather's era,
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    sitting down on a Sunday afternoon
    to read a good book with a cup of tea --
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    I just have to say,
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    I don't think that today's kids
    are ever going to do that.
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    The evidence is found
    in the games they play.
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    Consider the video game
    "World of Warcraft."
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    When I was growing up,
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    the maximum skill that I was expected
    to display in a video game
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    was simple hand-eye coordination,
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    a joystick and a firing button.
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    Today's kids play games
    in which they're expected to chat
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    in text and voice,
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    operate a character,
    follow long- and short-term objectives,
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    and deal with their parents interrupting
    them all the time to talk to them.
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    (Laughter)
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    Kids have to have
    an extraordinary multitasking skill
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    to be able to achieve things today.
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    We never had to have that.
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    It turns out things like that
    actually make you smarter.
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    Research by Arne May et Al
    at the University of Regensburg in Germany
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    found that when they gave participants --
    this was actually done on adults --
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    a simple task to learn, like juggling,
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    in 12 weeks,
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    people who were asked to learn juggling
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    displayed a marked increase
    in gray matter in their brain.
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    On an MRI, you can see
    people get more gray matter
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    after 12 weeks of learning juggling.
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    In 2008, they went back
    and redid the study
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    to see why the gray matter increased.
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    They discovered it was the act of learning
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    that produced the increased brain matter,
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    not performance at the activity itself,
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    which is a very interesting finding.
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    It also reinforced this idea,
    which should go over well here as well,
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    that multilingual people
    outperform monolingual people
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    on most standardized tests by about 15%.
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    There's something that happens
    in the brain from that kind of activity.
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    Andrea Kuszewski,
    speaking at Harvard, talked about
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    these five things that people do
    to increase their grey matter
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    and to teach themselves
    to increase their fluid intelligence.
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    "Fluid intelligence" is the intelligence
    we use to problem-solve.
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    It's different from
    crystalline intelligence,
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    it helps us problem-solve.
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    She identified, from the research,
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    that there were five things you could do:
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    seek novelty,
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    challenge yourself,
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    think creatively,
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    do things the hard way
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    and network.
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    Think about those five things.
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    Any of you play video games?
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    Does it resemble the basic pattern
    of a video game to you in any way?
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    These are five things that recur
    in all very successful video games.
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    It also is connected to a constant
    and exponential increase in learning.
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    Video games fundamentally present
    a continuous process of learning to users.
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    They don't just learn
    for a little while and then stop.
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    They're constantly evolving
    and moving forward.
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    It may, in fact, help us to explain
    the Flynn effect, finally.
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    The "Flynn effect,"
    for those of you who don't know,
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    is the pattern that human intelligence
    is actually rising over time.
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    So if we look at the history of IQ,
    people, in fact, are getting smarter.
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    In the US right now,
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    average IQ is rising
    at .36 points of IQ per year.
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    What's been very interesting
    is that in some countries --
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    not to call anyone out,
    but Denmark and Norway --
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    in some countries, overall crystalline IQ
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    has stopped or slowed down or declined.
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    In other countries, though,
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    particularly when looking at fluid IQ,
    fluid intelligence,
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    the number is increasing,
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    and the rate of fluid intelligence
    increase is increasing,
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    starting in the 1990s.
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    Coincidence? I think not.
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    (Laughter)
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    In fact, games are wired to produce
    a particular kind of reaction in people.
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    So we've got this learning brain increase,
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    multitasking brain increase connection,
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    and we also have a strong
    dopamine loop in the brain.
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    As games present a challenge,
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    and you struggle to achieve that challenge
    and you overcome it,
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    dopamine is released in your brain.
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    And that produces
    an intrinsic reinforcement.
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    In the words of Judy,
    that produces an intrinsic reinforcement
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    that causes you to go back
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    and keep seeking that activity
    over and over again.
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    So this is really powerful stuff.
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    I want to introduce you to an educator
    who understands this in intricate detail,
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    named Ananth Pai.
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    Ananth was a very successful
    businessperson
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    who worked on process reengineering.
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    When his kids went into school
    in White Bear Lake, Minnesota,
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    a suburb of Minneapolis-Saint Paul,
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    he saw the education system
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    and decided he wanted
    to do something about it.
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    So as an adult, he went back
    and got a master's in [Education]
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    and took over a class
    at White Bear Lake Elementary School.
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    Ananth Pai replaced
    the standard curriculum
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    with a video game based curriculum
    of his own design,
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    separating the kids into leaning styles
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    and giving them Nintendo DS's
    and computer games --
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    everything off the shelf,
    nothing custom --
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    giving them Nintendo DS's
    and computer games
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    that were both individual
    and social to play,
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    that taught them math and language.
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    Let me tell you what happened.
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    In the space of 18 weeks,
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    Mr. Pai's class went
    from a below-3rd-grade level
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    in reading and math
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    to a mid-4th-grade level
    in reading and math.
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    In 18 weeks of a game-based curriculum.
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    More importantly,
    when you talk to the children,
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    when they're interviewed on television,
    even away from Mr. Pai,
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    they say two things over and over again,
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    that help them learn in his class:
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    learning is fun,
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    and learning is multiplayer.
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    Whether they use those exact words or not,
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    they say learning is fun
    and learning is multiplayer.
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    This is the key to making that experience
    really successful for kids.
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    It's also true, though,
    that we need to talk about
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    the relationship between kids
    and violence in games.
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    Study after study very clearly tells you
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    that violent games
    do not make children violent.
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    We also must acknowledge, however,
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    that if you have a child
    predisposed to violence,
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    violent games may help make them
    a better violent child.
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    If they train kids to do other things,
    they also will train that,
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    and we need to accept that,
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    and we need to start
    understanding the connection
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    between games as a form of training.
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    We can't blanket-say
    that they don't affect kids.
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    It's not true.
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    I'd like to call the group of people
    who are driving this trend forward
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    "Generation G."
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    There are 126 million millennials
    in the United States and the EU,
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    plus younger kids we can't yet count,
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    that form Generation G.
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    And the way that Generation G
    is different from X, Y,
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    and all the different generations
    that we may belong to,
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    is that video games
    are the primary form of entertainment
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    that Generation G is consuming.
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    It is their primary form of entertainment.
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    This is already starting to have
    a tremendous effect on society.
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    All around us, Generation G's desire
    for game-like experiences
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    is reshaping industries,
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    from Foursquare, which caused the mobile
    social networking ecosystem to start,
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    to companies like Nike, Coke, Chase,
    and also Kozinga,
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    which owes much of its success to games.
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    The trend that underlies this whole
    pattern is called "gamification."
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    It's a word that many of you,
    I'm sure, have heard.
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    A simple definition of gamification
    is it's the process of using game thinking
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    and game mechanics
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    to engage audiences and solve problems.
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    Part of the reason gamification has become
    such an emergent topic right now
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    is because of Generation G's effect
    on culture and society already.
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    Their expectations are different.
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    Some examples of gamification
    that you may have seen
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    that are really fascinating to me
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    are the emergence
    of in-dash[board] games in cars.
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    Today, if you buy a hybrid
    or an electric vehicle,
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    you'll almost certainly see
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    the product of a hundred million
    dollars' worth of tooling
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    and research and development,
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    in the form of a Tamagotchi-style game,
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    in a dashboard designed to make you
    a more ecological driver.
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    Most of the game mechanics
    are very simple:
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    a plant grows as you drive
    more ecologically
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    and withers if you don't,
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    like those virtual pets Tamagotchi.
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    This is an example
    of gamification at work.
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    Another really interesting example
    is a thing called "speed camera lottery,"
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    designed by Kevin Richardson,
    based in San Francisco, works for MTV.
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    Awesome guy.
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    This is the concept
    in speed camera lottery:
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    you know those speeding cameras
    that you pass by,
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    and they take your picture
    and send you a ticket?
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    In many Scandinavian countries,
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    the ticket you get is actually based
    not only on how fast you were going,
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    but how much money you make:
    the more you make, the bigger the ticket.
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    Kevin reengineered
    a speeding camera in Sweden
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    that instead of just giving tickets
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    to people who drive over the speed limit
    that pass the camera,
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    anybody who drives under the limit
    is entered into a lottery
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    to win the proceeds
    of the people who speed.
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    (Laughter)
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    (Applause)
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    It is game thinking --
    that term I described earlier,
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    the core foundation of gamification --
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    in its purest and most beautiful form:
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    take a big, negative reinforcement loop
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    and turn it into small, incremental
    positive reinforcement loop.
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    It had the effect of dropping speed
    by over 20% at that point of intervention.
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    Corporations have also become aware
    of the trend of gamification
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    and the effect of games on people
    like Generation G.
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    Gartner Group says that by 2015,
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    70% of all the Global 2000,
    the biggest companies in the world,
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    will be actively using gamification,
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    and 50% of their process of innovation
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    will be gamified,
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    which is an astonishing thing.
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    It's a huge change.
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    What this all points to
    is a future that looks pretty different
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    from the world we live in today.
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    Generation G and those driving
    the gamification meme forward,
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    are advocating for a different world.
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    It's a world in which things
    move at faster pace
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    than they did for you and me.
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    It's a world in which
    there are rewards everywhere
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    for actions that people take.
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    The rewards don't always
    have to be cash rewards.
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    They can be meaningful status rewards,
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    meaningful access rewards,
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    meaningful power rewards.
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    A world in which there's extensive
    collaborative play.
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    This is one of the things
    that Generation G does so much differently
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    than even my generation.
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    I remember going to school and teachers
    struggling to come up with exercises
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    that we could do as a team,
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    that would be graded as a team.
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    In the end, those group exercises
    always boiled down to an individual score,
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    which distorted the way
    that people behaved.
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    But, Generation G plays a lot of games
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    that are purely collaborative,
    in which there is group value.
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    This will also affect our world
    in untold ways.
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    And, Generation G, the fun future,
    is a much more global world.
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    It turns out that we are
    already out of touch.
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    We are the generation most out of touch
    with our future or current children
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    than any generation in history.
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    We like to think that baby boomers'
    parents were the most out-of-touch people
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    in the world.
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    They're the ones who had
    to deal with the summer of love
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    and sex and drugs
    and all that kind of stuff.
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    We still make phone calls.
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    (Laughter)
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    I mean, we are the ones with the problem,
  • 14:10 - 14:14
    and we are going to be the most
    out-of-touch generation in history.
  • 14:14 - 14:19
    Of course, it's also true,
    and I'm here to tell you:
  • 14:19 - 14:21
    the kids are alright.
  • 14:21 - 14:23
    They're going to be just fine.
  • 14:23 - 14:28
    We don't need to worry, strictly speaking,
  • 14:28 - 14:31
    about kids and games, and the effect
    that it will have on the world.
  • 14:31 - 14:33
    Not just are the kids
    are going to be alright;
  • 14:33 - 14:36
    frankly, the kids are going to be awesome.
  • 14:36 - 14:39
    But it's going to take your help
    to make the kids awesome.
  • 14:39 - 14:41
    I have a prescription for you.
  • 14:41 - 14:47
    This is the best prescription anybody
    is ever going to write in your life.
  • 14:47 - 14:49
    I'm going to write it for you right now,
  • 14:49 - 14:52
    in your mind, I don't have an actual pad.
  • 14:52 - 14:54
    Just for clarity, a disclaimer:
    I'm not a doctor.
  • 14:54 - 14:56
    (Laughter)
  • 14:56 - 14:59
    I am, however, going to write
    a prescription for you all.
  • 14:59 - 15:01
    This is the prescription:
  • 15:01 - 15:03
    if you have children
    or you work with children,
  • 15:03 - 15:06
    or you desire to work with children,
    or you want to change he world,
  • 15:06 - 15:10
    this is the absolute, positive best thing
    that you can do with your time,
  • 15:10 - 15:14
    from now until I see you in the retirement
    home on the coast of Spain
  • 15:14 - 15:15
    or in the virtual world,
  • 15:15 - 15:17
    wherever you choose to retire,
  • 15:17 - 15:20
    which is: get into the game
    with your kids.
  • 15:20 - 15:24
    Stop fighting the game trend,
    if that's where you are right now.
  • 15:24 - 15:27
    Don't fight the game trend.
    Become one with the game.
  • 15:27 - 15:29
    Enter the game. Understand it.
  • 15:29 - 15:32
    Understand the dynamic
    of how your children play
  • 15:32 - 15:34
    the games that they play.
  • 15:34 - 15:38
    Understand how their minds work
    from the context of the game outward,
  • 15:38 - 15:41
    rather than from the world outside inward.
  • 15:41 - 15:42
    The world that we live in right now,
  • 15:42 - 15:46
    the world of Sunday afternoons,
    drinking a cup of herbal tea,
  • 15:46 - 15:49
    reading some old book,
    chilling out by the window,
  • 15:49 - 15:51
    is over.
  • 15:51 - 15:52
    (Laughter)
  • 15:52 - 15:54
    And that's okay.
  • 15:54 - 15:58
    There's a lot more things that we can do
    that are fun and engaging.
  • 15:58 - 16:01
    If you take away one thing
    from today's presentation,
  • 16:01 - 16:04
    I hope it is you get a chance
    to go play with your kids.
  • 16:04 - 16:05
    Thank you.
  • 16:05 - 16:06
    (Applause)
Title:
How games make kids smarter
Speaker:
Gabe Zichermann
Description:

Can playing video games make you more productive? Gabe Zichermann shows how games are making kids better problem-solvers, and will make us better at everything from driving to multi-tasking.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
16:18
Brian Greene edited English subtitles for How games make kids smarter
Brian Greene approved English subtitles for How games make kids smarter
Brian Greene accepted English subtitles for How games make kids smarter
Camille Martínez edited English subtitles for How games make kids smarter
Camille Martínez edited English subtitles for How games make kids smarter
Amara Bot edited English subtitles for How games make kids smarter

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