How games make kids smarter
-
0:00 - 0:02I'm 36 years old.
-
0:02 - 0:04My first experience
with the video game business -
0:04 - 0:06was neighbors who were wealthier than us
-
0:06 - 0:09bringing home an Atari 2600
and playing it. -
0:09 - 0:11It was a pretty definitive moment for me.
-
0:11 - 0:15I also remember going to school,
and on an Apple II, -
0:15 - 0:18playing a game called
"Where in the World is Carmen Sandiego?" -
0:18 - 0:20an awesome game,
-
0:20 - 0:25which was the first time I played a game
in the school context. -
0:25 - 0:29When you ask people about the video game
business and what's significant, -
0:29 - 0:32most people think that Atari 2600
is really the nexus, -
0:32 - 0:34the catalyst of the video game business.
-
0:34 - 0:38But I actually think that "Where
in the World is Carmen Sandiego?" -
0:38 - 0:40is probably the most important
video game ever made, -
0:40 - 0:44principally because it was
the first and the last time -
0:44 - 0:48that parents, teachers and kids all agreed
that a video game was awesome. -
0:48 - 0:50(Laughter)
-
0:50 - 0:53Now, that was a long time ago.
-
0:53 - 0:55In fact, it was 1987.
-
0:55 - 0:56And it may surprise you to know
-
0:56 - 0:59that "Where in the World
is Carmen Sandiego?" continues to be -
0:59 - 1:03the last substantial giant hit
in the entertainment business, -
1:03 - 1:08despite the fact that it was 1987,
which is such an incredibly long time ago, -
1:08 - 1:10and I'm only 36, so you can do the math.
-
1:10 - 1:13Things are completely different today
from what they were. -
1:13 - 1:14Just as a simple example,
-
1:14 - 1:17in 1987, we thought
this guy was kind of crazy. -
1:17 - 1:19Then we met this dude,
-
1:19 - 1:22who has really changed
our perspective on that subject. -
1:22 - 1:24(Laughter)
-
1:24 - 1:25Things have changed.
-
1:25 - 1:29(Laughter)
-
1:29 - 1:32Anti-Bush political humor
goes a long way in Western Europe. -
1:32 - 1:33(Laughter)
-
1:33 - 1:35So, between 1987 and now,
-
1:35 - 1:38I played a lot of this game
called "Civilization," -
1:38 - 1:40which was designed by a guy
named Sid Meier. -
1:40 - 1:44In fact, I spent about 8- to 10,000
hours of my life playing "Civilization," -
1:44 - 1:47which is a long time I probably
should have spent studying. -
1:47 - 1:50But nonetheless, I managed to turn
this love of video games into a job, -
1:50 - 1:53first working on the Game
Developers Conference, -
1:53 - 1:56helping to start the first successful
digital distribution company in games, -
1:57 - 1:58called Trymedia,
-
1:58 - 2:00and then now, writing
the Gamification blog. -
2:00 - 2:02I'm author of two books
on the subject of gamification, -
2:02 - 2:06including the recent "Gamification
by Design," published by O'Reilly. -
2:06 - 2:07And I chair the Gamification Summit,
-
2:07 - 2:10which is an event that brings
all this stuff together. -
2:10 - 2:12So in many ways, I am parents' dream
-
2:12 - 2:17of how somebody can turn a sedentary
lifestyle of playing video games -
2:17 - 2:20into an actual career
that pays real money. -
2:20 - 2:22So when I get invited
to an event like this, -
2:22 - 2:25I'm sure that all of you
expect me to get up here and say, -
2:25 - 2:27"Games are awesome for your children."
-
2:27 - 2:30Right? Because I'm a games guy
and this is how I make my living. -
2:30 - 2:31(Applause)
-
2:31 - 2:32Games will help children.
-
2:32 - 2:35But instead, I want to ask you
a different question, -
2:35 - 2:37which is: Really, who needs games help?
-
2:37 - 2:41I started this process by thinking
about reading a particular article -
2:41 - 2:43in the New York Times recently.
-
2:43 - 2:45In the article, a neuroscientist
was talking about -
2:45 - 2:49how children were presenting themselves
with attention deficit disorder. -
2:49 - 2:50Their parents would come in and say,
-
2:50 - 2:53"My kids can't possibly have ADD,
-
2:53 - 2:56because they're super good
at focusing on video games, -
2:56 - 2:58But when they go to school,
they're really bad." -
2:58 - 3:01The neuroscientist was debunking
this idea in the article. -
3:01 - 3:05She trotted out researchers
like Dr Christopher Lucas at NYU, -
3:05 - 3:08who said games don't teach
the right kind of attention skills -
3:08 - 3:11where kids have sustained attention,
-
3:11 - 3:13where they're not receiving
regular rewards. -
3:13 - 3:14And she trotted out experts
-
3:14 - 3:17like Dr Dimitri Christakis
at the University of Washington, -
3:17 - 3:19who said that kids
who play a lot of video games -
3:19 - 3:22may find the real world unpalatable
or uninteresting, -
3:22 - 3:25as a result of their
sensitization to games. -
3:25 - 3:28So I sat there and thought to myself,
I'm scratching my head, -
3:28 - 3:32is it that our children have ADD,
-
3:32 - 3:37or is our world just too freaking slow
for our children to appreciate? -
3:37 - 3:39(Applause)
-
3:39 - 3:42Seriously, consider the picture
you're looking at right now, -
3:42 - 3:45like in my era, even my grandfather's era,
-
3:45 - 3:49sitting down on a Sunday afternoon
to read a good book with a cup of tea -- -
3:49 - 3:51I just have to say,
-
3:51 - 3:53I don't think that today's kids
are ever going to do that. -
3:53 - 3:56The evidence is found
in the games they play. -
3:56 - 3:58Consider the video game
"World of Warcraft." -
3:58 - 3:59When I was growing up,
-
3:59 - 4:03the maximum skill that I was expected
to display in a video game -
4:03 - 4:04was simple hand-eye coordination,
-
4:04 - 4:06a joystick and a firing button.
-
4:06 - 4:09Today's kids play games
in which they're expected to chat -
4:09 - 4:11in text and voice,
-
4:11 - 4:14operate a character,
follow long- and short-term objectives, -
4:14 - 4:17and deal with their parents interrupting
them all the time to talk to them. -
4:17 - 4:19(Laughter)
-
4:19 - 4:21Kids have to have
an extraordinary multitasking skill -
4:21 - 4:23to be able to achieve things today.
-
4:23 - 4:25We never had to have that.
-
4:25 - 4:29It turns out things like that
actually make you smarter. -
4:29 - 4:33Research by Arne May et Al
at the University of Regensburg in Germany -
4:33 - 4:37found that when they gave participants --
this was actually done on adults -- -
4:37 - 4:39a simple task to learn, like juggling,
-
4:39 - 4:41in 12 weeks,
-
4:41 - 4:43people who were asked to learn juggling
-
4:43 - 4:47displayed a marked increase
in gray matter in their brain. -
4:47 - 4:50On an MRI, you can see
people get more gray matter -
4:50 - 4:52after 12 weeks of learning juggling.
-
4:52 - 4:55In 2008, they went back
and redid the study -
4:55 - 4:57to see why the gray matter increased.
-
4:57 - 4:59They discovered it was the act of learning
-
4:59 - 5:01that produced the increased brain matter,
-
5:01 - 5:04not performance at the activity itself,
-
5:04 - 5:06which is a very interesting finding.
-
5:06 - 5:10It also reinforced this idea,
which should go over well here as well, -
5:10 - 5:13that multilingual people
outperform monolingual people -
5:13 - 5:16on most standardized tests by about 15%.
-
5:16 - 5:20There's something that happens
in the brain from that kind of activity. -
5:20 - 5:24Andrea Kuszewski,
speaking at Harvard, talked about -
5:24 - 5:27these five things that people do
to increase their grey matter -
5:27 - 5:31and to teach themselves
to increase their fluid intelligence. -
5:31 - 5:34"Fluid intelligence" is the intelligence
we use to problem-solve. -
5:34 - 5:36It's different from
crystalline intelligence, -
5:36 - 5:38it helps us problem-solve.
-
5:38 - 5:40She identified, from the research,
-
5:40 - 5:42that there were five things you could do:
-
5:42 - 5:43seek novelty,
-
5:43 - 5:44challenge yourself,
-
5:44 - 5:45think creatively,
-
5:45 - 5:46do things the hard way
-
5:46 - 5:48and network.
-
5:48 - 5:49Think about those five things.
-
5:49 - 5:51Any of you play video games?
-
5:51 - 5:55Does it resemble the basic pattern
of a video game to you in any way? -
5:55 - 5:59These are five things that recur
in all very successful video games. -
5:59 - 6:04It also is connected to a constant
and exponential increase in learning. -
6:04 - 6:09Video games fundamentally present
a continuous process of learning to users. -
6:09 - 6:12They don't just learn
for a little while and then stop. -
6:12 - 6:14They're constantly evolving
and moving forward. -
6:14 - 6:18It may, in fact, help us to explain
the Flynn effect, finally. -
6:18 - 6:21The "Flynn effect,"
for those of you who don't know, -
6:21 - 6:24is the pattern that human intelligence
is actually rising over time. -
6:24 - 6:28So if we look at the history of IQ,
people, in fact, are getting smarter. -
6:28 - 6:30In the US right now,
-
6:30 - 6:34average IQ is rising
at .36 points of IQ per year. -
6:34 - 6:37What's been very interesting
is that in some countries -- -
6:37 - 6:39not to call anyone out,
but Denmark and Norway -- -
6:39 - 6:42in some countries, overall crystalline IQ
-
6:42 - 6:45has stopped or slowed down or declined.
-
6:45 - 6:47In other countries, though,
-
6:47 - 6:50particularly when looking at fluid IQ,
fluid intelligence, -
6:50 - 6:51the number is increasing,
-
6:51 - 6:55and the rate of fluid intelligence
increase is increasing, -
6:55 - 6:57starting in the 1990s.
-
6:58 - 7:00Coincidence? I think not.
-
7:00 - 7:01(Laughter)
-
7:01 - 7:06In fact, games are wired to produce
a particular kind of reaction in people. -
7:06 - 7:08So we've got this learning brain increase,
-
7:08 - 7:10multitasking brain increase connection,
-
7:10 - 7:14and we also have a strong
dopamine loop in the brain. -
7:14 - 7:15As games present a challenge,
-
7:15 - 7:18and you struggle to achieve that challenge
and you overcome it, -
7:18 - 7:20dopamine is released in your brain.
-
7:20 - 7:23And that produces
an intrinsic reinforcement. -
7:23 - 7:26In the words of Judy,
that produces an intrinsic reinforcement -
7:26 - 7:28that causes you to go back
-
7:28 - 7:31and keep seeking that activity
over and over again. -
7:31 - 7:33So this is really powerful stuff.
-
7:33 - 7:38I want to introduce you to an educator
who understands this in intricate detail, -
7:38 - 7:40named Ananth Pai.
-
7:40 - 7:43Ananth was a very successful
businessperson -
7:43 - 7:45who worked on process reengineering.
-
7:46 - 7:50When his kids went into school
in White Bear Lake, Minnesota, -
7:50 - 7:52a suburb of Minneapolis-Saint Paul,
-
7:52 - 7:53he saw the education system
-
7:53 - 7:55and decided he wanted
to do something about it. -
7:55 - 7:58So as an adult, he went back
and got a master's in [Education] -
7:58 - 8:01and took over a class
at White Bear Lake Elementary School. -
8:01 - 8:04Ananth Pai replaced
the standard curriculum -
8:04 - 8:07with a video game based curriculum
of his own design, -
8:07 - 8:09separating the kids into leaning styles
-
8:09 - 8:12and giving them Nintendo DS's
and computer games -- -
8:12 - 8:14everything off the shelf,
nothing custom -- -
8:14 - 8:17giving them Nintendo DS's
and computer games -
8:17 - 8:19that were both individual
and social to play, -
8:19 - 8:21that taught them math and language.
-
8:21 - 8:23Let me tell you what happened.
-
8:23 - 8:27In the space of 18 weeks,
-
8:27 - 8:31Mr. Pai's class went
from a below-3rd-grade level -
8:31 - 8:32in reading and math
-
8:32 - 8:36to a mid-4th-grade level
in reading and math. -
8:36 - 8:39In 18 weeks of a game-based curriculum.
-
8:39 - 8:41More importantly,
when you talk to the children, -
8:42 - 8:46when they're interviewed on television,
even away from Mr. Pai, -
8:46 - 8:48they say two things over and over again,
-
8:48 - 8:50that help them learn in his class:
-
8:50 - 8:52learning is fun,
-
8:52 - 8:55and learning is multiplayer.
-
8:55 - 8:57Whether they use those exact words or not,
-
8:57 - 9:00they say learning is fun
and learning is multiplayer. -
9:00 - 9:03This is the key to making that experience
really successful for kids. -
9:03 - 9:06It's also true, though,
that we need to talk about -
9:06 - 9:08the relationship between kids
and violence in games. -
9:08 - 9:10Study after study very clearly tells you
-
9:10 - 9:13that violent games
do not make children violent. -
9:13 - 9:15We also must acknowledge, however,
-
9:15 - 9:17that if you have a child
predisposed to violence, -
9:17 - 9:21violent games may help make them
a better violent child. -
9:21 - 9:24If they train kids to do other things,
they also will train that, -
9:24 - 9:25and we need to accept that,
-
9:25 - 9:28and we need to start
understanding the connection -
9:28 - 9:29between games as a form of training.
-
9:29 - 9:32We can't blanket-say
that they don't affect kids. -
9:32 - 9:33It's not true.
-
9:33 - 9:37I'd like to call the group of people
who are driving this trend forward -
9:37 - 9:38"Generation G."
-
9:38 - 9:42There are 126 million millennials
in the United States and the EU, -
9:42 - 9:44plus younger kids we can't yet count,
-
9:44 - 9:46that form Generation G.
-
9:46 - 9:50And the way that Generation G
is different from X, Y, -
9:50 - 9:53and all the different generations
that we may belong to, -
9:53 - 9:56is that video games
are the primary form of entertainment -
9:56 - 9:58that Generation G is consuming.
-
9:58 - 10:00It is their primary form of entertainment.
-
10:00 - 10:03This is already starting to have
a tremendous effect on society. -
10:03 - 10:06All around us, Generation G's desire
for game-like experiences -
10:06 - 10:08is reshaping industries,
-
10:08 - 10:13from Foursquare, which caused the mobile
social networking ecosystem to start, -
10:13 - 10:18to companies like Nike, Coke, Chase,
and also Kozinga, -
10:18 - 10:21which owes much of its success to games.
-
10:21 - 10:25The trend that underlies this whole
pattern is called "gamification." -
10:25 - 10:27It's a word that many of you,
I'm sure, have heard. -
10:27 - 10:31A simple definition of gamification
is it's the process of using game thinking -
10:31 - 10:33and game mechanics
-
10:33 - 10:35to engage audiences and solve problems.
-
10:35 - 10:39Part of the reason gamification has become
such an emergent topic right now -
10:39 - 10:43is because of Generation G's effect
on culture and society already. -
10:43 - 10:44Their expectations are different.
-
10:44 - 10:47Some examples of gamification
that you may have seen -
10:47 - 10:48that are really fascinating to me
-
10:48 - 10:51are the emergence
of in-dash[board] games in cars. -
10:51 - 10:55Today, if you buy a hybrid
or an electric vehicle, -
10:55 - 10:57you'll almost certainly see
-
10:57 - 10:59the product of a hundred million
dollars' worth of tooling -
10:59 - 11:01and research and development,
-
11:01 - 11:03in the form of a Tamagotchi-style game,
-
11:03 - 11:07in a dashboard designed to make you
a more ecological driver. -
11:07 - 11:10Most of the game mechanics
are very simple: -
11:10 - 11:13a plant grows as you drive
more ecologically -
11:13 - 11:15and withers if you don't,
-
11:15 - 11:17like those virtual pets Tamagotchi.
-
11:17 - 11:20This is an example
of gamification at work. -
11:20 - 11:24Another really interesting example
is a thing called "speed camera lottery," -
11:24 - 11:28designed by Kevin Richardson,
based in San Francisco, works for MTV. -
11:28 - 11:29Awesome guy.
-
11:29 - 11:32This is the concept
in speed camera lottery: -
11:32 - 11:34you know those speeding cameras
that you pass by, -
11:34 - 11:36and they take your picture
and send you a ticket? -
11:36 - 11:38In many Scandinavian countries,
-
11:38 - 11:41the ticket you get is actually based
not only on how fast you were going, -
11:41 - 11:45but how much money you make:
the more you make, the bigger the ticket. -
11:45 - 11:48Kevin reengineered
a speeding camera in Sweden -
11:48 - 11:49that instead of just giving tickets
-
11:49 - 11:52to people who drive over the speed limit
that pass the camera, -
11:52 - 11:56anybody who drives under the limit
is entered into a lottery -
11:56 - 11:58to win the proceeds
of the people who speed. -
11:58 - 12:01(Laughter)
-
12:01 - 12:03(Applause)
-
12:03 - 12:06It is game thinking --
that term I described earlier, -
12:06 - 12:08the core foundation of gamification --
-
12:08 - 12:11in its purest and most beautiful form:
-
12:11 - 12:13take a big, negative reinforcement loop
-
12:13 - 12:16and turn it into small, incremental
positive reinforcement loop. -
12:16 - 12:21It had the effect of dropping speed
by over 20% at that point of intervention. -
12:21 - 12:24Corporations have also become aware
of the trend of gamification -
12:24 - 12:27and the effect of games on people
like Generation G. -
12:27 - 12:29Gartner Group says that by 2015,
-
12:29 - 12:3370% of all the Global 2000,
the biggest companies in the world, -
12:33 - 12:35will be actively using gamification,
-
12:35 - 12:37and 50% of their process of innovation
-
12:37 - 12:39will be gamified,
-
12:39 - 12:40which is an astonishing thing.
-
12:40 - 12:42It's a huge change.
-
12:42 - 12:45What this all points to
is a future that looks pretty different -
12:45 - 12:47from the world we live in today.
-
12:47 - 12:50Generation G and those driving
the gamification meme forward, -
12:50 - 12:53are advocating for a different world.
-
12:53 - 12:56It's a world in which things
move at faster pace -
12:56 - 12:58than they did for you and me.
-
12:58 - 13:00It's a world in which
there are rewards everywhere -
13:00 - 13:02for actions that people take.
-
13:02 - 13:04The rewards don't always
have to be cash rewards. -
13:04 - 13:06They can be meaningful status rewards,
-
13:06 - 13:07meaningful access rewards,
-
13:07 - 13:09meaningful power rewards.
-
13:09 - 13:12A world in which there's extensive
collaborative play. -
13:12 - 13:16This is one of the things
that Generation G does so much differently -
13:16 - 13:17than even my generation.
-
13:17 - 13:21I remember going to school and teachers
struggling to come up with exercises -
13:21 - 13:22that we could do as a team,
-
13:22 - 13:25that would be graded as a team.
-
13:25 - 13:28In the end, those group exercises
always boiled down to an individual score, -
13:28 - 13:31which distorted the way
that people behaved. -
13:31 - 13:33But, Generation G plays a lot of games
-
13:33 - 13:36that are purely collaborative,
in which there is group value. -
13:36 - 13:39This will also affect our world
in untold ways. -
13:39 - 13:43And, Generation G, the fun future,
is a much more global world. -
13:43 - 13:47It turns out that we are
already out of touch. -
13:47 - 13:53We are the generation most out of touch
with our future or current children -
13:53 - 13:55than any generation in history.
-
13:55 - 13:59We like to think that baby boomers'
parents were the most out-of-touch people -
13:59 - 14:00in the world.
-
14:00 - 14:03They're the ones who had
to deal with the summer of love -
14:03 - 14:05and sex and drugs
and all that kind of stuff. -
14:05 - 14:06We still make phone calls.
-
14:06 - 14:08(Laughter)
-
14:08 - 14:10I mean, we are the ones with the problem,
-
14:10 - 14:14and we are going to be the most
out-of-touch generation in history. -
14:14 - 14:19Of course, it's also true,
and I'm here to tell you: -
14:19 - 14:21the kids are alright.
-
14:21 - 14:23They're going to be just fine.
-
14:23 - 14:28We don't need to worry, strictly speaking,
-
14:28 - 14:31about kids and games, and the effect
that it will have on the world. -
14:31 - 14:33Not just are the kids
are going to be alright; -
14:33 - 14:36frankly, the kids are going to be awesome.
-
14:36 - 14:39But it's going to take your help
to make the kids awesome. -
14:39 - 14:41I have a prescription for you.
-
14:41 - 14:47This is the best prescription anybody
is ever going to write in your life. -
14:47 - 14:49I'm going to write it for you right now,
-
14:49 - 14:52in your mind, I don't have an actual pad.
-
14:52 - 14:54Just for clarity, a disclaimer:
I'm not a doctor. -
14:54 - 14:56(Laughter)
-
14:56 - 14:59I am, however, going to write
a prescription for you all. -
14:59 - 15:01This is the prescription:
-
15:01 - 15:03if you have children
or you work with children, -
15:03 - 15:06or you desire to work with children,
or you want to change he world, -
15:06 - 15:10this is the absolute, positive best thing
that you can do with your time, -
15:10 - 15:14from now until I see you in the retirement
home on the coast of Spain -
15:14 - 15:15or in the virtual world,
-
15:15 - 15:17wherever you choose to retire,
-
15:17 - 15:20which is: get into the game
with your kids. -
15:20 - 15:24Stop fighting the game trend,
if that's where you are right now. -
15:24 - 15:27Don't fight the game trend.
Become one with the game. -
15:27 - 15:29Enter the game. Understand it.
-
15:29 - 15:32Understand the dynamic
of how your children play -
15:32 - 15:34the games that they play.
-
15:34 - 15:38Understand how their minds work
from the context of the game outward, -
15:38 - 15:41rather than from the world outside inward.
-
15:41 - 15:42The world that we live in right now,
-
15:42 - 15:46the world of Sunday afternoons,
drinking a cup of herbal tea, -
15:46 - 15:49reading some old book,
chilling out by the window, -
15:49 - 15:51is over.
-
15:51 - 15:52(Laughter)
-
15:52 - 15:54And that's okay.
-
15:54 - 15:58There's a lot more things that we can do
that are fun and engaging. -
15:58 - 16:01If you take away one thing
from today's presentation, -
16:01 - 16:04I hope it is you get a chance
to go play with your kids. -
16:04 - 16:05Thank 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.
- Video Language:
- English
- Team:
closed TED
- Project:
- TEDTalks
- Duration:
- 16:18
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Brian Greene edited English subtitles for How games make kids smarter | |
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Brian Greene approved English subtitles for How games make kids smarter | |
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Brian Greene accepted English subtitles for How games make kids smarter | |
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Camille Martínez edited English subtitles for How games make kids smarter | |
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Camille Martínez edited English subtitles for How games make kids smarter | |
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Amara Bot edited English subtitles for How games make kids smarter |