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