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Are games better than life?

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    I grew up in Northern Ireland, right up in the
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    very, very north end of it there,
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    where it's absolutely freezing cold.
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    This was me running around in the back garden mid-summer.
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    (Laughter)
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    I couldn't pick a career.
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    In Ireland the obvious choice is the military,
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    but to be honest it actually kind of sucks.
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    (Laughter)
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    My mother wanted me to be a dentist.
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    But the problem was that people kept blowing everything up.
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    So I actually went to school in Belfast,
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    which was where all the action happened.
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    And this was a pretty common sight.
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    The school I went to was pretty boring.
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    They forced us to learn things like Latin.
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    The school teachers weren't having much fun,
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    the sports were very dirty or very painful.
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    So I cleverly chose rowing, which I got very good at.
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    And I was actually rowing for my school here
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    until this fateful day, and I flipped over right in front
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    of the entire school.
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    And that was the finishing post right there.
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    (Laughter)
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    So this was extremely embarrassing.
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    But our school at that time got a grant from the government,
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    and they got an incredible computer -- the research machine 3DZ --
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    and they left the programming manuals lying around.
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    And so students like myself with nothing to do,
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    we would learn how to program it.
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    Also around this time, at home,
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    this was the computer that people were buying.
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    It was called the Sinclair ZX80. This was a 1K computer,
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    and you'd buy your programs on cassette tape.
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    Actually I'm just going to pause for one second,
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    because I heard that there's a prerequisite to speak here at TED --
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    you had to have a picture of yourself from the old days with big hair.
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    So I brought a picture with big hair.
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    (Laughter).
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    I just want to get that out of the way.
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    So after the Sinclair ZX80 came along the very cleverly named
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    Sinclair ZX81.
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    (Laughter)
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    And -- you see the picture at the bottom?
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    There's a picture of a guy doing homework with his son.
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    That's what they thought they had built it for.
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    The reality is we got the programming manual
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    and we started making games for it.
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    We were programming in BASIC,
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    which is a pretty awful language for games,
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    so we ended up learning Assembly language
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    so we could really take control of the hardware.
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    This is the guy that invented it, Sir Clive Sinclair,
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    and he's showing his machine.
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    You had this same thing in America,
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    it was called the Timex Sinclair1000.
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    To play a game in those days you had to have an imagination
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    to believe that you were really playing "Battlestar Galactica."
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    The graphics were just horrible.
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    You had to have an even better imagination to play this game,
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    "Death Rider."
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    But of course the scientists couldn't help themselves.
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    They started making their own video games.
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    This is one of my favorite ones here, where they have rabbit breeding,
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    so males choose the lucky rabbit.
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    It was around this time we went from 1K to 16K,
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    which was quite the leap.
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    And if you're wondering how much 16K is,
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    this eBay logo here is 16K.
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    And in that amount of memory someone programmed
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    a full flight simulation program.
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    And that's what it looked like.
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    I spent ages flying this flight simulator,
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    and I honestly believed I could fly airplanes by the end of it.
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    Here's Clive Sinclair now launching his color computer.
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    He's recognized as being the father of video games in Europe.
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    He's a multi-millionaire, and I think that's why he's
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    smiling in this photograph.
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    So I went on for the next 20 years or so
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    making a lot of different games.
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    Some of the highlights were things like "The Terminator,"
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    "Aladdin," the "Teenage Mutant Hero Turtles."
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    Because I was from the United Kingdom,
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    they thought the word ninja was a little too mean for children,
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    so they decided to call it hero instead.
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    I personally preferred the Spanish version,
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    which was "Tortugas Ninja."
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    That was much better.
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    (Laughter)
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    Then the last game I did was based on trying to get the video game industry
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    and Hollywood to actually work together on something --
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    instead of licensing from each other, to actually work.
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    Now, Chris did ask me to bring some statistics with me,
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    so I've done that.
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    The video game industry in 2005 became a 29 billion dollar business.
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    It grows every year.
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    Last year was the biggest year.
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    By 2008, we're going to kick the butt of the music industry.
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    By 2010, we're going to hit 42 billion.
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    43 percent of gamers are female.
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    So there's a lot more female gamers than people are really aware.
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    The average age of gamers?
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    Well, obviously it's for children, right?
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    Well, no, actually it's 30 years old.
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    And interestingly, the people who buy the most games are 37.
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    So 37 is our target audience.
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    All video games are violent.
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    Of course the newspapers love to beat on this.
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    But 83 percent of games don't have any mature content whatsoever,
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    so it's just not true.
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    Online gaming statistics.
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    I brought some stuff on "World of Warcraft." It's 5.5 million players.
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    It makes about 80 million bucks a month in subscriptions.
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    It costs 50 bucks just to install it on your computer,
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    making the publisher about another 275 million.
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    The game costs about 80 million dollars to make,
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    so basically it pays for itself in about a month.
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    A player in a game called "Project Entropia"
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    actually bought his own island for 26,500 dollars.
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    You have to remember that this is not a real island.
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    He didn't actually buy anything, just some data.
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    But he got great terms on it.
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    This purchase included mining and hunting rights,
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    ownership of all land on the island, and a castle
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    with no furniture included.
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    (Laughter)
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    This market is now estimated at over 800 million dollars annually.
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    And what's interesting about it is the market was actually created
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    by the gamers themselves.
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    They found clever ways to trade items
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    and to sell their accounts to each other
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    so that they could make money while they were playing their games.
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    I dove onto eBay a couple of days ago
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    just to see what was gong on, typed in World of Warcraft, got 6,000 items.
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    I liked this one the best:
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    a level 60 Warlock with lots of epics for 174,000 dollars.
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    It's like that guy obviously had some pain while making it.
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    So as far as popularity of games,
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    what do you think these people are doing here?
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    It turns out they're actually in Hollywood Bowl in Los Angeles
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    listening to the L.A. Philharmonic playing video game music.
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    That's what the show looks like.
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    You would expect it to be cheesy, but it's not.
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    It's very, very epic and a very beautiful concert.
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    And the people that went there absolutely loved it.
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    What do you think these people are doing?
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    They're actually bringing their computers so they can play games
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    against each other.
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    And this is happening in every city around the world.
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    This is happening in your local cities too,
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    you're probably just not aware of it.
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    Now, Chris told me that you had a timeline video a few years ago
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    here just to show how video game graphics have been improving.
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    I wanted to update that video and give you a new look at it.
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    But what I want you to do is to try to understand it.
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    We're on this curve, and the graphics are getting
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    so ridiculously better.
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    And I'm going to show you up to maybe 2007.
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    But I want you to try and think about what games could look like
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    10 years from now.
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    So we're going to start that video.
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    Video: Throughout human history people have played games.
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    As man's intellect and technology have evolved
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    so too have the games he plays.
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    (Music)
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    (Applause)
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    David Perry: The thing again I want you to think about is,
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    don't look at these graphics and think of that's the way it is.
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    Think about that's where we are right now,
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    and the curve that we're on means that this is going to continue
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    to get better.
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    This is an example of the kind of graphics you need to be able to draw
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    if you wanted to get a job in the video game industry today.
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    You need to be really an incredible artist.
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    And once we get enough of those guys, we're going to want
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    more fantasy artists that can create places
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    we've never been to before, or characters that
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    we've just never seen before.
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    So the obvious thing for me to talk about today is graphics and audio.
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    But if you were to go to a game developers conference,
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    what they're all talking about is emotion, purpose,
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    meaning, understanding and feeling.
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    You'll hear about talks like, can a video game make you cry?
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    And these are the kind of topics we really actually care about.
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    I came across a student who's absolutely excellent
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    at expressing himself, and this student agreed
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    that he would not show his video to anybody until
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    you here at TED had seen it.
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    So I'd like to play this video.
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    So this is a student's opinion on what his experience of games are.
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    Video: I, like many of you, live somewhere between
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    reality and video games.
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    Some part of me -- a true living, breathing person --
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    has become programmed, electronic and virtual.
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    The boundary of my brain that divides real from fantasy
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    has finally begun to crumble.
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    I'm a video game addict and this is my story.
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    (Music)
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    In the year of my birth
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    the Nintendo Entertainment System also went into development.
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    I played in the backyard, learned to read,
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    and even ate some of my vegetables.
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    Most of my childhood was spent playing with Legos.
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    But as was the case for most of my generation,
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    I spent a lot of time in front of the TV.
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    Mr. Rogers, Walt Disney, Nick Junior,
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    and roughly half a million commercials have undoubtedly
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    left their mark on me.
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    When my parents bought my sister and I our first Nintendo,
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    whatever inherent addictive quality this early interactive
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    electronic entertainment possessed quickly took hold of me.
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    At some point something clicked.
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    (Music)
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    With the combination of simple, interactive stories
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    and the warmth of the TV set, my simple 16-bit Nintendo
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    became more than just an escape.
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    It became an alternate existence, my virtual reality.
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    (Music)
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    I'm a video game addict, and it's not because of
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    a certain number of hours I have spent playing,
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    or nights I have gone without sleep to finish the next level.
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    It is because I have had life-altering experiences in virtual space,
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    and video games had begun to erode my own understanding
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    of what is real and what is not.
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    I'm addicted, because even though I know I'm losing my grip on reality,
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    I still crave more.
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    (Music)
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    From an early age I learned to invest myself emotionally
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    in what unfolded before me on screen.
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    Today, after 20 years of watching TV geared to make me emotional,
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    even a decent insurance commercial can bring tears to my eyes.
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    I am just one of a new generation that is growing up.
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    A generation who may experience much more meaning
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    through video games than they will through the real world.
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    Video games are nearing an evolutionary leap,
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    a point where game worlds will look and feel just as real
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    as the films we see in theatres, or the news we watch on TV.
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    And while my sense of free will in these virtual worlds
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    may still be limited, what I do learn applies to my real life.
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    Play enough video games and eventually you will
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    really believe you can snowboard, fly a plane,
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    drive a nine-second quarter mile, or kill a man.
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    I know I can.
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    Unlike any pop culture phenomenon before it,
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    video games actually allow us to become part of the machine.
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    They allow us to sublimate into the culture of interactive,
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    downloaded, streaming, HD reality.
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    We are interacting with our entertainment.
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    I have come to expect this level of interaction.
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    Without it, the problems faced in the real world --
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    poverty, war, disease and genocide -- lack the levity they should.
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    Their importance blends into the sensationalized drama
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    of prime time TV.
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    But the beauty of video games today lies not in the lifelike graphics,
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    the vibrating joysticks or virtual surround sound.
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    It lies in that these games are beginning to make me emotional.
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    I have fought in wars, feared for my own survival,
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    watched my cohorts die on beaches and woods that look and feel
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    more real than any textbook or any news story.
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    The people who create these games are smart.
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    They know what makes me scared, excited, panicked, proud or sad.
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    Then they use these emotions to dimensionalize the worlds they create.
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    A well-designed video game will seamlessly
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    weave the user into the fabric of the virtual experience.
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    As one becomes more experienced
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    the awareness of physical control melts away.
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    I know what I want and I do it.
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    No buttons to push, no triggers to pull, just me and the game.
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    My fate and the fate of the world around me lie inside my hands.
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    I know violent video games make my mother worry.
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    What troubles me is not that video game violence
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    is becoming more and more like real life violence,
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    but that real life violence is starting to look more and more
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    like a video game.
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    (Music)
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    These are all troubles outside of myself.
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    I, however, have a problem very close to home.
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    Something has happened to my brain.
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    (Music)
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    Perhaps there is a single part of our brain that holds
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    all of our gut instincts, the things we know to do
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    before we even think.
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    While some of these instincts may be innate, most are learned,
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    and all of them are hardwired into our brains.
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    These instincts are essential for survival in both real and virtual worlds.
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    Only in recent years has the technology behind video games
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    allowed for a true overlap in stimuli.
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    As gamers we are now living by the same laws of physics
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    in the same cities and doing many of the same things
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    we once did in real life, only virtually.
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    Consider this --
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    my real life car has about 25,000 miles on it.
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    In all my driving games, I've driven a total of 31,459 miles.
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    To some degree I've learned how to drive from the game.
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    The sensory cues are very similar.
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    It's a funny feeling when you have spent more time
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    doing something on the TV than you have in real life.
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    When I am driving down a road at sunset all I can think is,
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    this is almost as beautiful as my games are.
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    For my virtual worlds are perfect.
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    More beautiful and rich than the real world around us.
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    I'm not sure what the implications of my experience are,
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    but the potential for using realistic video game stimuli in repetition
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    on a vast number of loyal participants is frightening to me.
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    Today I believe Big Brother would find much more success
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    brainwashing the masses with video games
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    rather than just simply TVs.
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    Video games are fun, engaging, and leave your brain
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    completely vulnerable to re-programming.
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    But maybe brainwashing isn't always bad.
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    Imagine a game that teaches us to respect each other,
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    or helps us to understand the problems we're all facing
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    in the real world.
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    There is a potential to do good as well.
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    It is critical, as these virtual worlds continue to mirror
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    the real world we live in, that game developers realize
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    that they have tremendous responsibilities before them.
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    I'm not sure what the future of video games holds
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    for our civilization.
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    But as virtual and real world experiences increasingly overlap
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    there is a greater and greater potential for other people
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    to feel the same way I do.
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    What I have only recently come to realize
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    is that beyond the graphics, sound, game play and emotion
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    it is the power to break down reality that is so fascinating
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    and addictive to me.
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    I know that I am losing my grip.
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    Part of me is just waiting to let go.
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    I know though, that no matter how amazing video games may become,
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    or how flat the real world may seem to us,
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    that we must stay aware of what our games are teaching us
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    and how they leave us feeling when we finally do unplug.
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    (Applause)
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    DP: Wow.
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    (Applause)
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    I found that video very, very thought provoking,
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    and that's why I wanted to bring it here for you guys to see.
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    And what was interesting about it is the obvious choice
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    for me to talk about was graphics and audio.
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    But as you heard, Michael talked about all these other elements as well.
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    Video games give an awful lot of other things too,
  • 18:44 - 18:45
    and that's why people get so addicted.
  • 18:45 - 18:47
    The most important one being fun.
  • 18:47 - 18:49
    The name of this track is "The Magic To Come."
  • 18:49 - 18:50
    Who is that going to come from?
  • 18:50 - 18:52
    Is it going to come from the best directors in the world
  • 18:52 - 18:53
    as we thought it probably would?
  • 18:53 - 18:54
    I don't think so.
  • 18:54 - 18:57
    I think it's going to come from the children who are growing up now
  • 18:57 - 19:02
    that aren't stuck with all of the stuff that we remember from the past.
  • 19:02 - 19:04
    They're going to do it their way, using the tools that we've created.
  • 19:04 - 19:07
    The same with students or highly creative people,
  • 19:07 - 19:09
    writers and people like that.
  • 19:10 - 19:12
    As far as colleges go, there's about 350 colleges around the world
  • 19:12 - 19:15
    teaching video game courses.
  • 19:15 - 19:18
    That means there's literally thousands of new ideas.
  • 19:18 - 19:21
    Some of the ideas are really dreadful and some of them are great.
  • 19:21 - 19:23
    There's nothing worse than having to listen to someone
  • 19:23 - 19:25
    try and pitch you a really bad video game idea.
  • 19:25 - 19:31
    (Laughter)
  • 19:31 - 19:33
    Chris Anderson: You're off, you're off. That's it.
  • 19:33 - 19:36
    He's out of time.
  • 19:36 - 19:38
    DP: I've just got a little tiny bit more if you'll indulge me.
  • 19:38 - 19:40
    CA: Go ahead. I'm going to stay right here though.
  • 19:40 - 19:41
    (Laughter)
  • 19:41 - 19:44
    DP: This is just a cool shot, because this is students coming to school after class.
  • 19:44 - 19:47
    The school is closed; they're coming back at midnight
  • 19:47 - 19:49
    because they want to pitch their video game ideas.
  • 19:49 - 19:50
    I'm sitting at the front of the class,
  • 19:50 - 19:52
    and they're actually pitching their ideas.
  • 19:52 - 19:54
    So it's hard to get students to come back to class,
  • 19:54 - 19:55
    but it is possible.
  • 19:55 - 19:58
    This is my daughter, her name's Emma, she's 17 months old.
  • 19:58 - 20:01
    And I've been asking myself, what is Emma going to experience
  • 20:01 - 20:03
    in the video game world?
  • 20:03 - 20:06
    And as I've shown here, we have the audience.
  • 20:06 - 20:09
    She's never going to know a world where you can't press a button
  • 20:09 - 20:11
    and have millions of people ready to play.
  • 20:11 - 20:13
    You know, we have the technology.
  • 20:13 - 20:15
    She's never going to know a world where the graphics just aren't
  • 20:15 - 20:17
    stunning and really immersive.
  • 20:17 - 20:20
    And as the student video showed, we can impact and move.
  • 20:20 - 20:22
    She's never going to know a world where video games
  • 20:22 - 20:25
    aren't incredibly emotional and will probably make her cry.
  • 20:25 - 20:27
    I just hope she likes video games.
  • 20:27 - 20:28
    (Laughter)
  • 20:28 - 20:29
    So, my closing thought.
  • 20:29 - 20:31
    Games on the surface seem simple entertainment,
  • 20:31 - 20:33
    but for those that like to look a little deeper,
  • 20:33 - 20:36
    the new paradigm of video games could open entirely new frontiers
  • 20:36 - 20:38
    to creative minds that like to think big.
  • 20:39 - 20:41
    Where better to challenge those minds than here at TED?
  • 20:41 - 20:42
    Thank you.
  • 20:42 - 20:44
    Chris Anderson: David Perry. That was awesome.
Title:
Are games better than life?
Speaker:
David Perry
Description:

Game designer David Perry says tomorrow's videogames will be more than mere fun to the next generation of gamers. They'll be lush, complex, emotional experiences -- more involving and meaningful to some than real life.

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Video Language:
English
Team:
closed TED
Project:
TEDTalks
Duration:
20:43
TED edited English subtitles for Are games better than life?
TED added a translation

English subtitles

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