While I am currently deeply immersed in "Real World Education" at renown top new media institution, Full Sail University, I am also engaged in a "Gamification" course at The Wharton School of Business at the University of Pennsylvania and "Networked Life" a course also at UPenn.
Networked Life insightfully details: how real networks work, the effect of human behavior on networks, game theory, games on networks, trading within networks, and how it all comes together to create the current technological state of the world we live in. The Gamification course, taught by Associate Professor Kevin Werbach, plunges deep into the history, design, and methods of gamification and how this concept is being used by businesses attempting to cut through the clutter of advertisements and engage individuals with a brand (think Nike + or Foursquare). The course obviously goes MUCH further than just how those two basic examples are successfully implementing the concept of gamification in business, but that's "a whole 'nother Oprah" that I will detail in a future post directly relating the seemingly intertwined futures of gamification in business and transmedia entertainment experiences.
Today, I'd like to talk about how transmedia storytelling relates with games, more specifically, how games utilizing transmedia methods can EVOKE social change in the real world. I recently had the opportunity to listen to TED Speaker, Jane McGonigal deliver an excellent speech about how we as a society can use games to create a better tomorrow, solving many of our current world problems.
McGonigal begins by showing a picture of a gamer on the verge of what she refers to as an "epic win", "…an outcome that is so extraordinarily positive that you had no idea it was even possible until you achieved it." Jane's PhD. research has lead her down some very interesting paths, and led her to come to some even more interesting conclusions, namely, needing to "game for at least 21 billion hours a week by the end of the next decade in order to solve the very real world problems of hunger, poverty, climate change, global conflict, and obesity."
The major point of the whole speech is that we live in a world in which a lot of people feel almost helpless to make real world impact, yet at the same time, work adamantly to problem solve, collaborate, and "win" within the virtual game environments. McGonigal's whole goal is to bridge that gap by using gaming as the platform to create social change through new behaviors derived from what we learn within games.
Dr. McGonigal goes through a historical reiteration of Herodotus (Greek Historian), and how the king of Lydia used dice games to successfully combat the internal fighting caused by far-reaching famine in the kingdom. The king of Lydia directed the people in the kingdom to alternate days between a day of fasting and a day where they would do nothing but play dice games for over 18 years. This particular use of games to create behavior change possibly saved the kingdom from imploding on itself at a time of wide-spread strife. In the end, further measures were needed to save the kingdom, but this is a great example at the power games have on the human psyche and capacity.
She further relates this directed escapism with the usage of modern games like World of Warcraft and the amount of time an average gamer spends on games by the age of 21.
10,000 hours
Interestingly enough, this 10,000 hour mark that the average gamer spends playing games by the age of 21, also correlates with research attributed to Malcolm Gladwell's theory of success. Gladwell's theory states that it takes approximately 10,000 hours of practice at any given task to master it. McGonigal makes this connection and claims that now, in theory, there should exist "an entire generation of young people who are virtuoso gamers."
So…what are the skills that "digital generation" have perfected?
McGonigal has just begun to try and unravel just what exactly these skill sets may include, but for now has come up with four main high-skill areas that have been developed by the current 500 million gamers worldwide; this figure is projected to balloon upwards to 1.5 billion gamers within the next decade.
She says that these virtuoso gamers skills are:
1. Urgent Optimism
2. A Tight Social Fabric
3. Blissful Productivity
4. Epic Meaning
As a member of this group of individuals, I believe she's on to something here. There is a good reason that colleges such as Full Sail, Wharton, and many others are seeing such great success in curriculum designed around the Entertainment Industry, and why businesses worldwide are implementing more and more game concepts into their business models. The answer is because it works to cut through the clutter and offers meaning to the individuals using the products or services. A school like Full Sail, specializing in the various facets of entertainment can succeed because people demand choices in entertainment. Even traditional, moderately "stuffy" schools like the University of Pennsylvania's Wharton School of Business have courses on Gamification because the times have changed so significantly, right before our eyes, that many of the traditional avenues of brand extension no longer have the same impact as they use to.
Bing Gordon, ten year Chief Creative Officer at Electronic arts and current partner at venture capital firm in Silicon Valley Kleiner Perkins Caufield & Byers, in an interview with my Gamification instructor says this VERY well, he says:
"Kids who've grown up digital believe that the purpose of the world is to be the best version of yourself that you can be. That life is not hierarchical, so we're going to a peer-to-peer world, and if you can find ways to communicate more effectively, build relationships more effectively, and learn more effectively…why not? Because we probably only have 100 years on the planet, and if you could save years by getting clearer feedback or being more motivated…why not?"
It seems to me that even with an economy in dire straits and the real world problems that McGonigal outlines above, we also have come up with the necessary tools to reverse all of the dystopian potentials. We only need to learn the right techniques with which to apply the tools we have. I believe this will be a challenge met more and more often by socially conscientious businesses that realize that a long-tailed vision on their bottom-line revenues is the way of the future, and it will become a steadily more mainstream expectation from a businesses potential consumers.

Chris,
ReplyDeleteThis article is right on the money. It’s actually scary to think that by age 21, the average gamer has logged in over 10,000 of practice, but that is the digital world we live in. On the same note, the average child has logged way more than that just watching television by the same age. We live in a world with the entertainment industry revolving all around us, and technology constantly pushing it to the next level.
I appreciate where Dr. McGonial is coming from regarding how it’s interesting that gamers can log that many hours playing a game, but nowhere near that fighting very real problems and issues in our world. Again, that doesn’t just apply to gamer, that applies all across the board.
If we apply that wonderful quote from Bing Gordon and be the best version of ourselves, then hopefully that can include working together in a peer-to-peer environment, versus the hierarchical environment our parents were raised in, and work for the common good.
With the virtuoso gamer skills McGonial discussed, it would be great to see a game that somehow combined the epic battle that gamers love along with somehow creating a positive social change. Not quite sure how, but someone will figure it out…maybe you? =)
Great post!
Best,
Jenelle