Gaming can make a better world | Jane McGonigal
TEDγ»2 minutes read
Jane McGonigal believes that increasing gameplay to 21 billion hours per week could help solve urgent global issues by harnessing gamers' focus and optimism. She advocates for making real-world tasks more like games to leverage the problem-solving potential of gamers, citing historical examples of games aiding communities during crises.
Insights
- Increasing game play to 21 billion hours per week is proposed by Jane McGonigal to address global issues like hunger, poverty, and climate change, leveraging gamers' focus, optimism, and drive for "epic wins" for real-world problem-solving.
- Historical examples, such as King of Lydia introducing dice games during a famine, demonstrate the potential of gamification in real-world problem-solving, inspiring initiatives like games by the World Bank Institute to certify players as Social Innovators and encourage social enterprise development.
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Recent questions
How does Jane McGonigal propose solving global issues?
By increasing game play to 21 billion hours weekly.
What traits do gamers exhibit while playing games?
Intense focus, optimism, and drive for "epic wins".
What historical example does Jane McGonigal draw inspiration from?
King of Lydia introducing dice games during a famine.
What skills do gamers develop through gameplay?
Urgent optimism, social bonding, blissful productivity, and a sense of epic meaning.
How does Jane McGonigal suggest making the real world more engaging?
By gamifying real-world tasks to harness gamers' problem-solving potential.