How many hours per day (or per week) do you spend playing computer games?

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1 More and more people are being drawn to the power of, finding themselves engaged by them for longer and longer periods of time, for greater and greater stretches of their lives. How many hours per day (or per week) do you spend playing computer games? 1

2 A typical gamer plays for just an. More than 6 million people in China spend at least gaming, which is the equivalent of a part-time job! More than 5 million extreme gamers in the United States play on average. The planet is now spending more than gaming. 2

3 Across 8 major European nations surveyed, have played video games in the last 6 months, a total of 79.2 million gamers. This percentage varies from in to in and ( in the, according to new report). Using these data, we estimate there are adult Video Gamers across all covered by the Gamer Survey. of and of are Gamers. of games. play video 3

4 A massive virtual silo of cognitive, emotional, and collective real world. is being lavished on game worlds instead of on the To a nongamer, this assertion might seem surreal, or like science fiction. Nongamers still make up nearly half of the U.S. population their numbers are rapidly decreasing. 4

5 Gap between gamers and nongamers is growing smaller all the time: 97% of play computer and video games 69% of all heads of play computer and video games 40% of all gamers are one out of four gamers is over the the average game player is and has been playing for twelve years 61% of surveyed,, and other say they take daily game breaks at work most gamers expect to continue playing games for the rest of their lives. 5

6 Many often think of immersive gameplay as retreat from reality., a kind of passive Are huge swaths of civilization really disappearing into? Are we rushing headlong into a future where the majority of us use games to many of our most important? 6

7 The very first written history of human gameplay, (the ancient Greek account of the Persian Wars, dating back more than 3000 years) describes a nearly identical scenario in the opening book: The plan adopted against the famine was to engage in games one day so entirely as not to feel any craving for food and the next day to eat and abstain from games they invented the dice, knuckle-bones, the ball, and all the games which are common. Herodotus story of an eighteen-year famine survived through gameplay may be true or (as some modern historians believe) apocryphal. 7

8 At the (IFTF), a nonprofit think tank in Palo Alto, California, and the world s oldest future-forecasting organization, they say: To understand the future, you have to look back at least twice as far as you re looking ahead. (International Institute for Applied Systems Analysis, an international research organization located in Laxenburg, near Vienna, in Austria) engages in predictions too. 8

9 A substantial portion of our population devotes its greatest efforts to playing games, creating its best in game environments. In today s society, computer and video games are fulfilling that the real world is (currently) unable to satisfy. Games are, and us in ways that reality cannot (e.g. Vespers text adventure). Games could be a thoughtful, purposeful and active escape, indicating a hunger for more and better engagement from the world around us: more satisfying stronger sense of more engaging and meaningful. 9

10 Some U.S. politicians have already proposed to games heavily, so that gaming becomes an unaffordable lifestyle (Texas Politician Proposes 100 Percent Game Tax, GameSpot, January 25, 2006). 10

11 Games could change the way we think and act in everyday life. Think about solving game theorists: like computer and video figure out exactly what makes a good game work. Then, use everything we know about game design to fix what s wrong with reality. 11

12 Bring together different findings from (ToP). 12

13 Leverage the power of games to reinvent everything government health care traditional media marketing entrepreneurship world peace. 13

14 Large companies and organizations that have adopted game design as an strategy: World Bank American Heart Association National Academy of Sciences U.S. Department of Defense McDonald s Intel Corporation for Public Broadcasting (CBC) International Olympic Committee. 14

15 Reality is broken, and we may need to start making games to fix it. Types of games that have appeared: games for and games games games games. Perhaps, future may be used to reorganize society in better ways. Perhaps a game developer will win a in the next twenty-five years. 15

16 Herodotus saw games as a surprising, inventive, and effective way to intervene in a social. Games could tap into our strongest (survival). Rob Fahey, games journalist, 2008: It s inevitable: soon we will all be. Antoine de Saint Exupéry: As for the future, your task is not to it, but to it. 16

17 Some nongamers have no interest in understanding why this is happening or figuring out what we could do with it, already certain they know exactly what games are good for: time tuning out on real life. People who continue to write off games will be at a major disadvantage in the coming years, as they will not know how to leverage the power of games in their. 17

18 If you are a gamer, it s time to get over any regret you might feel about spending so much time playing games. Games can teach you about your true self: what your core are what really you what make you. Games are the most important of the twenty-first century. We can enormously from learning exactly how good games work. 18

19 Take everything game developers have learned about optimizing human experience and organizing collaborative communities and apply it to real life: games that reduce our stress at and dramatically increase our satisfaction games that fix our systems games that treat,,, and games that help the feel engaged and socially connected games that raise rates of games that tackle global-scale problems like and. 19

20 Overcome the lingering against games, so that nearly is not cut off from the power of games. Build and. Game, game, and game can work with,, and. 20

21 McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Random House, Kindle Edition. 21

22 22

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