Experimental Gameplay: Toward a Massively Popular Scientific Practice. Jane McGonigal, PhD

Similar documents
This one-semester elective course is intended as a practical, hands-on guide to help you understand the process of game development.

INVENT, INNOVATE AND IMPACT THE FUTURE CAREERS AT SRI: CENTER FOR VISION TECHNOLOGIES

Libraries and IT: Services Supporting Research at NC State Jill Sexton Interim Associate Director for the Digital Library NCSU Libraries April 25,

From game design elements to Gamefulness. Defining Gamification

Invent the Future. Keith Krueger. CEO, CoSN

Digital Literacy Training Program for Canadian Educators MediaSmarts

The Next Era of Global Technological Development

Coming Out. Making the Virtual Library Visible in Today s World. Dr Grace Saw and Janine Schmidt

WHY ACCOUNTANCY & SOCIAL DESIGN

About Creative Assembly

Wellington City Libraries and Community Spaces. Connecting our Communities

How to Get Started Making Money Online

Engaged and responsible universities shaping Europe

BI TRENDS FOR Data De-silofication: The Secret to Success in the Analytics Economy

The Four Spaces - A new model for the public library

Individual Test Item Specifications

All Gameplay Is Performance

OPEN YOUR MIND TO A WORLD OF GAME PROGRAMMING

Chapter 1. Mass Communication: A Critical Approach

INTEL INNOVATION GENERATION

HOW AUGMENTED REALITY CAN TRANSFORM THE GAMBLING INDUSTRY. ENTERTAIN YOUR PLAYERS THRILL THEM KEEP THEM

Clinical Open Innovation

MIPCOM 2017 Market Snapshot: North America. Top SVOD titles and genre trends: Demand share and YoY growth

INTRODUCTION. Overview.

21 st Century Skills for the Arts

BOX, Floor 5, Tower 3, Clements Inn, London WC2A 2AZ, United Kingdom

CS798 Games for Health, Fall 2015 Session 1: What are Serious Games? From Jane McGonigal, Reality is Broken

Southpointe Academy PYP Programme of Inquiry

Strategic Plan Approved by Council 7 June 2010

CS499R/PSYCH482/CS798 Games for Health Winter 2016 Session 1: What are Serious Games? From Jane McGonigal, Reality is Broken

Buffalo & Erie County Public Library Strategic Plan

Adopting Standards For a Changing Health Environment

INVESTIGATION ON BEST PRACTICES IN INNOVATION AND RESEARCHES ON EXTRACURRICULAR MEDIA COMPETENCES

Revised East Carolina University General Education Program

TECHNOLOGY, ARTS AND MEDIA (TAM) CERTIFICATE PROPOSAL. November 6, 1999

Managing the Team and the Process A Different Game

Immersive Technologies, Smart Growth and Innovation The Prosumer Challenge

Scholastic Education Special EOD Offer for Alberta Educators

Digital Education Action Plan: priorities, actions and timeframe

Visual Art Standards Grades P-12 VISUAL ART

March, Global Video Games Industry Strategies, Trends & Opportunities. digital.vector. Animation, VFX & Games Market Research

THE DIGITAL MUSEUM AS PLATFORM

CHILDREN S GLOBAL MEDIA 5-7 DECEMBER MANCHESTER, UK GENERATION U. The future of media for an Unlimited Generation CGMS17.COM

KÜNSTLICHE INTELLIGENZ JOBKILLER VON MORGEN?

MEDIA AND INFORMATION

Apple ARKit Overview. 1. Purpose. 2. Apple ARKit. 2.1 Overview. 2.2 Functions

Future Trends in Digital Communication

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

word search books for pdf WORD Browse online for Christian books, Bibles, music English grammar pdf and word doc - EasyPaceLearning

ADVANCED PHOTOGRAPHY

Learning technology trends and implications

The ICT Story. Page 3 of 12

GLITCHCON GAMECRAFT WELCOME GEEK. 600 Attendees. 200 Attendees. 200 Attendees

Hands on tech. Hearts on change. Minds on justice. DIVISION OF SOCIAL SCIENCES. THE EVERETT PROGRAM for Technology and Social Change

AI and machine learning get us one step closer to relevance at scale

Tapping Your Inner Futurist Delivering 21 st Century Public Library Services. Designed by: Garry Golden PDF: garrygolden.

Developing video games with cultural value at National Library of Lithuania

EUROPEAN APPROACH TO MEDIA LITERACY

THE FUTURE OF STORYTELLINGº

Start your adventure here.

The Seven Megatrends of Cambric

The #DigiInventorsChallenge mission

STRATEGIC FRAMEWORK Updated August 2017

Strategic Plan

The Bristol Approach: artist brief

DESMA 9: Art, Science and Technology. Virtual Education. Dalton Abbott Section 1C Undeclared

Visualization and Simulation for Research and Collaboration. An AVI-SPL Tech Paper. (+01)

response Ukie response to Arts Council England Sector Dialogue on Funding 2018 and Beyond Consultation

Enduring Understandings 1. Design is not Art. They have many things in common but also differ in many ways.

Why is an innovation mentality essential for success in Createch companies?

STRATEGIC PLAN

Stowe Elementary Programme of Inquiry

Artist Career Challenges & Goals From a AAA team to a Start-Up

Advances and Perspectives in Health Information Standards

Global Virtual Reality Market: Industry Analysis & Outlook ( )

UNIT 2 TOPICS IN COMPUTER SCIENCE. Emerging Technologies and Society

Digitalisation as day-to-day-business

FOODS AND EXPERIMENTAL PERSPECTIVES PDF

Our brand is the total Colorado State University experience. Who we are, what we do, why we do it, how we do it, and who we do it for.

2017/18 KEYNOTE OVERVIEW DIGITAL EVANGELIST PATTERN HUNTER TREND SPOTTER MEDIA COMMENTATOR STORY TELLER

Unleash your inner artist Create a better business!

Establishing a Culture of Technology Creativity & Innovation. Kevin Iwersen Chief Information Officer Idaho Judicial Branch

Kansas Curricular Standards for Dance and Creative Movement

Connections London 2017: Storytelling Is the Real Game- Changing Technology

00:00:00. #FutureNow

ANNEXES. to the. Proposal for a REGULATION OF THE EUROPEAN PARLIAMENT AND OF THE COUNCIL

FRESH STORIES AND ANGLES YOU WON T FIND ANYWHERE ELSE. Our Mission

Media Literacy Expert Group Draft 2006

Design Futures Rachel Cooper

SOCIAL DECODING OF SOCIAL MEDIA: AN INTERVIEW WITH ANABEL QUAN-HAASE

Creative Review: Inland Studio

Developing Research Platforms New Roles for New Libraries

The Public Library in the 21st Century. Zürich May 2016 Dr. Henrik Jochumsen Royal School of Library and Information science University of Copenhagen

Dr. Charles Watt. Educational Advancement & Innovation

Visual Trends Edition

What is Digital Literacy and Why is it Important?

3 Trends on YouTube That Prove Gaming Culture Isn t So Niche

at the Lawrence Hall of Science!

MEDIA KIT GOOD Worldwide This is V confidental ; ) 01.

FRESH STORIES AND ANGLES YOU WON T FIND ANYWHERE ELSE. Our Mission

Transcription:

Experimental Gameplay: Toward a Massively Popular Scientific Practice www.

Experimental Gameplay in the 21 st Century Collaborative gameplay that: cultivates traditional scientific habits of mind teaches a digital network literacy crucial to 21 st century science research may one day engages massively-multiple citizens in real scientific practice

Experimental Gameplay in the 21 st Century the new collective intelligence popular science practice alternate reality gaming

The New Collective Intelligence

The New Collective Intelligence Massively scaled participation New modes of cultural and knowledge production bionic software (supercomputing with and for humans) Cogito ego sum Cogitamus

The New Collective Intelligence For example: Wikipedia Yahoo! Answers Amazon s Mechanical Turk program Second Life MapHub Outside.in Google Earth hacks

A More Popular Science Practice Results from the Delta Scan (Institute for the Future & UK s Office of Science & Innovation): Increasing platforms for amateur data analysis New systems for amateur data collection Opportunities to contribute to science are diversifying The base of the scientific pyramid is expanding!

A More Popular Science Practice For example: SETI@home Folding@home CPUShare Flash Mob Supercomputing Project World Water Monitoring Day Citizen Science, Canada Citizen Science at the Royal Society Live Lab

A More Public Science Practice Results from the Delta Scan (Institute for the Future & UK s Office of Science & Innovation): Open sourcing science: free and open access to scientific publications A creative commons for science: increased reading across disciplines will lead to new ideas for experiments, research mash-ups, and the interdisciplinary mixing of science

A More Public Science Practice For example: Science Commons (a division of Creative Commons) Public Library of Science (PLoS) WHO Health Internetwork Access to Research Initiative Google Scholar Global Information Commons for Science Initiative BioMed Central, UK and NIH s PubMed Central, US citeulike

Massively Multi-Citizen Science Benefits: Increased public support for science Better everyday understanding of scientific discoveries and trends Exponentially greater scope for data collection, and analytical processing power Rapid cycles of interdisciplinary breakthroughs Greater youth enthusiasm for careers in science

Alternate Reality Gaming "...an obsession-inspiring genre that blends real-life treasure hunting, interactive storytelling, video games and online community...

For example: Alternate Reality Gaming The Beast (Microsoft, 2001) Metacortechs (grassroots, 2003) I Love Bees (42 Entertainment, 2004) Art of the Heist (GMD Studios, 2005) Lonelygirl 15 (Beckett, Flinders, Goodfried, 2006)

Alternate Reality Gaming a collective intelligence that is unparalleled in entertainment history.

Alternate Reality Gaming We would tell a story that was not bound by communication platform: it would come at you over the web, by email, via fax and phone and billboard and TV and newspaper, SMS and skywriting and smoke signals too if we could figure out how. Sean Stewart, co-inventor of the alternate reality gaming genre

Alternate Reality Gaming The story would be fundamentally interactive, made of little bits that players, like detectives or archaeologists, would discover and fit together. We would use political pamphlets, business brochures, answering phone messages, surveillance camera video, stolen diary pages...

Alternate Reality Gaming...in short, instead of telling a story, we would present the evidence of that story, and let the players tell it to themselves.

Alternate Reality Gaming We would create puzzles and challenges that no single person could solve on their own. Elan Lee, co-inventor of the alternate reality gaming genre

Alternate Reality Gaming and we found to our delight it was working. The audience was forming teams, sharing ideas, writing applications, posting theories, arranging group meetings, programming distributed-client password crackers, creating art."

Core traits Alternate Reality Gaming Not virtual reality real virtuality Massively distributed Collaborative meaning-making Puzzles, problems, and missions designed to engage diverse skills, interests, and knowledge bases in a massively social knowledge construction

Alternate Reality Gaming By the way, I do NOT assert that [alternate reality gaming] is the first, or greatest, example of massively multi-player collaborative investigation and problem solving. Science, as a social activity promoted by the Royal Society of Newton's day and persisting to this moment, has a long head start

Alternate Reality Gaming We just accidentally reinvented Science as pop culture entertainment. Sean Stewart, co-inventor of the alternate reality gaming genre

Case Study: I Love Bees a 20-week game played in summer/fall 2004 Created by 42 Entertainment for Microsoft Game Studios I was the lead designer in charge of community a playing public of over 1 million 600,000 semi-active players a core research group of 4500 players

How Science Works Wellington Grey www.wellingtongrey.net

Massively Participatory Puzzle Design massively distributed content complexity of real-world data meaningful ambiguity wicked problems, defined collectively through play real-time responsiveness puppet masters redefine successful contribution

Experimental Gameplay in the 21 st C. Collaborative gameplay that: cultivates traditional scientific habits of mind: AAAS Benchmarks for Scientific Literacy (1993) Online Play Steinkuehler & Chmiel (2006) teaches a digital network literacy crucial to 21 st century science research: MacArthur Foundation Spotlight on Digital Media & Learning http://spotlight.macfound.org/ Jenkins, Salen, boyd, Ito, McGonigal, e.g.

Experimental Gameplay in the 21 st Century Collaborative gameplay that: may one day engages massively-multiple citizens in real scientific practice? Goal: By 2032, a game designer or developer has been nominated for a Nobel Peace Prize.

Experimental Gameplay in the 21 st Century the new collective intelligence the tool kit popular science practice the culture alternate reality gaming the participation framework

as these three trends converge the new collective intelligence Massively multicitizen science popular science practice alternate reality gaming

Play with me jane@avantgame.com the new collective intelligence Massively multicitizen science popular science practice alternate reality gaming