I
DON’T BUY IT!
An
academic Response to the TED talk by Jane McGonigal, “Gaming can make a better world”
Janine
Olah
In
the TED talk video by Jane McGonigal entitled “Gaming Can Make a Better World”
in our class on October 23rd , Jane McGonigal presents herself as a
game designer who wants to make it as easy to save the world in real life as it
is to save the world in games. She feels that in order to do this people need
to be convinced to play bigger and better games. McGonigal
points out that we spend about 3 billion hours per week playing online games. She calculates that we actually need to play over 21
billion hours per week to solve problems like hunger, global conflict, poverty,
climate change, obesity, and the like. My first thoughts on this were: I don’t buy it! I
do think we need to spend more time solving those problems, but I do not see
how gaming can do it. I do agree that
gaming can help people learn some of the skills to solve problem and can help
with collaboration, concentration and optimism, but I don’t think games
themselves are the answer to the big picture problems.
McGonigal’s
point is that the intense concentration and optimism of a gamer on the verge of
an epic win is what is needed in order for us to have the kind of deep focus
that we need to solve big world problems.
An “epic win” is a win that is almost beyond what you think is capable. So she feels that if we seek out to have epic
wins against some of humanity's problems, we can relate our gaming skills to
real world problem-solving skills. With this point I agree, but I don't think increasing hours online is the way to do it.
The
problem is, McGonigal points out, that a lot of gamers feel they are not as good
in reality as they are in a game world. They are not as inspired to
cooperate, not as motivated to do something that matters. IN GAME WORLD, they
become the best version of themselves, get up after failure, stick with a
problem as long as it takes, but in real life they feel overwhelmed,
frustrated, cynical and even depressed. Still, McGonigal believes that if we can translate some of the skills gamers have into
skills to use in the real world, we can solve big problems. The main skills she claims gamers have are
these 4 “superpowers of gaming virtuosos:
1. 1. Urgent optimism – Gaming
fosters extreme self motivation and hope
of success
2. 2. Social Fabric – Gaming
builds up bonds, trust and collaboration with others
3. 3. Blissful Productivity-People
are happier working hard and gaming gives them hard work to perform
4. 4. Epic meaning- Gamers love
to be attached to awe expiring missions
Towards the
end of her talk, Jane McGonigal talks about up some of the games that have been
created in order to help solve real world problems. “World Without Oil” is a game where people
try to survive an oils shortage; “Superstruct”, is a game with a premise that
we only have 23 years left on the planet and teams were formed to invent the
future of energy, food, health, etc; and “Evoke”, a game where social
innovation skills were learned. Here’s
where I really don’t buy her premise. Yes, during those sample games, people
were motivated to come up with ideas and solutions to problems, but I think
that the majority of people when given the choice to play a socially-conscious
game, or a fantasy game, would certainly choose the fantasy game. They are just
more fun! Even McGonigal admits that we
use games to escape reality. So if
reality truly is broken, what would it take for people to want to stay rooted
in reality, rather than fantasy?
I disagree
with McGonigal’s notion that we need to spend 21 billion hours per week playing
games. I enjoy playing games and I think
that there is a place for gaming in solving world problems. I do think that skills that are learned in
the games can be translated to the real world, but I don’t think the GAME
ITSELF is the method to save the world’s problems. In order to solve the real
problems, gamers actually need to budget their time in these fantasy worlds and
take what they’ve learned within them into real life. Instead of increasing the
time we spend playing games, we should increase the amount of time we do real-world
epic winning in such spaces such as education and volunteerism. Only then can the time we spend in-game
translate to epic-wins outside game spaces.
No comments:
Post a Comment