Game designer, Jane McGonical explains how World of Warcarft principles can be applied to create games that improve reality.

Here is an abstract of the talk given by Jane Mc Gonigal, great and dynamic talk : Face of someone on the verge of an epic win This is the face of someone about the make an epic win in World of Warcarft.

10 000 hours online As Malcolm Gladwel demonstrates it in its lastest book Outliers: The Story of Success, if you spend 10000 hours doing something you develop super capacities.

What are they getting really good at?

Blissful productivity, social trust, urgent optimism and epic meaning Online they learn that:

  • they are happier by working hard than just sitting around.
  • they trust that other people will want to play with them.
  • they know that the system will only challenge you to complete a mission that is just hard enough for their capacities, so they've grown optimimic that they will succeed it, if they try. So they instantly try.
  • there is a grand meaning to what they are doing.

I'm not good at life face She claims that some gamers have a 'I'm good in games face' but a "I'm not good at life face". In life, do you get challenges that are perfectly measured to your skills? In life, do you get constant positive feedbacks?

exodus-to-online-games.jpg Even a "rational" economist says that we are witnessing an exode to online games. Online games, the promised land, of acheivable challenges, crowds willing to help and move toward the same goal, constant appreciation of what you're worth in the game and an opportunity to save the world, even if its a virtual one.

Rich of those observations, Jane McGonigal with a team at the Institute For The Future has conducted several experiments, designing online games that would save the real world: