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1 Gaming the Future of Museums JANE M C GONIGAL, PhD INSTITUTE FOR THE FUTURE December 2, 2008/2019/2034

Gaming the Future of Museums - a lecture by Jane McGonigal

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How can museums harness the rising power of games to make people happy and help them change the real world?

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Gaming the Future of Museums

JANE MCGONIGAL, PhD INSTITUTE FOR THE FUTURE

December 2, 2008/2019/2034

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The Museum of Impossible Things (November 2019)

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Gaming the Future of Museums

JANE MCGONIGAL, PhD INSTITUTE FOR THE FUTURE

[email protected]

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Game Designer Nominated for

a Nobel Prize by 2034

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Game PLAYERS Nominated for

a Nobel Prize by 2034

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Why do I think games will be one

of the most important

materials of the future?

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•69% of all US households play computer and video games

•91% of youth under 18 play

•70% of large U.S. companies and non-profits currently train their employees with games and simulations; 95% expect to over the next five years.

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• 40% of gamers are women

• The average US gamer is 35 years old

• One in four gamers is over age 50

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There’s also a new generation of “hard-core” gamers generating unprecedented “participation bandwidth”:

Hundreds of millions of people worldwide spending 20+ hours a week playing games.

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WHY? and more importantly: how can museums harness the rising power of games for good?

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1) Games make us happy

2) Games help us do more amazing, world-changing things than we think we can do in reality

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1) Why happiness is an important development goal for the next 10-15 years

2) Why we need ordinary people to feel like superheroes.

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The Quality of Life Index

The Happy Planet Index

“Gross National Happiness”

Subjective Life Satisfaction

The Canadian Index of Well-Being

World’s Most Livable Cities

The Vanderford Riley Well Being Schedule

The Authentic Happiness Inventory

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What humans crave:1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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What museums give us:

1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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Why does it matter that museums can do a better job of creating real happiness for their visitors?

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BOTTOM 10

• Ireland: 39.4• France: 36.4•USA: 28.8• Russia: 22.8• Estonia: 22.7• Ukraine: 22.2•Dem. Rep. Congo: 20.7• Burundi: 19.0• Swaziland: 18.4• Zimbabwe: 16.6

TOP 10

• Vanuatu: 68.2• Colombia: 67.2• Costa Rica: 66.0•Dominica: 64.5• Panama: 63.5• Cuba: 61.9•Honduras: 61.8•Guatemala: 61.7• El Salvador: 61.7• St Lucia: 61.3

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a future forecast (2019):

the rise of

a sustainable happiness movement

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Sustainable quality of life becomes the primary metric for evaluating ALL brands, services, environments, and experiences.

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Positive psychology is increasingly a principal, explicit influence on experience design and interactive development.

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Vital communities form around different visions of a real life worth living.

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We invest in public and private institutions according to how great an increase in real happiness, or well-being they generate –

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– because happiness is the new capital..

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So:

Will museums be in the happiness business?

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"Happiness consists in activity. It is a running stream, not a stagnant pool.”

- John Mason Good

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What the museum community needs:

happiness engineers.

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SATISFYING OUR DESIRE FOR ENGAGEMENT. *

100 million mental hours WIKIPEDIA

• 5 days of World of Warcraft

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Games work better.1) Better instructions2) Better feedback3) Better community4) Better emotions

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What humans crave:1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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Multiplayer games are the

ULTIMATE happiness engines.

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Compared to games…

Reality is broken.

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official partner

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Museums work better?

1) Better instructions2) Better feedback3) Better community4) Better emotions

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In 2008, happiness is games.

In the future, happiness will be

passionate, successful participation in really big systems we care

about.

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World Without Oil

*

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mobbability

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cooperation radar

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ping quotient

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influency

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multi-capitalism

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protovation

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open authorship

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signal/noise filter

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longbroading

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emergensight

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Collaboration superpowers mobbability

influency

ping quotient

multi-capitalism

cooperation radar

open authorship

emergensight

longbroading

protovation

signal/noise management

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a future forecast (2024):

museum-organized

games help invent the future & change the

world

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Q: By 2019, will museums be on the leading-edge of happiness engineering?

A: Yes… if they turn visitors into players, and crowds into super-collaborative

communities..

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What do gamers think about the

future of museums?

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Engagement harnessed in 6 weeks:

a community of >7000 forecasters >1000 stories about the future >500 active strategy forums >500 collaborative superstructures

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The Museum of Impossible Things (November 2019)

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So what’s important?

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We need a new kind of institution: one that seeks to create sustainable, world-changing happiness as its primary mission.

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Museums should give us:

1. satisfying work to do

2. the experience of being good at something

3. time spent with people we like

4. the chance to be a part of something bigger

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Museums should teach us: mobbability

influency

ping quotient

multi-capitalism

cooperation radar

open authorship

emergensight

longbroading

protovation

signal/noise management

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Museums can invent a better future – by making us happier and helping us collaborate to save the real world.

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GAME TIME!

Let’s invent the future together

right now.

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1) Imagine: What brand new museum or program would will the world need in 2019?

2) Share: Declare YOURSELF director of this strange new museum in 2019.

GAME MISSION: INVENT THE FUTURE OF MUSEUMS IN

2019

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GAME MISSION on TWITTER: INVENT THE FUTURE OF MUSEUMS

IN #2019

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Gaming the Future of Museums

JANE MCGONIGAL, PhD INSTITUTE FOR THE FUTURE

[email protected]