I'm a brain scientist, and as a brain scientist, I'm actually interested in how the brain learns, and I'm especially interested in a possibility of making our brains smarter, better and faster.
Ja sam neurolog, a kao neurolog, interesuje me kako zapravo mozak uči, a posebno me interesuje mogućnost da mozak učinimo pametnijim, boljim i bržim.
This is in this context I'm going to tell you about video games. When we say video games, most of you think about children. It's true. Ninety percent of children do play video games. But let's be frank. When the kids are in bed, who is in front of the PlayStation? Most of you. The average age of a gamer is 33 years old, not eight years old, and in fact, if we look at the projected demographics of video game play, the video game players of tomorrow are older adults. (Laughter)
U tom smislu, govoriću vam o video igrama. Kada kažem video igre, mnogi od vas pomisle na decu. Tačno je. Devedeset posto dece igra video igre. Ali budimo iskreni. Kada su deca u krevetu, ko je ispred PlayStationa? Mnogi od vas. Prosečna starost gejmera je 33 godine, ne osam godina, u stvari, ako pogledamo demografski prikaz gejmera za budućnost, gejmeri sutrašnjice su stariji odrasli. (Smeh)
So video [gaming] is pervasive throughout our society. It is clearly here to stay. It has an amazing impact on our everyday life. Consider these statistics released by Activision. After one month of release of the game "Call Of Duty: Black Ops," it had been played for 68,000 years worldwide, right? Would any of you complain if this was the case about doing linear algebra?
Video igre prožimaju naše društvo. One ne idu nikuda. Imaju neverovatan uticaj na naš svakodnevni život. Pogledajte ove statističke podatke koje je objavio Activision. Mesec dana od kada je izašla igra "Call Of Duty: Black Ops", igrali su je ukupno 68 000 godina širom sveta, zar ne? Da li bi se neko od vas žalio da na isti način vežbamo matematičke zadatke?
So what we are asking in the lab is, how can we leverage that power? Now I want to step back a bit. I know most of you have had the experience of coming back home and finding your kids playing these kinds of games. (Shooting noises) The name of the game is to get after your enemy zombie bad guys before they get to you, right? And I'm almost sure most of you have thought, "Oh, come on, can't you do something more intelligent than shooting at zombies?" I'd like you to put this kind of knee-jerk reaction in the context of what you would have thought if you had found your girl playing sudoku or your boy reading Shakespeare. Right? Most parents would find that great. Well, I'm not going to tell you that playing video games days in and days out is actually good for your health. It's not, and binging is never good. But I'm going to argue that in reasonable doses, actually the very game I showed you at the beginning, those action-packed shooter games have quite powerful effects and positive effects on many different aspects of our behavior.
Pitanje koje postavljamo u laboratoriji je: kako da iskoristimo tu moć? Želim da se vratim nazad na trenutak. Znam da su mnogi od vas doživeli da dođu kući i nađu svoju decu kako igraju ovakve igre. (Pucnjava) Suština igre je da stignete svoje neprijatelje, zombije pre nego što oni stignu vas, zar ne? Gotovo sam sigurna da je većina vas pomislila: ‚‚Ma hajde, možeš valjda da radiš nešto pametnije od pucanja u zombije?" Volela bih da stavite ovu impulsivnu reakciju u kontekst u kome ste našli svoju devojčicu kako popunjava sudoku ili svog dečaka kako čita Šekspira. Većini roditelja bi ovo bilo fantastično. Pa, neću vam reći da je igranje video igara po ceo dan zapravo dobro za vaše zdravlje. I nije, a zavisnost nikada nije dobra. Ali tvrdim da u razumnoj meri, baš ona igra koju sam vam pokazala na početku i sve te pucačke igre pune akcije imaju prilično jak i pozitivan uticaj na mnoge aspekte našeg ponašanja.
There's not one week that goes without some major headlines in the media about whether video games are good or bad for you, right? You're all bombarded with that. I'd like to put this kind of Friday night bar discussion aside and get you to actually step into the lab. What we do in the lab is actually measure directly, in a quantitative fashion, what is the impact of video games on the brain. And so I'm going to take a few examples from our work.
Ne prođe ni jedna nedelja bez nekog velikog naslova u novinama o tome da li su video igre dobre ili loše po vas, zar ne? Bombarduju vas tim informacijama. Volela bih da ostavimo po strani raspravu u baru u petak uveče i da vas stvarno uvedem u laboratoriju. Ono što mi radimo u laboratoriji jeste da direktno merimo, kvantitativnim metodama, uticaj video igara na mozak. Zbog toga ću uzeti par primera iz našeg rada.
One first saying that I'm sure you all have heard is the fact that too much screen time makes your eyesight worse. That's a statement about vision. There may be vision scientists among you. We actually know how to test that statement. We can step into the lab and measure how good your vision is. Well, guess what? People that don't play a lot of action games, that don't actually spend a lot of time in front of screens, have normal, or what we call corrective-to-normal vision. That's okay. The issue is what happens with these guys that actually indulge into playing video games like five hours per week, 10 hours per week, 15 hours per week. By that statement, their vision should be really bad, right? Guess what? Their vision is really, really good. It's better than those that don't play. And it's better in two different ways. The first way is that they're actually able to resolve small detail in the context of clutter, and though that means being able to read the fine print on a prescription rather than using magnifier glasses, you can actually do it with just your eyesight. The other way that they are better is actually being able to resolve different levels of gray. Imagine you're driving in a fog. That makes a difference between seeing the car in front of you and avoiding the accident, or getting into an accident. So we're actually leveraging that work to develop games for patients with low vision, and to have an impact on retraining their brain to see better. Clearly, when it comes to action video games, screen time doesn't make your eyesight worse.
Prva zabluda za koju sam sigurna da ste čuli jeste da previše gledanja u monitor kvari vaš vid. To je tvrdnja o vidu. Možda ima oftalmologa među vama. Mi u stvari znamo kako da testiramo tu tvrdnju. Možemo da uđemo u laboratoriju i da izmerimo koliko dobro vidite. Možete li da pogodite? Ljudi koji ne igraju puno akcionih igara, koji ne provode puno vremena ispred monitora, imaju normalan ili kako ga mi zovemo korektivan do normalan vid. To je uredu. Problem je ono što se u stvari događa onima koji se prepuštaju video igrama otprilike pet sati nedeljno, 10 sati nedeljno,15 sati nedeljno. Po tome, njihov vid bi trebalo da je veoma loš, zar ne? Pogodite šta? Njihov vid je veoma, veoma dobar. Bolji nego kod onih koji ne igraju. I bolji je na dva različita načina. Prvo, oni mogu da prepoznaju sitne detatalje u velikoj gužvi, a to znači da mogu da pročitaju sitna slova na lekovima i da pritom ne koriste lupu, jednostavno možete da ih vidite golim okom. Druga stvar u kojoj su bolji jeste što mogu da razlikuju više nivoa sive boje. Zamislite da vozite po magli. Od toga zavisi da li ćete videti auto ispred sebe ili ne i da li ćete izbeći nesreću, ili ćete imati nesreću. Mi u stvari koristimo ova saznanja da bismo razvili igre za pacijente sa slabim vidom, i da bismo uticali na njihov mozak da bolje vidi. Bez sumnje, kada su akcione video igre u pitanju gledanje u monitor vam ne pogoršava vid.
Another saying that I'm sure you have all heard around: Video games lead to attention problems and greater distractability. Okay, we know how to measure attention in the lab. I'm actually going to give you an example of how we do so. I'm going to ask you to participate, so you're going to have to actually play the game with me. I'm going to show you colored words. I want you to shout out the color of the ink. Right? So this is the first example. ["Chair"] Orange, good. ["Table"] Green. ["Board"] Audience: Red.Daphne Bavelier: Red. ["Horse"] DB: Yellow. Audience: Yellow. ["Yellow"] DB: Red. Audience: Yellow. ["Blue"] DB: Yellow. Okay, you get my point, right? (Laughter) You're getting better, but it's hard. Why is it hard? Because I introduced a conflict between the word itself and its color. How good your attention is determines actually how fast you resolve that conflict, so the young guys here at the top of their game probably, like, did a little better than some of us that are older. What we can show is that when you do this kind of task with people that play a lot of action games, they actually resolve the conflict faster. So clearly playing those action games doesn't lead to attention problems.
Još jedna zabluda za koju sam sigurna da ste čuli: video igre izazivaju probleme sa pažnjom i povećanu rastrojenost. Dobro, znamo kako da merimo pažnju u laboratoriji. Pokazaću vam jedan primer kako to radimo. Zamoliću vas da učestvujete, morate zaista da igrate igru sa mnom. Pokazaću vam obojene reči. Hoću da glasno kažete boju slova. U redu? Evo prvog primera. ["Stolica"] Narandžasto, dobro. [‚‚Sto"] Zeleno. [‚‚Tabla"] Publika: Crveno. DB: Crveno. [‚‚Konj"] DB: Žuto. Publika: Žuto. [‚‚Žuto"] DB: Crveno. Publika: Žuto. [‚‚Plavo"] DB: Žuto. U redu, vidite u čemu je stvar, zar ne? (Smeh) Popravljate se, ali je teško. Zašto je teško? Zato što sam upotrebila nesaglasnost između same reči i njene boje. Koliko dobru pažnju imate odrediće koliko brzo ćete prevazići nesaglasnost, mladi ljudi ovde na svom vrhuncu, su verovatno bili malo bolji od nas starijih. Možemo da pokažemo da, kada radite ovakav zadatak sa ljudima koji igraju puno akcionih igara, oni u stvari brže prevazilaze ovu nesaglasnost. Očigledno, igranje tih akcionih igara ne izaziva probleme sa pažnjom.
Actually, those action video game players have many other advantages in terms of attention, and one aspect of attention which is also improved for the better is our ability to track objects around in the world. This is something we use all the time. When you're driving, you're tracking, keeping track of the cars around you. You're also keeping track of the pedestrian, the running dog, and that's how you can actually be safe driving, right?
Zapravo, ljudi koji igraju akcione video igre imaju mnoge drguge prednosti kada je pažnja u pitanju, a jedan vid pažnje koji se takođe poboljšava je sposobnost praćenja objekata u svetu. To je nešto čime se mi stalno koristimo. Dok vozite, vi pratite, vodite računa o vozilima oko vas. Takođe vodite računa o pešacima, psu koji trči, i na taj način, vi vozite bezbedno, zar ne?
In the lab, we get people to come to the lab, sit in front of a computer screen, and we give them little tasks that I'm going to get you to do again. You're going to see yellow happy faces and a few sad blue faces. These are children in the schoolyard in Geneva during a recess during the winter. Most kids are happy. It's actually recess. But a few kids are sad and blue because they've forgotten their coat. Everybody begins to move around, and your task is to keep track of who had a coat at the beginning and who didn't. So I'm just going to show you an example where there is only one sad kid. It's easy because you can actually track it with your eyes. You can track, you can track, and then when it stops, and there is a question mark, and I ask you, did this kid have a coat or not? Was it yellow initially or blue? I hear a few yellow. Good. So most of you have a brain. (Laughter) I'm now going to ask you to do the task, but now with a little more challenging task. There are going to be three of them that are blue. Don't move your eyes. Please don't move your eyes. Keep your eyes fixated and expand, pull your attention. That's the only way you can actually do it. If you move your eyes, you're doomed. Yellow or blue? Audience: Yellow.DB: Good. So your typical normal young adult can have a span of about three or four objects of attention. That's what we just did. Your action video game player has a span of about six to seven objects of attention, which is what is shown in this video here. That's for you guys, action video game players. A bit more challenging, right? (Laughter) Yellow or blue? Blue. We have some people that are serious out there. Yeah. (Laughter)
U laboratoriji, ljudi koji dođu u laboratoriju, sednu ispred kompjuterskog ekrana i mi im dajemo male zadatke, koje ću vam pokazati. Videćete žuta nasmejana lica i nekoliko plavih tužnih lica. Ovo su deca u školskom dvorištu u Ženevi za vreme odmora zimi. Većina dece je srećna. Odmor je. Ali neka deca su tužna i plava zato što su zaboravila svoje kapute. Svi počinju da se pomeraju, a vaš zadatak je da pratite ko je imao kaput na početku, a ko nije. Pokazaću vam jedan primer gde imamo samo jedno jedno tužno dete. Lako je jer možete jednostavno da ga pratite pogledom. Možete da pratite, pratite, a kada se zaustavi, pojavi se znak pitanja i pita vas, da li je ovo dete imalo kaput ili ne? Da li je na početku bilo žuto ili plavo? Čujem nekoliko žutih. Dobro. Dakle većina vas ima mozak. (Smeh) Sada ću vas zamoliti da uradite zadatak, ali sada će to biti malo zahtevnihi zadatak. Njih troje će biti obojeni u plavo. Ne pomerajte pogled. Molim vas ne pomerajte pogled. Neka vam pogled bude fiksiran i proširen, privucite svoju pažnju. To je jedini način da stvarno uradite ovo. Ako šetate pogledom, gotovi ste. Žuto ili plavo? Publika: Žuto. DB: Dobro. Naša tipična normalna mlada odrasla osoba može da fokusira pažnju na tri ili četiri objekta. To smo upravo uradili. Oni koji igraju akcione video igre mogu da prate šest do sedam objekata, što se i vidi u ovom videu ovde. Ovaj je za vas koji igrate akcione video igre. Malo veći izazov, zar ne? (Smeh) Žuto ili plavo? Plavo. Imamo neke ljude koji su ozbiljni tamo. To. (Smeh)
Good. So in the same way that we actually see the effects of video games on people's behavior, we can use brain imaging and look at the impact of video games on the brain, and we do find many changes, but the main changes are actually to the brain networks that control attention. So one part is the parietal cortex which is very well known to control the orientation of attention. The other one is the frontal lobe, which controls how we sustain attention, and another one is the anterior cingulate, which controls how we allocate and regulate attention and resolve conflict. Now, when we do brain imaging, we find that all three of these networks are actually much more efficient in people that play action games.
Dobro. Na isti način na koji vidimo efekat video igara na ponašanje, možemo da snimimo mozak i da vidimo uticaj video igara na njega, tada nailazimo na dosta promena, ali najveće promene su, zapravo, na moždanoj povezanosti koja kontroliše pažnju. Jedan deo je temeni režanj za koji je dobro poznato da kontroliše orijentaciju pažnje. Drugi je čeoni režanj, koji kontroliše kako održavamo pažnju, i još jedan je prednji cingulat, koji kontroliše kako usredseđujemo i regulišemo pažnju i rešavamo konflikte. Sada, kada snimimo mozak, vidimo da su sve tri od ovih mreža ustvari mnogo efikasnije kod ljudi koji igraju akcione igre.
This actually leads me to a rather counterintuitive finding in the literature about technology and the brain. You all know about multitasking. You all have been faulty of multitasking when you're driving and you pick up your cellphone. Bad idea. Very bad idea. Why? Because as your attention shifts to your cell phone, you are actually losing the capacity to react swiftly to the car braking in front of you, and so you're much more likely to get engaged into a car accident. Now, we can measure that kind of skills in the lab. We obviously don't ask people to drive around and see how many car accidents they have. That would be a little costly proposition. But we design tasks on the computer where we can measure, to millisecond accuracy, how good they are at switching from one task to another. When we do that, we actually find that people that play a lot of action games are really, really good. They switch really fast, very swiftly. They pay a very small cost.
Ovo me vodi do zaključka, u literaturi o tehnologiji i mozgu, koji se kosi sa intuicijom. Svi znate šta je "multitasking". Svi ste krivi za "multitasking" za vreme vožnje automobila kada uzmete mobilni telefon. Loša ideja. Jako loša ideja. Zašto? Zato što dok se vaša pažnja preusmerava na mobilni telefon, vi ustvari gubite mogućnost da reagujete brzo na automobil koji koči ispred vas i zato postoji mnogo veća šansa da ćete se naći u nesreći. Sada, možemo da merimo takve sposobnosti u laboratoriji. Očigledno ne teramo ljude da se voze okolo da bismo brojali koliko će nesreća imati. Cena toga bi bila previsoka. Ali pravimo zadatke na kompjuteru gde možemo da izmerimo, precizno u milisekundu, koliko brzo oni prelaze sa jednog zadatka na drugi. Na ovaj način, došli smo do zaključka da su ljudi koji igraju puno akcionih igara zaista, zaista dobri u ovome. Oni se prebacuju veoma brzo, veoma okretno.
Now I'd like you to remember that result, and put it in the context of another group of technology users, a group which is actually much revered by society, which are people that engage in multimedia-tasking. What is multimedia-tasking? It's the fact that most of us, most of our children, are engaged with listening to music at the same time as they're doing search on the web at the same time as they're chatting on Facebook with their friends. That's a multimedia-tasker. There was a first study done by colleagues at Stanford and that we replicated that showed that those people that identify as being high multimedia-taskers are absolutely abysmal at multitasking. When we measure them in the lab, they're really bad.
Sada bih volela da upamtite taj rezultat i stavite ga u kontekst druge grupe korisnika tehnologije, grupe koja je jako cenjena u društvu a to su ljudi koji koriste više medija istovremeno (multimedia-tasking). Šta je "multimedia-tasking"? Činjenica je da, većina nas većina naše dece, sluša muziku dok u isto vreme pretražuje internet i istovremeno četuje na Fejsbuku sa svojim prijateljima. To je "multimedia-tasker". Prvo istraživanje koje su izvršile kolege sa Stanforda, a koje smo mi ponovili, pokazalo je da su ljudi koji kažu da su "multimedijalni-taskeri" apsolutno užasni u "multitaskingu". Kada ih ispitamo u laboratoriji, pokazuju se veoma loše.
Right? So these kinds of results really makes two main points. The first one is that not all media are created equal. You can't compare the effect of multimedia-tasking and the effect of playing action games. They have totally different effects on different aspects of cognition, perception and attention. Even within video games, I'm telling you right now about these action-packed video games. Different video games have a different effect on your brains. So we actually need to step into the lab and really measure what is the effect of each video game.
Zar ne? Ovakvi rezultati nas dovode do dva glavna zaključka. Prvi je da nisu svi mediji jednaki. Ne možete da uporedite efekat "multimedijalnog-taskinga" i efekat igranja akcionih video igara. Oni imaju potpuno različit efekat na različite vidove saznanja percepcije i pažnje. Čak i u samim video igrama, sada govorim o ovim video igrama koje su pune akcije. Različite video igre različito utiču na vaš mozak. Zato moramo da uđemo u laboratoriju i stvarno izmerimo kakav je efekat svake video igre posebno.
The other lesson is that general wisdom carries no weight. I showed that to you already, like we looked at the fact that despite a lot of screen time, those action gamers have a lot of very good vision, etc. Here, what was really striking is that these undergraduates that actually report engaging in a lot of high multimedia-tasking are convinced they aced the test. So you show them their data, you show them they are bad and they're like, "Not possible." You know, they have this sort of gut feeling that, really, they are doing really, really good. That's another argument for why we need to step into the lab and really measure the impact of technology on the brain.
Druga lekcija je da obična mudrost ne znači mnogo. To sam vam već pokzala, videli smo činjenice da uprkos dosta vremena provedenog ispred monitora, gejmeri imaju jako dobar vid, itd. Ono što je stvarno iznenađijuće je da su studenti, koji kažu da se često bave "multimedija-taskingom", ubeđeni da su odlično prošli na testu. Pokažete im njihove podatke, pokažete im da su loši, a oni vam kažu: "Nema šanse." Znate, oni imaju neki osećaj da su stvarno vrlo, vrlo dobri u tome. To je još jedan razlog zbog koga moramo da uđemo u laboratoriju i stvarno izmerimo uticaj tehnologije na mozak.
Now in a sense, when we think about the effect of video games on the brain, it's very similar to the effect of wine on the health. There are some very poor uses of wine. There are some very poor uses of video games. But when consumed in reasonable doses, and at the right age, wine can be very good for health. There are actually specific molecules that have been identified in red wine as leading to greater life expectancy. So it's the same way, like those action video games have a number of ingredients that are actually really powerful for brain plasticity, learning, attention, vision, etc., and so we need and we're working on understanding what are those active ingredients so that we can really then leverage them to deliver better games, either for education or for rehabilitation of patients.
U nekom smislu, kada razmišljamo o uticaju video igara na mozak, on je vrlo sličan uticaju koji vino ima na zdravlje. Postoje neke jako loše primene vina. Postoje i neke jako loše primene video igara. Ali kada ga uzimamo u razumnim dozama, i sa dovoljno godina, vino može da bude jako povoljno za zdravlje. Zapravo postoje posebni molekuli koji su pronađeni u crnom vinu koji utiču na dužinu života. Na isti način, kao što te akcione video igre imaju dosta karakteristika koje ustvari vrlo snažno utiču na plastičnost mozga, učenje, pažnju, vid, itd mi radimo na tome da nađemo koje su to aktivne karakteristike da bismo mogli stvarno da ih iskoristimo i da napravimo bolje igre, bilo za obrazovanje ili rehabilitaciju pacijenata.
Now because we are interested in having an impact for education or rehabilitation of patients, we are actually not that interested in how those of you that choose to play video games for many hours on end perform. I'm much more interested in taking any of you and showing that by forcing you to play an action game, I can actually change your vision for the better, whether you want to play that action game or not, right? That's the point of rehabilitation or education. Most of the kids don't go to school saying, "Great, two hours of math!"
Pošto želimo da utičemo na obrazovanje ili rehabilitaciju pacijenata nas ustvari ne zanima kakve rezultate postižete vi koji provodite puno vremena igrajući video igre. Mnogo više nas interesuje da na bilo kome od vas pokažemo, tako što ćemo vas naterati da igrate akcione igre, da ustvari možemo da promenimo vaš vid na bolje, bez obzira na to da li želite da igrate video igre ili ne. U tome je svrha rehabilitacije ili obrazovanja. Većina dece koja idu školu neće reći: "Super, dva sata matematike!"
So that's really the crux of the research, and to do that, we need to go one more step. And one more step is to do training studies. So let me illustrate that step with a task which is called mental rotation. Mental rotation is a task where I'm going to ask you, and again you're going to do the task, to look at this shape. Study it, it's a target shape, and I'm going to present to you four different shapes. One of these four different shapes is actually a rotated version of this shape. I want you to tell me which one: the first one, second one, third one or fourth one? Okay, I'll help you. Fourth one. One more. Get those brains working. Come on. That's our target shape. Third. Good! This is hard, right? Like, the reason that I asked you to do that is because you really feel your brain cringing, right? It doesn't really feel like playing mindless action video games.
To je u stvari srž ovog istraživanja, a da bismo to postigli, treba da napravimo sledeći korak. A sledeći korak je da sprovedemo istraživanje u treniranju. Dozvolite mi da objasnim ovaj korak zadatkom koji se zove mentalna rotacija. Mentalna rotacija je zadatak, zamoliću vas - i vi ćete da rešite zadatak - da pogledate ovu figuru. Proučite je, to je tražena figura, pokazaću vam ćetiri različite figure. Jedna od te četiri različite figure je zapravo rotirana verzija ove figure. Kažite mi koja: prva, druga, treća ili četvrta? Dobro, pomoći ću vam. Četvrta je. Još jednom. Uključite mozak. Hajde. To je naša tražena figura. Treća. Odlično! Teško je, zar ne? Razlog zašto sam vas zamolila da uradite ovo je što stvarno možete da osetite kako vam se mozak grči, zar ne? Baš i ne izgleda kao da igrate prazne akcione video igre.
Well, what we do in these training studies is, people come to the lab, they do tasks like this one, we then force them to play 10 hours of action games. They don't play 10 hours of action games in a row. They do distributed practice, so little shots of 40 minutes several days over a period of two weeks. Then, once they are done with the training, they come back a few days later and they are tested again on a similar type of mental rotation task. So this is work from a colleague in Toronto. What they showed is that, initially, you know, subjects perform where they are expected to perform given their age. After two weeks of training on action video games, they actually perform better, and the improvement is still there five months after having done the training. That's really, really important. Why? Because I told you we want to use these games for education or for rehabilitation. We need to have effects that are going to be long-lasting.
Pa, ono čime se bavimo u ovom istraživanju je sledeće: ljudi dođu u laboratoriju, urade jedan ovakav zadatak onda ih mi primoramo da igraju akcione igre 10 sati. Oni ne igraju 10 sati odjednom. Rasporede svoje vreme tako da igraju po 40 minuta nekoliko dana u periodu od dve nedelje. Onda, kada završe sa treningom, vraćaju se nekoliko dana kasnije i ponovo ih testiramo na sličnoj vrsti mentalno rotacionog zadatka. Ovo je rad kolege iz Toronta. Oni su pokazali da, u početku, znate, ispitanici daju očekivane rezultate za određeno starosno doba. Posle dve nedelje treninga sa akcionim video igrama, oni ustvari daju bolje rezultate i poboljšanje je još uvek tu pet meseci posle završetka treninga. To je vrlo, vrlo važno. Zašto? Zato što sam vam rekla da želimo da koristimo ove igre u obrazovanju i rehabilitaciji. Trebaju nam rezultati koji će biti trajni.
Now, at this point, a number of you are probably wondering well, what are you waiting for, to put on the market a game that would be good for the attention of my grandmother and that she would actually enjoy, or a game that would be great to rehabilitate the vision of my grandson who has amblyopia, for example?
U ovom trenutku se mnogi od vas verovatno pitaju pa, šta čekate, zašto ne izbacite na tržište igru koja bi bila dobra za pažnju moje bake i u kojoj bi ona stvarno uživala ili igru koja bi bila odlična za rehabilitaciju vida mog unuka koji boluje od ambliopije, na primer?
Well, we're working on it, but here is a challenge. There are brain scientists like me that are beginning to understand what are the good ingredients in games to promote positive effects, and that's what I'm going to call the broccoli side of the equation. There is an entertainment software industry which is extremely deft at coming up with appealing products that you can't resist. That's the chocolate side of the equation. The issue is we need to put the two together, and it's a little bit like with food. Who really wants to eat chocolate-covered broccoli? None of you. (Laughter) And you probably have had that feeling, right, picking up an education game and sort of feeling, hmm, you know, it's not really fun, it's not really engaging. So what we need is really a new brand of chocolate, a brand of chocolate that is irresistible, that you really want to play, but that has all the ingredients, the good ingredients that are extracted from the broccoli that you can't recognize but are still working on your brains. And we're working on it, but it takes brain scientists to come and to get together, people that work in the entertainment software industry, and publishers, so these are not people that usually meet every day, but it's actually doable, and we are on the right track. I'd like to leave you with that thought, and thank you for your attention. (Applause) (Applause)
Pa, radimo na tome, ali postoji izazov. Postoje neurolozi, kao što sam ja, koji počinju da shvataju koji su dobri sastavni delovi igara za postizanje pozitivnih rezultata, nazvaću to "brokoli" strana jednačine. Postoji industija softvera za zabavu koja je veoma vešta u osmišljavanju privlačnih proizvoda kojima ne možete da odolite. To je "čokoladna" strana jednačine. Problem je sastaviti te dve strane, što pomalo podseća na hranu. Ko bi uopšte hteo da jede brokoli preliven čokoladom? Niko. (Smeh) I verovatno ste imali takvo iskustvo zar ne? Uzmete igru za učenje i nekako osetite da, hmm, znate, baš i nije zabavna, nije baš zanimljiva. Ono što nama treba je ustvari nova vrsta čokolade, vrsta čokolade koja je neodoljiva, koju stvarno želite da igrate, ali koja ima sve sastojke, dobre sastojke koji se nalaze u brokoliju koje ne možete da prepoznate ali koji ipak utiču na vaš mozak. I mi radimo na tome, ali je neophodno da se neurolozi okupe sa ljudima koji rade u industriji za proizvodnju softvera za zabavu i sa izdavačima, ovo nisu ljudi koji se obično sastaju svakodnevno, ali je izvodljivo i na pravom smo putu. Želim da imate to na umu i da vam se zahvalim na pažnji. (Aplauz) (Aplauz)