I'm 36 years old. My first experience with the video game business was neighbors who were wealthier than us bringing home an Atari 2600 and playing it. It was a pretty definitive moment for me. I also remember going to school, and on an Apple II, playing a game called "Where in the World is Carmen Sandiego?" an awesome game, which was the first time I played a game in the school context. When you ask people about the video game business and what's significant, most people think that Atari 2600 is really the nexus, the catalyst of the video game business. But I actually think that "Where in the World is Carmen Sandiego?" is probably the most important video game ever made, principally because it was the first and the last time that parents, teachers and kids all agreed that a video game was awesome.
我三十六歲。 我第一次和電玩遊戲接觸的經驗, 是比我們有錢的鄰居 帶了一台雅達利 2600 主機回家玩。 對我來說,那是個 非常決定性的時刻。 我也記得去學校的時候, 在 Apple II(微電腦)上 玩一個遊戲叫做《神偷卡門》, 那遊戲很棒, 那是我第一次 在學校裡玩電玩遊戲。 如果你問大家電玩遊戲產業 以及有什麼重要特點, 大部分人會認為 Atari 2600 是關鍵核心, 是電玩遊戲產業的催化劑。 但,我其實認為《神偷卡門》 可能是史上推出的 電玩遊戲當中最重要的, 主要是因為,這是第一次, 也是最後一次, 父母、老師,和孩子通通 都認為這個電玩遊戲很棒。
(Laughter)
(笑聲)
Now, that was a long time ago. In fact, it was 1987. And it may surprise you to know that "Where in the World is Carmen Sandiego?" continues to be the last substantial giant hit in the entertainment business, despite the fact that it was 1987, which is such an incredibly long time ago, and I'm only 36, so you can do the math. Things are completely different today from what they were. Just as a simple example, in 1987, we thought this guy was kind of crazy. Then we met this dude, who has really changed our perspective on that subject.
那是好久以前的事了。 事實上,那是 1987 年。 你們可能會覺得很驚訝, 《神偷卡門》一直都是 娛樂業中後來都沒有 其他產品比它還火紅大賣, 儘管它是 1987 年推出的, 那是非常早以前了, 且我只有三十六歲, 你們自己算算看。 現在事物都和以前大不同了。 舉個簡單的例子, 1987 年,我們認為 這個傢伙大概是發瘋了。 接著我們認識了這傢伙, 他真的改變了我們 對那個主題的觀點。
(Laughter)
(笑聲)
Things have changed.
事物已經改變了。
(Laughter)
(笑聲)
Anti-Bush political humor goes a long way in Western Europe.
反布希的政治幽默在西歐持續很久。
(Laughter)
(笑聲)
So, between 1987 and now, I played a lot of this game called "Civilization," which was designed by a guy named Sid Meier. In fact, I spent about 8- to 10,000 hours of my life playing "Civilization," which is a long time I probably should have spent studying. But nonetheless, I managed to turn this love of video games into a job, first working on the Game Developers Conference, helping to start the first successful digital distribution company in games, called Trymedia, and then now, writing the Gamification blog. I'm author of two books on the subject of gamification, including the recent "Gamification by Design," published by O'Reilly. And I chair the Gamification Summit, which is an event that brings all this stuff together. So in many ways, I am parents' dream of how somebody can turn a sedentary lifestyle of playing video games into an actual career that pays real money.
所以,從 1987 年到現今, 我常常在玩這個叫做 《文明帝國》的遊戲, 它的設計者是席德梅爾。 事實上,我已經把人生中 約八千到一萬小時 拿來玩《文明帝國》, 這相當可觀的時間 或許本該應用在讀書上 但,不論如何,我把對於 電玩遊戲的熱愛變成了工作, 一開始在遊戲開發者大會工作, 協助成立電玩遊戲界第一間 成功的數位經銷公司 Trymedia, 現在,則是在寫 Gamification 的部落格。 我寫過兩本以遊戲化為主題的書, 包括最近期的《設計遊戲化》, 由歐萊禮出版。 「遊戲化高峰會」是由我主持, 將所有這一切集合起來的活動。 就許多層面上來說, 我實現了父母的夢想, 可以把坐著玩電玩遊戲的 生活方式轉變為 真正的職業,還能賺到真正的錢。
So when I get invited to an event like this, I'm sure that all of you expect me to get up here and say, "Games are awesome for your children." Right? Because I'm a games guy and this is how I make my living.
所以,當我被邀請 參與這樣的活動時, 我相信你們都預期 我會站上台然後說: 「電玩遊戲對你們的孩子很好。」 對吧?因為我是電玩人, 我就是這樣維生的。
(Applause)
(掌聲)
Games will help children. But instead, I want to ask you a different question, which is: Really, who needs games help?
電玩遊戲能協助孩子。 但,我想問你們一個不同的問題, 即:說真的,誰需要 電玩遊戲協助?
I started this process by thinking about reading a particular article in the New York Times recently. In the article, a neuroscientist was talking about how children were presenting themselves with attention deficit disorder. Their parents would come in and say, "My kids can't possibly have ADD, because they're super good at focusing on video games, But when they go to school, they're really bad." The neuroscientist was debunking this idea in the article. She trotted out researchers like Dr Christopher Lucas at NYU, who said games don't teach the right kind of attention skills where kids have sustained attention, where they're not receiving regular rewards. And she trotted out experts like Dr Dimitri Christakis at the University of Washington, who said that kids who play a lot of video games may find the real world unpalatable or uninteresting, as a result of their sensitization to games. So I sat there and thought to myself, I'm scratching my head, is it that our children have ADD, or is our world just too freaking slow for our children to appreciate?
我會開始這個過程, 是因為我近期在《紐約時報》 讀到的一篇文章讓我有些想法。 文章中,一位神經科學家在談論 有注意力缺失症的孩子。 他們的父母會跑來說: 「我的孩子不可能 有注意力缺失症, 因為他們在玩 電玩遊戲時超級專注, 但上學時,表現就很糟。」 這位神經科學家在文章中 揭穿這個想法的真相。 她搬出了一些研究者, 如紐約大學的克里斯多夫盧卡斯, 他說遊戲無法教導 正確的注意力技巧, 因為孩子們保持注意力, 但他們沒有接收到一般的獎賞。 她還搬出專家, 如華盛頓大學的 狄米崔克里斯塔奇斯, 他說玩很多電玩遊戲的孩子 可能會覺得真實世界 很讓人不愉快或是無趣, 這是他們對於電玩遊戲的 感受性增加所造成的。 所以我坐在那裡,一邊抓頭一邊想, 是我們的孩子有注意力缺失症嗎? 還是由於世界的節奏實在太慢了,
(Applause)
以致我們的孩子無法去欣賞它?
Seriously, consider the picture you're looking at right now,
(掌聲)
like in my era, even my grandfather's era, sitting down on a Sunday afternoon to read a good book with a cup of tea -- I just have to say, I don't think that today's kids are ever going to do that. The evidence is found in the games they play.
說真的,想想看你們 現在所看見的這張圖, 就像在我的時代,我祖父的時代, 星期日下午坐下來 看一本好書喝一杯好茶—— 我得要說, 我不認為現今的孩子會做這種事。 在他們所玩的電玩遊戲中 可以找到證據。
Consider the video game "World of Warcraft." When I was growing up, the maximum skill that I was expected to display in a video game was simple hand-eye coordination, a joystick and a firing button. Today's kids play games in which they're expected to chat in text and voice, operate a character, follow long- and short-term objectives, and deal with their parents interrupting them all the time to talk to them.
想想看《魔獸世界》這個遊戲。 在我成長過程, 我玩電玩遊戲時需用的技巧頂多是 簡單的手眼協調, 操作一支搖桿和一個發射按鈕。 現今的孩子在玩電玩遊戲時, 還要用文字和聲音交談、 操作角色、遵循短期和長期目標, 還要處理父母不時來 跟他們說話打斷他們的遊戲。
(Laughter)
(笑聲)
Kids have to have an extraordinary multitasking skill to be able to achieve things today. We never had to have that.
孩子得要有非凡的 「多重任務執行」技巧, 才能玩現今的這些遊戲。 我們以前不曾需要那些。
It turns out things like that actually make you smarter. Research by Arne May et Al at the University of Regensburg in Germany found that when they gave participants -- this was actually done on adults -- a simple task to learn, like juggling, in 12 weeks, people who were asked to learn juggling displayed a marked increase in gray matter in their brain. On an MRI, you can see people get more gray matter after 12 weeks of learning juggling. In 2008, they went back and redid the study to see why the gray matter increased. They discovered it was the act of learning that produced the increased brain matter, not performance at the activity itself, which is a very interesting finding. It also reinforced this idea, which should go over well here as well, that multilingual people outperform monolingual people on most standardized tests by about 15%. There's something that happens in the brain from that kind of activity.
結果發現,這些東西 實際上會讓你更聰明。 阿恩梅等人在德國 雷根斯堡大學所做的研究 發現當他們給予受試者—— 研究對象是成人—— 一項簡單的任務, 要他們學習,如雜耍, 十二週之後, 被要求學習雜耍的人 大腦中的灰白質有顯著增加。 用磁共振造影來看, 會發現花了十二週 學習雜耍的人得到更多的灰白質。 2008 年,他們重做這項研究, 想了解為什麼灰白質會增加。 他們發現,是「學習」這個行為 造成大腦灰白質增加, 而不是雜耍這個活動本身造成的, 這是個非常有趣的發現。 這也支持了一個想法, 在此這想法應該也很能被接受, 就是:會說多種語言的人 比只說單一語言的人 標準化測驗的成績高出約15%。 那種活動會使大腦發生反應。
Andrea Kuszewski, speaking at Harvard, talked about these five things that people do to increase their grey matter and to teach themselves to increase their fluid intelligence. "Fluid intelligence" is the intelligence we use to problem-solve. It's different from crystalline intelligence, it helps us problem-solve. She identified, from the research, that there were five things you could do: seek novelty, challenge yourself, think creatively, do things the hard way and network. Think about those five things. Any of you play video games? Does it resemble the basic pattern of a video game to you in any way? These are five things that recur in all very successful video games. It also is connected to a constant and exponential increase in learning. Video games fundamentally present a continuous process of learning to users. They don't just learn for a little while and then stop. They're constantly evolving and moving forward.
安卓亞克瑟斯基在哈佛的演說中談到 可以做這五件事情來增加灰白質, 來教導自己, 增加自己的「流質智力」。 流質智力是我們用在 解決問題上的智力。 它和固定智力不同, 它協助我們解決問題。 她從研究當中發現, 有五件事是你可以做的: 尋找新穎之處,挑戰你自己, 創意地思考, 以更有挑戰性的方式做事, 和建立網路。 想想看這五件事。 有人玩電玩遊戲嗎? 是不是讓你聯想到 電玩遊戲的基本模式呢? 這五件事在所有非常成功的 電玩遊戲中不斷出現。 它們也和學習的 持續指數成長有關。 基本上,電玩遊戲是將一個 持續的學習過程呈獻給使用者。 他們並不會只學習一下子就停了。 他們在不斷進步、前行。
It may, in fact, help us to explain the Flynn effect, finally. The "Flynn effect," for those of you who don't know, is the pattern that human intelligence is actually rising over time. So if we look at the history of IQ, people, in fact, are getting smarter. In the US right now, average IQ is rising at .36 points of IQ per year. What's been very interesting is that in some countries -- not to call anyone out, but Denmark and Norway -- in some countries, overall crystalline IQ has stopped or slowed down or declined. In other countries, though, particularly when looking at fluid IQ, fluid intelligence, the number is increasing, and the rate of fluid intelligence increase is increasing, starting in the 1990s. Coincidence? I think not.
事實上,這能協助我們解釋 弗林效應。 若你不知道「弗林效應」是什麼, 它是一種模式,顯示 人類智慧會隨著時間增加。 如果我們去看智力商數的歷史, 事實上,人是越來越聰明的。 在現今的美國, 平均智力商數每年會提升 0.36 點。 有趣的是,在一些國家—— 並不是要指誰,但丹麥和挪威—— 在一些國家,整體的固定智力商數 已經停滯、增加遲緩,或下降了。 不過,在其他國家, 特別是看流質智力商數, 流質智力時, 數字是在增加的, 且從九○年代開始,流質智力 增加的速度也在變快。 巧合?我不認為。
(Laughter)
(笑聲)
In fact, games are wired to produce a particular kind of reaction in people. So we've got this learning brain increase, multitasking brain increase connection, and we also have a strong dopamine loop in the brain. As games present a challenge, and you struggle to achieve that challenge and you overcome it, dopamine is released in your brain. And that produces an intrinsic reinforcement. In the words of Judy, that produces an intrinsic reinforcement that causes you to go back and keep seeking that activity over and over again. So this is really powerful stuff.
事實上, 遊戲本來就是設計 要讓人產生特定的反應。 所以連帶促成我們大腦的 學習與多重執行功能增强 在大腦中,我們也有 一種很強的多巴胺循環。 面對遊戲中的挑戰時, 你努力著想要完成 那挑戰,且克服了它, 你的大腦就會釋放多巴胺。 那會產生內在的強化。 用茱蒂的話來說, 那種產生出來的內在強化, 會造成你回去 持續不斷地追求那活動。 所以,這是非常強大的。
I want to introduce you to an educator who understands this in intricate detail, named Ananth Pai. Ananth was a very successful businessperson who worked on process reengineering. When his kids went into school in White Bear Lake, Minnesota, a suburb of Minneapolis-Saint Paul, he saw the education system and decided he wanted to do something about it. So as an adult, he went back and got a master's in [Education] and took over a class at White Bear Lake Elementary School. Ananth Pai replaced the standard curriculum with a video game based curriculum of his own design, separating the kids into leaning styles and giving them Nintendo DS's and computer games -- everything off the shelf, nothing custom -- giving them Nintendo DS's and computer games that were both individual and social to play, that taught them math and language.
我要向各位介紹一位教育家, 他對於這個現象有非常精細的了解, 他叫做阿南特白。 阿南特是非常成功的生意人, 他做的是流程改革。 明尼蘇達的白熊湖位于 明尼阿波利斯聖保羅都會區近郊, 當他的孩子在那裡上學時, 他看到了教育體制(中的問題), 並下定決心要採取行動。 已經是成人的他, 回去取得了教育碩士, 並在白熊湖小學教一個班。 阿南特白把標準課程換掉, 換成他自己設計的, 以電玩遊戲為基礎的課程, 將孩子用學習風格來區分, 並給他們任天堂 DS 和電腦的遊戲, 全都是市售現成,沒任何特製的—— 給他們任天堂 DS 和電腦的遊戲, 可以一個人玩,也可以團體玩, 遊戲會教他們數學和語言。
Let me tell you what happened. In the space of 18 weeks, Mr. Pai's class went from a below-3rd-grade level in reading and math to a mid-4th-grade level in reading and math. In 18 weeks of a game-based curriculum. More importantly, when you talk to the children, when they're interviewed on television, even away from Mr. Pai, they say two things over and over again, that help them learn in his class: learning is fun, and learning is multiplayer. Whether they use those exact words or not, they say learning is fun and learning is multiplayer. This is the key to making that experience really successful for kids.
讓我告訴各位後續發展。 經過了十八週,十八週, 白先生的班,在閱讀和數學方面, 從本來不到三年級的水平, 提升到四年級中等水平。 只用了十八週以遊戲為基礎的課程。 更重要的是,當你去和那些孩子談, 當他們在電視上受訪, 甚至白先生不在身旁的時候, 他們也會不斷說,有兩件事 協助他們在他的班級裡學習: 學習很有趣, 以及學習是多個人一起學習的。 他們不見得用確切的字眼來描述, 但都說到學習很有趣, 且是多個人一起學習的。 這個關鍵,讓孩子們的 這段經驗變得十分成功。
It's also true, though, that we need to talk about the relationship between kids and violence in games. Study after study very clearly tells you that violent games do not make children violent. We also must acknowledge, however, that if you have a child predisposed to violence, violent games may help make them a better violent child. If they train kids to do other things, they also will train that, and we need to accept that, and we need to start understanding the connection between games as a form of training. We can't blanket-say that they don't affect kids. It's not true.
不過,我們也確實需要談談 孩子和遊戲中的暴力之間的關係。 一篇又一篇的研究很清楚告訴大家, 暴力的遊戲並不會讓孩子變得暴力。 然而,我們也必須要承認, 如果你的孩子提早接觸到暴力, 暴力遊戲可能會協助他們 成為比較好的暴力孩子。 如果遊戲在其他方面訓練孩子, 就也會訓練那一方面, 我們需要接受, 且我們需要開始了解, 遊戲這種訓練形式的連結。 我們不能總括地說 它們不會影響孩子。 那不是真的。 我想要把推動這趨勢的那群人稱為
I'd like to call the group of people who are driving this trend forward "Generation G." There are 126 million millennials in the United States and the EU, plus younger kids we can't yet count, that form Generation G. And the way that Generation G is different from X, Y, and all the different generations that we may belong to, is that video games are the primary form of entertainment that Generation G is consuming. It is their primary form of entertainment. This is already starting to have a tremendous effect on society. All around us, Generation G's desire for game-like experiences is reshaping industries, from Foursquare, which caused the mobile social networking ecosystem to start, to companies like Nike, Coke, Chase, and also Kozinga, which owes much of its success to games.
「G 世代」。 在美國和歐盟,千禧世代的人數 有一億兩千六百萬人, 再加上更小的孩子 還沒有被我們計算進來, 他們形成了 G 世代。 而 G 世代和 X 世代、 Y 世代的不同之處, 以及我們其他人所屬 其他世代的不同之處, 電玩遊戲 是 G 世代的主要娛樂形式。 電玩遊戲是他們主要娛樂形式。 這已經開始對社會 有很巨大的影響了。 G 世代對於類似電玩遊戲的慾望, 正在我們周遭重塑產業, 從 Foursquare,它帶起了 行動社交網路生態系統, 到 Nike、 可口可樂、大通銀行, 以及 Kozinga 這類公司。 Kozinga 的成功有很大一部分 是遊戲的功勞。
The trend that underlies this whole pattern is called "gamification." It's a word that many of you, I'm sure, have heard. A simple definition of gamification is it's the process of using game thinking and game mechanics to engage audiences and solve problems. Part of the reason gamification has become such an emergent topic right now is because of Generation G's effect on culture and society already. Their expectations are different.
在這整個模式背後的 趨勢就叫做「遊戲化」。 我相信在座很多人都聽過這個詞。 遊戲化的簡單定義是: 它是一個流程, 用遊戲思想以及遊戲技巧 來和觀眾連結以及解決問題。 現在遊戲化變成一個 新興的主題,有部分原因 是因為 G 世代對文化和社會 已經產生了影響。 他們的期望不同。
Some examples of gamification that you may have seen that are really fascinating to me are the emergence of in-dash[board] games in cars. Today, if you buy a hybrid or an electric vehicle, you'll almost certainly see the product of a hundred million dollars' worth of tooling and research and development, in the form of a Tamagotchi-style game, in a dashboard designed to make you a more ecological driver. Most of the game mechanics are very simple: a plant grows as you drive more ecologically and withers if you don't, like those virtual pets Tamagotchi. This is an example of gamification at work.
各位可能已經看過 一些遊戲化的例子, 我覺得很迷人的例子, 就是遊戲開始出現在 汽車內部的儀表板上了。 現今,如果你購買一台 油電混合車或電動車, 你很可能會看到 用價值數百萬美元的工具、研究, 和開發所產出的產品, 以掌上電子寵物機的 遊戲風格形式呈現, 放在儀表板的設計中, 讓你成為更環保的駕駛。 大部分的遊戲技巧都非常簡單: 如果你用有益生態的方式開車, 植物就會成長, 如果不,它就會枯萎, 像掌上電子寵物機的虛擬寵物那樣。 這是使用遊戲化的一個例子。
Another really interesting example is a thing called "speed camera lottery," designed by Kevin Richardson, based in San Francisco, works for MTV. Awesome guy. This is the concept in speed camera lottery: you know those speeding cameras that you pass by, and they take your picture and send you a ticket? In many Scandinavian countries, the ticket you get is actually based not only on how fast you were going, but how much money you make: the more you make, the bigger the ticket. Kevin reengineered a speeding camera in Sweden that instead of just giving tickets to people who drive over the speed limit that pass the camera, anybody who drives under the limit is entered into a lottery to win the proceeds of the people who speed.
還有一個非常有趣的例子, 就是所謂的「測速相機樂透」, 由凱文理查森設計, 他在舊金山為 MTV 工作, 了不起的傢伙。 這就是測速相機樂透的概念: 就是當你經過時,拍照 並寄罰單給你的測速相機。 在許多斯堪的納維亞國家中, 你拿到的罰單並不單單 根據你的車速多快, 也要看你賺多少錢: 你賺得越多,罰金就越重。 凱文改革了瑞典的測速相機, 它不只會開罰單 給開車經過相機時超速的人, 所有開車經過但沒有 超速的人都可參與樂透, 獎金就是超速的人的罰款。
(Laughter)
(笑聲)
(Applause)
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It is game thinking -- that term I described earlier, the core foundation of gamification -- in its purest and most beautiful form: take a big, negative reinforcement loop and turn it into small, incremental positive reinforcement loop. It had the effect of dropping speed by over 20% at that point of intervention.
這是遊戲思考—— 我先前說過這個詞, 遊戲化的核心基礎—— 且這是個最純粹且最漂亮的形式: 把一個大型、負面的強化循環 轉變成一個小型、增值、 正面的強化循環。 實施後的效益是降速超過 20%。
Corporations have also become aware of the trend of gamification and the effect of games on people like Generation G. Gartner Group says that by 2015, 70% of all the Global 2000, the biggest companies in the world, will be actively using gamification, and 50% of their process of innovation will be gamified, which is an astonishing thing. It's a huge change.
企業也開始意識到遊戲化的趨勢, 以及遊戲對於 G 世代有什麼影響。 高德納諮詢公司宣稱,到 2015 年, 全球前兩千大企業當中有 70% 會主動使用遊戲化, 它們的創新流程中 有 50% 會被遊戲化, 這點非常驚人。 這是個大改變。
What this all points to is a future that looks pretty different from the world we live in today. Generation G and those driving the gamification meme forward, are advocating for a different world. It's a world in which things move at faster pace than they did for you and me. It's a world in which there are rewards everywhere for actions that people take. The rewards don't always have to be cash rewards. They can be meaningful status rewards, meaningful access rewards, meaningful power rewards. A world in which there's extensive collaborative play. This is one of the things that Generation G does so much differently than even my generation. I remember going to school and teachers struggling to come up with exercises that we could do as a team, that would be graded as a team. In the end, those group exercises always boiled down to an individual score, which distorted the way that people behaved. But, Generation G plays a lot of games that are purely collaborative, in which there is group value. This will also affect our world in untold ways.
這一切都指向一個和我們現今 居住的世界很不一樣的未來。 G 世代以及推動遊戲化迷因的人, 在提倡一個不同的世界。 這個世界的事物進展的步調很快, 比它們為你我的進展還快。 在這個世界中,到處都有獎勵 給採取行動的人。 獎勵不見得是現金。 可能是有意義的身分獎賞, 有意義的使用權獎賞, 有意義的權力獎賞。 在這個世界中, 有非常大量的合作玩法。 在這方面,G 世代的做法 和甚至我這個世代都很不一樣。 我記得我到學校, 老師會努力想出一些練習, 讓我們可以團隊進行, 整個團隊被一起評分。 最終,那些團隊分數 都仍歸結是為了個人分數, 這是扭曲了大家的行為方式。 但,G 世代玩的很多遊戲 都是純粹的合作, 有團體價值存在。 這對我們的世界, 會有不可計量的影響。
And, Generation G, the fun future, is a much more global world. It turns out that we are already out of touch. We are the generation most out of touch with our future or current children than any generation in history. We like to think that baby boomers' parents were the most out-of-touch people in the world. They're the ones who had to deal with the summer of love and sex and drugs and all that kind of stuff. We still make phone calls.
且,G 世代,有趣的未來, 是個更全球性的世界。 事實上,我們已經脫節了。 我們這世代最和自己 目前及未來的子孫脫節, 遠遠超出歷史上的任何其他世代, 我們想要說嬰兒潮世代的父母 是世上最脫節。 他們得要處理短暫戀情、 性愛、毒品,諸如此類。 我們仍然電話。
(Laughter)
(笑聲)
I mean, we are the ones with the problem, and we are going to be the most out-of-touch generation in history. Of course, it's also true, and I'm here to tell you: the kids are alright. They're going to be just fine. We don't need to worry, strictly speaking, about kids and games, and the effect that it will have on the world. Not just are the kids are going to be alright; frankly, the kids are going to be awesome. But it's going to take your help to make the kids awesome.
我的意思是,有問題的人是我們, 且我們會是歷史上最脫節的世代。 當然,這也是真的, 讓我在此告訴各位: 這些孩子沒問題的。 他們會好好的。 嚴格來說,我們不用 擔心孩子和遊戲, 也不用擔心它會對世界有什麼影響。 孩子們不僅僅沒問題; 坦白說,孩子們會很棒。 但需要你們的協助, 才能讓這些孩子變得很棒。
I have a prescription for you. This is the best prescription anybody is ever going to write in your life. I'm going to write it for you right now, in your mind, I don't have an actual pad. Just for clarity, a disclaimer: I'm not a doctor.
我有一份處方要給各位。 這會是你一生中 能從任何人拿到最好的處方。 我現在就要把處方開給你們, 寫在你們的腦中, 我沒有實體的便條可寫。 先澄清一下,免責聲明: 我不是醫生。
(Laughter)
(笑聲)
I am, however, going to write a prescription for you all. This is the prescription: if you have children or you work with children, or you desire to work with children, or you want to change he world, this is the absolute, positive best thing that you can do with your time, from now until I see you in the retirement home on the coast of Spain or in the virtual world, wherever you choose to retire, which is: get into the game with your kids. Stop fighting the game trend, if that's where you are right now. Don't fight the game trend. Become one with the game. Enter the game. Understand it. Understand the dynamic of how your children play the games that they play. Understand how their minds work from the context of the game outward, rather than from the world outside inward.
然而,我要為大家開一張處方。 處方如下: 如果你有孩子, 或你的工作要和孩子接觸, 或你希望和孩子接觸, 或是想要改變世界, 你把時間用在這件事情上, 絕對是最正面、最理想的, 從現在開始,一直到我在 西班牙海岸的養老院看到你, 或是在虛擬世界中, 就看你選擇退休後要去哪, 處方就是:和你的孩子 一起進入遊戲。 別再抵抗遊戲趨勢了, 如果你正在這麼做的話。 別再抵抗遊戲趨勢了, 與遊戲融爲一體吧! 進入遊戲。去了解它。 不論你的孩子在玩什麼遊戲, 去了解他們如何玩那遊戲的動能。 去了解他們的大腦如何 從遊戲的情境中向外運作, 而不是如何從外面的世界向內運作。
The world that we live in right now, the world of Sunday afternoons, drinking a cup of herbal tea, reading some old book, chilling out by the window, is over.
我們現在所居住的世界, 星期日下午喝杯涼茶、 讀本老書、在窗邊放鬆的世界, 已經不再了。
(Laughter)
(笑聲)
And that's okay. There's a lot more things that we can do that are fun and engaging. If you take away one thing from today's presentation, I hope it is you get a chance to go play with your kids.
那沒關係的。 我們還有很多有趣、 有參與感的事情可以一起做 如果今天的演說可以讓你有所觸動 我希望是你能有個機會, 去和你的孩子一起玩。
Thank you.
謝謝。
(Applause)
(掌聲)