I'm Jane McGonigal. I'm a game designer. I've been making games online now for 10 years, and my goal for the next decade is to try to make it as easy to save the world in real life as it is to save the world in online games. Now, I have a plan for this, and it entails convincing more people, including all of you, to spend more time playing bigger and better games.
Ja sam Džejn MekGonigal, dizajner igara. Već 10 godina kreiram online igre. Moj cilj za sledeću deceniju je da pokušam da učinim spašavanje sveta u realnosti jednako lakim kao što je spašavanje sveta u online igrama. Imam plan za ovo, a on zahteva ubeđivanje mnogo ljudi, uključujuči sve vas,
Right now we spend three billion hours a week playing online games.
da provedu više vremena igrajući veće i bolje igre.
Some of you might be thinking, "That's a lot of time to spend playing games. Maybe too much time, considering how many urgent problems we have to solve in the real world." But actually, according to my research at the Institute for the Future, actually the opposite is true. Three billion hours a week is not nearly enough game play to solve the world's most urgent problems.
Trenutno provodimo 3 milijarde sati nedeljno igrajući online igre. Neki od vas možda misle: "To je puno vremena provedeno u igranju igara." Možda i previše, s obzirom na to koliko hitnih problema treba rešiti u realnom svetu. Ali zapravo, prema mom istraživanju, na Institutu za budućnost, istina je suprotna. Tri milijarde sati nedeljno nije ni približno dovoljno igranja da bi se rešili najhitniji svetski problemi.
In fact, I believe that if we want to survive the next century on this planet, we need to increase that total dramatically. I've calculated the total we need at 21 billion hours of game play every week. So, that's probably a bit of a counter-intuitive idea, so I'll say it again, let it sink in: If we want to solve problems like hunger, poverty, climate change, global conflict, obesity, I believe that we need to aspire to play games online for at least 21 billion hours a week, by the end of the next decade.
U stvari, verujem da, ako želimo da preživimo sledeći vek na ovoj planeti, moramo da značajno uvećamo ovo vreme. Izračunala sam da nam je ukupno potrebna 21 milijarda sati igranja igara svake nedelje. Ova ideja je možda suprotna zdravom razumu, pa ću ponoviti, pustiti je da se slegne. Ako želimo da rešimo probleme kao što su glad, siromaštvo, klimatske promene, globalni konflikti, gojaznost, verujem da moramo da težimo igranju online igara najmanje 21 milijardu sati nedeljno,
(Laughter)
do kraja sledeće decenije.
No. I'm serious. I am.
(Smeh)
Here's why. This picture pretty much sums up why I think games are so essential to the future survival of the human species.
Ne, ozbiljna sam. Stvarno. Evo zašto. Ova slika objašnjava zašto mislim da su igre tako bitne
(Laughter)
za budući opstanak ljudske vrste.
Truly. This is a portrait by photographer Phil Toledano. He wanted to capture the emotion of gaming, so he set up a camera in front of gamers while they were playing. And this is a classic gaming emotion. Now, if you're not a gamer, you might miss some of the nuance in this photo. You probably see the sense of urgency, a little bit of fear, but intense concentration, deep, deep focus on tackling a really difficult problem.
(Smeh) Zaista. Ovaj portret je napravio fotograf Fil Tolidano. Želeo je da uhvati emociju igranja. Postavio je aparat ispred igrača dok su igrali igre. Ovo je klasična igračka emocija. Sad, ako niste igrač, možda vam promaknu neke nijanse na ovoj fotki. Verovatno vidite osećaj hitnosti, malčice straha, ali intenzivnu koncentraciju, duboku, duboku usredsređenost na rešavanje stvarno teškog problema.
If you are a gamer, you will notice a few nuances here: the crinkle of the eyes up, and around the mouth is a sign of optimism, and the eyebrows up is surprise. This is a gamer who's on the verge of something called an "epic win."
Ako ste igrač, primetićete nekoliko nijansi ovde, naboranost očiju i usta na gore je znak optimizma. A podignute obrve su iznenađenje. Ovaj igrač je na ivici nečega što se zove epska pobeda.
(Laughter)
(Smeh)
Oh, you've heard of that. OK, good, so we have some gamers among us. An epic win is an outcome that is so extraordinarily positive, you had no idea it was even possible until you achieved it. It was almost beyond the threshold of imagination, and when you get there, you're shocked to discover what you're truly capable of. That's an epic win. This is a gamer on the verge of an epic win. And this is the face that we need to see on millions of problem-solvers all over the world as we try to tackle the obstacles of the next century -- the face of someone who, against all odds, is on the verge of an epic win.
O, čuli ste za to. OK. Dobro. Znači ima igrača među nama. Epska pobeda je ishod koji je toliko izuzetno pozitivan da niste imali pojma da je moguć dok ga niste postigli. Skoro da je van granica mašte. I kada to postignete, šokirani ste otkrićem za šta ste zapravo sposobni. To je epska pobeda. Ovo je igrač na pragu epske pobede. I ovo je lice kakvo bi trebalo da vidimo na milionima onih koji rešavaju probleme širom sveta, dok pokušavamo da prebrodimo prepreke narednog veka. Lice nekoga ko je, usprkos svemu, na ivici epske pobede.
Now, unfortunately this is more of the face that we see in everyday life now as we try to tackle urgent problems. This is what I call the "I'm Not Good At Life" face. This is actually me making it. Can you see? Yes. Good. This is me making the "I'm Not Good At Life" face. This is a piece of graffiti in my old neighborhood in Berkeley, California, where I did my PhD on why we're better in games than we are in real life. And this is a problem that a lot of gamers have. We feel that we are not as good in reality as we are in games.
Nažalost, ovo je lice koje više viđamo u svakodnevnom životu dok pokušavamo da rešimo hitne probleme. Ovo ja nazivam licem "Nisam dobar u životu". A ovo ja pravim taj izraz. Vidite? Da. Dobro. Ovo sam ja kako pravim lice "Nisam dobra u životu". Ovo je grafit u mom starom kraju u Berkliju, u Kaliforniji, gde sam doktorirala na temu zašto smo bolji u igrama nego u stvarnom životu. I to je problem koji imaju mnogi igrači. Osećamo da u realnosti nismo tako dobri kao u igrama.
I don't mean just good as in successful, although that's part of it. We do achieve more in game worlds. But I also mean good as in motivated to do something that matters -- inspired to collaborate and to cooperate. And when we're in game worlds, I believe that many of us become the best version of ourselves -- the most likely to help at a moment's notice, the most likely to stick with a problem as long at it takes, to get up after failure and try again. And in real life, when we face failure, when we confront obstacles, we often don't feel that way. We feel overcome, we feel overwhelmed, we feel anxious, maybe depressed, frustrated or cynical. We never have those feelings when we're playing games, they just don't exist in games. So that's what I wanted to study when I was a graduate student.
I ne mislim dobri samo u smislu uspeha, iako je to deo toga. Mi zaista postižemo više u svetovima igara. Ali mislim i dobri u smislu motivisanosti da uradimo nešto bitno, inspirisanosti da sarađujemo i radimo u zajednici. Verujem da kada smo u svetu igara mnogi od nas postaju najbolja verzija sebe, neko ko će najpre pomoći i posvetiti se problemu koliko god da je potrebno, ko će ustati posle neuspeha i pokušati ponovo. A u stvarnom životu, kad se susretnemo sa neuspehom, kad se suočimo sa preprekama, često se ne osećamo tako. Osećamo se savladano. Osećamo se skrhano. Osećamo se anksiozno, možda depresivno, frustrirano ili cinično. Nikada se tako ne osećamo kada igramo igre, to u igrama prosto ne postoji. Dakle, to sam želela da proučavam kada sam bila student.
What about games makes it impossible to feel that we can't achieve everything? How can we take those feelings from games and apply them to real-world work? So I looked at games like World of Warcraft, which is really the ideal collaborative problem-solving environment. And I started to notice a few things that make epic wins so possible in online worlds.
Šta je to u vezi sa igrama što onemogućava da se osećamo kao da ne možemo da postignemo sve? Kako možemo uzeti ta osećanja iz igara i primeniti ih u poslovima stvarnog sveta? Pogledala sam igre kao što je World of Warcraft, koja je stvarno idealno okruženje za zajedničko rešavanje problema. Počela sam da primećujem neke stvari koje čine epsku pobedu mogućom u online svetovima.
The first thing is whenever you show up in one of these online games, especially in World of Warcraft, there are lots and lots of different characters who are willing to trust you with a world-saving mission, right away. But not just any mission, it's a mission that is perfectly matched with your current level in the game. Right? So you can do it. They never give you a challenge you can't achieve. But it is on the verge of what you're capable of, so you have to try hard. But there's no unemployment in World of Warcraft; no sitting around, wringing your hands -- there's always something specific and important to be done. There are also tons of collaborators. Everywhere you go, hundreds of thousands of people ready to work with you to achieve your epic mission.
Prva stvar je da kad god se pojavite u nekoj od ovih online igara, naročito u World of Warcraft, postoje gomile i gomile raznih likova koji su voljni da vam odmah povere misiju spašavanja sveta. Ali ne bilo kakvu misiju, ta je misija savršeno usklađena sa vašim trenutnim nivoom u igri. Dakle, vi to možete. Nikada vam ne daju izazov u kome ne možete uspeti. Ali je na ivici onoga za šta ste sposobni. Morate baš da se potrudite. Ali u World of Warcraft nezaposlenost ne postoji. Nema sedenja i kršenja ruku. Uvek postoji nešto posebno i važno da se uradi. A postoji i gomila onih koji hoće da sarađuju. Gdegod da krenete, stotine hiljada ljudi su spremne da rade sa vama
That's not something we have in real life that easily,
kako biste postigli vašu epsku misiju.
this sense that at our fingertips are tons of collaborators. And there's this epic story, this inspiring story of why we're there, and what we're doing, and we get all this positive feedback. You guys have heard of leveling up, +1 strength, +1 intelligence. We don't get that kind of constant feedback in real life. When I get off this stage, I'm not going to have +1 speaking, and +1 crazy idea, +20 crazy idea. I don't get that feedback in real life.
To je nešto čega u stvarnom svetu nema tek tako, tog osećaja da nam je gomila saradnika na dohvat ruke. I postoji ta epska priča, ta inspirativna priča o tome zašto smo tamo, šta radimo. A dobijamo i sve te pozitivne povratne informacije. Čuli ste za prelazak nivoa i +1 za snagu i +1 za inteligenciju. U realnom svetu nemamo te stalne povratne informacije. Kada siđem sa ovog podijuma neću imati +1 za govorništvo ili +1 za lude ideje, +20 za lude ideje. Ne dobijam takve povratne informacije u stvarnom životu.
Now, the problem with collaborative online environments like World of Warcraft is that it's so satisfying to be on the verge of an epic win all the time, we decide to spend all our time in these game worlds. It's just better than reality. So, so far, collectively all the World of Warcraft gamers have spent 5.93 million years solving the virtual problems of Azeroth. Now, that's not necessarily a bad thing. It might sound like it's a bad thing. But to put that in context: 5.93 million years ago was when our earliest primate human ancestors stood up. That was the first upright primate.
Sad, problem sa zajedničkim online okruženjima kao što je World of Warcraft jeste u tome da je toliko zadovoljavajuće biti sve vreme na ivici epske pobede, da odlučujemo da provodimo svo vreme u ovim svetovima. Jednostavno je bolje od realnosti. Dakle, do sada, svi igrači World of Warcraft su ukupno proveli 5,93 miliona godina u rešavanju virtuelnih problema Azerota. E sad, to nije obavezno loša stvar. Možda zvuči kao loša stvar. Ali stavimo to u kontekst: pre 5,93 miliona godina naš najraniji ljudski predak se uspravio. To je bio prvi uspravni primat.
So when we talk about how much time we're currently investing in playing games, the only way it makes sense to even think about it is to talk about time at the magnitude of human evolution, which is an extraordinary thing. But it's also apt, because it turns out that by spending all this time playing games, we're actually changing what we are capable of as human beings. We're evolving to be a more collaborative and hearty species. This is true. I believe this.
OK, kada pričamo o tome koliko vremena trenutno ulažemo u igranje igara, razmišljanje o tome ima smisla samo ako pričamo o vremenu u odnosu na veličinu ljudske evolucije, što je izuzetna stvar. Ali je i prikladno. Jer, ispostavlja se da provođenjem tolikog vremena u igranju, mi u stvari menjamo ono za šta smo kao ljudska bića sposobni. Razvijamo se da budemo srdačniji i da više sarađujemo. To je istina, verujem u to.
So, consider this really interesting statistic; it was recently published by a researcher at Carnegie Mellon University: The average young person today in a country with a strong gamer culture will have spent 10,000 hours playing online games by the age of 21. Now 10,000 hours is a really interesting number for two reasons. First of all, for children in the United States, 10,080 hours is the exact amount of time you will spend in school, from fifth grade to high school graduation, if you have perfect attendance.
Stoga uzmite u obzir ovu stvarno zanimljivu statistiku. Nedavno ju je objavio jedan istraživač sa Karnegi Melon univerziteta. Danas prosečna mlada osoba u zemlji sa razvijenom kulturom igranja igara potroši 10 000 sati igrajući online igre do svoje 21. godine. Ovaj broj sati je izuzetno interesantan, iz dva razloga. Prvo, za decu u Sjedinjenim Državama 10.080 sati je upravo količina vremena koju provedu u školi od petog razreda do velike mature, ako redovno pohađaju nastavu.
(Laughter)
Znači imamo ceo jedan paralelan tok obrazovanja
So, we have an entire parallel track of education going on, where young people are learning as much about what it takes to be a good gamer as they're learning about everything else in school. Some of you have probably read Malcolm Gladwell's new book "Outliers," so you would have heard of his theory of success, the "10,000 hours" theory of success. It's based on this great cognitive-science research that says if we can master 10,000 hours of effortful study at anything by the age of 21, we will be virtuosos at it. We will be as good at whatever we do as the greatest people in the world. And so, now what we're looking at is an entire generation of young people who are virtuoso gamers.
gde mladi ljudi podjednako uče o tome šta znači biti dobar igrač, baš kao što uče o svemu ostalom u školi. Neki od vas su verovatno čitali novu knjigu Malkoma Gladvela "Natprosečni". Tako da ste čuli za njegovu teoriju uspeha, teoriju uspeha od "10 000 sati". Zasnovana je na istraživanju na polju kognitivne nauke o tome da, ako savladamo 10 000 sati napornog učenja bilo čega, do 21. godine, bićemo virtuozi u tome. Bićemo u tome jednako dobri kao najbolji ljudi na svetu. Znači, sada gledamo u jednu čitavu generaciju mladih ljudi koji su vitruozi u igrama.
So, the big question is, "What exactly are gamers getting so good at?" Because if we could figure that out, we would have a virtually unprecedented human resource on our hands. This is how many people we now have in the world who spend at least an hour a day playing online games. These are our virtuoso gamers, 500 million people who are extraordinarily good at something. And in the next decade, we're going to have another billion gamers who are extraordinarily good at whatever that is. If you don't know it already, this is coming. The game industry is developing consoles that are low-energy and that work with the wireless phone networks instead of broadband Internet, so that gamers all over the world, particularly in India, China, Brazil, can get online. They expect one billion more gamers in the next decade. It will bring us up to 1.5 billion gamers.
Veliko pitanje je, stoga: "U čemu se igrači tačno usavršavaju?" Jer ako bismo to uspeli da shvatimo, praktično bismo imali na raspolaganju ljudske resurse bez presedana. Ovoliko ljudi sada na svetu provede barem sat vremena dnevno igrajući online igre. Ovo su naši vitruozni igrači. Pet stotina miliona ljudi koji su izuzetno dobri u nečemu. A u narednoj deceniji imaćemo još milijardu igrača koji su neobično dobri u tome, šta god da je to. Ako već ne znate, ovo dolazi. Industrija igara razvija konzole koje troše malo energije i rade sa bežičnim telefonskim mrežama umesto širokopojasnog interneta, tako da igrači širom sveta, naročito u Indiji, Kini, Brazilu, mogu da se uključe. Očekuju još milijardu igrača u narednoj deceniji. To će nas dovesti do 1,5 milijarde igrača.
So I've started to think about what these games are making us virtuosos at. Here are the four things I came up with. The first is urgent optimism. OK, think of this as extreme self-motivation. Urgent optimism is the desire to act immediately to tackle an obstacle, combined with the belief that we have a reasonable hope of success. Gamers always believe that an epic win is possible, and that it's always worth trying, and trying now. Gamers don't sit around. Gamers are virtuosos at weaving a tight social fabric. There's a lot of interesting research that shows we like people better after we play a game with them, even if they've beaten us badly. And the reason is, it takes a lot of trust to play a game with someone. We trust that they will spend their time with us, that they will play by the same rules, value the same goal, stay with the game until it's over.
I tako sam počela da razmišljam u čemu nas to ove igre čine virtuozima. Došla sam do četiri stvari. Prva je neodložni optimizam. Shvatite ovo kao ekstremnu samo-motivaciju. Neodložni optimizam je želja da se dela smesta, da se prevaziđe prepreka, kombinovana sa uverenjem da imamo pristojnu šansu za uspeh. Igrači uvek veruju da je epska pobeda moguća, i da je uvek vredno pokušati i to pokušati sada. Igrači ne sede bez veze. Oni su virtuozi u tkanju guste društvene tkanine. Mnogo interesantnih istraživanja pokazuju da nam se ljudi više dopadaju nakon što odigramo s njima neku igru, čak i ako nas rasture u njoj. Razlog je u tome što je potrebno mnogo poverenja da biste sa nekim igrali igru. Verujemo im da će provesti svoje vreme sa nama, da će igrati po istim pravilima,
And so, playing a game together actually builds up bonds and trust and cooperation. And we actually build stronger social relationships as a result. Blissful productivity. I love it. You know, there's a reason why the average World of Warcraft gamer plays for 22 hours a week -- kind of a half-time job. It's because we know, when we're playing a game, that we're actually happier working hard than we are relaxing, or hanging out. We know that we are optimized as human beings, to do hard and meaningful work. And gamers are willing to work hard all the time, if they're given the right work.
ceniti isti cilj, da će ostati u igri do kraja. Dakle, zajedničko igranje zapravo gradi veze i poverenje i saradnju. Kao rezultat toga imamo jače socijalne veze. Blažena produktivnost. Obožavam je. Postoji razlog zašto prosečni igrač World of Warcrafta igra 22 sata nedeljno, otprilike pola radnog vremena. To je zato što, dok igramo igru, znamo da smo srećniji kad naporno radimo nego kad se opuštamo ili džabalebarimo. Znamo da smo kao ljudska bića ustrojeni da radimo naporan, značajan posao. A igrači su spremni da naporno rade sve vreme, ako im date odgovarajući posao.
Finally: epic meaning. Gamers love to be attached to awe-inspiring missions to human planetary-scale stories. So, just one bit of trivia that helps put that into perspective: So, you all know Wikipedia, biggest wiki in the world. Second biggest wiki in the world, with nearly 80,000 articles, is the World of Warcraft wiki. Five million people use it every month. They have compiled more information about World of Warcraft on the Internet than any other topic covered on any other wiki in the world. They are building an epic story. They are building an epic knowledge resource about the World of Warcraft.
Konačno, epsko značenje. Igrači vole da se vežu za čudesne misije, za ljudske priče globalnih razmera. Evo samo jedne zanimljivosti koja pomaže da se to bolje shvati. Svima vam je poznata Wikipedia, najveći wiki na svetu. Drugi najveći wiki na svetu, sa skoro 80 000 članaka jeste wiki za World of Warcraft. Pet miliona ljudi ga koristi svakog meseca. Sakupili su više informacija o World of Warcraft na internetu nego što postoji o bilo kojoj drugoj temi na bilo kom wikiju na svetu. Oni grade epsku priču. Oni grade epski izvor znanja o World of Warcraft.
Okay, so these are four superpowers that add up to one thing: Gamers are super-empowered hopeful individuals. These are people who believe that they are individually capable of changing the world. And the only problem is, they believe that they are capable of changing virtual worlds and not the real world. That's the problem that I'm trying to solve.
OK, ovo su četiri supermoći koje čine jednu stvar. Igrači su super-ojačani pojedinci puni nade. Ovo su ljudi koji veruju da su pojedinačno sposobni da promene svet. A jedini problem je u tome što oni veruju da su sposobni da promene virtuelne svetove, a ne i pravi svet. To je problem koji pokušavam da rešim.
There's an economist named Edward Castronova. His work is brilliant. He looks at why people are investing so much time and energy and money in online worlds. And he says, "We're witnessing what amounts to no less than a mass exodus to virtual worlds and online game environments." And he's an economist, so he's rational. And he says --
Postoji ekonomista po imenu Edvard Kastronova čiji rad je sjajan. On istražuje zašto ljudi ulažu toliko vremena i energije i novca u online svetove. On kaže: "Svedoci smo masovnog egzodusa u virtuelne svetove i okruženja online igara." On je ekonomista, dakle, racionalan je. I kaže...
(Laughter)
(Smeh)
Not like me, I'm a game designer; I'm exuberant. But he says that this makes perfect sense, because gamers can achieve more in online worlds than they can in real life. They can have stronger social relationships in games than they can have in real life; they get better feedback and feel more rewarded in games than they do in real life. So he says, for now it makes perfect sense for gamers to spend more time in virtual worlds than the real world. Now, I also agree that that is rational, for now. But it is not, by any means, an optimal situation. We have to start making the real world work more like a game.
Nije kao ja, kao dizajner igara, ja sam maštovita. Ali on kaže da to ima savršenog smisla, jer igrači mogu da postignu više u online svetovima nego u stvarnom životu. Mogu imati jače društvene veze u igrama nego u stvarnom životu. Dobijaju bolje povratne informacije i osećaju se više nagrađenima u igrama nego u stvarnom svetu. Dakle, on kaže da za sada za igrače ima savršenog smisla da provode više vremena u virtuelnim svetovima nego u pravom. Ja sam saglasna sa tim da je ovo razumno, za sada. Ali ni u kom slučaju nije optimalna situacija. Moramo početi da činimo stvaran svet više nalik igri.
I take my inspiration from something that happened 2,500 years ago. These are ancient dice, made out of sheep's knuckles. Before we had awesome game controllers, we had sheep's knuckles. And these represent the first game equipment designed by human beings, and if you're familiar with the work of the ancient Greek historian Herodotus, you might know this history, which is the history of who invented games and why. Herodotus says that games, particularly dice games, were invented in the kingdom of Lydia, during a time of famine.
Meni je inspiracija nešto što se desilo pre 2 500 godina. Ovo su stare kockice, napravljene od ovčijih zglobova. Pre nego što smo imali strava kontrolere za igre, imali smo ovčije zglobove. Oni predstavljaju prvu opremu za igre koju su napravila ljudska bića. I ako vam je poznat rad antičkog grčkog istoričara Herodota, onda možda i znate ovu istoriju. A to je istorija o tome ko je izmislio igre i zašto. Herodot kaže da su igre, naročito one s kockicama, izmišljene u kraljevini Lidiji, tokom gladnih godina.
Apparently, there was such a severe famine that the king of Lydia decided they had to do something crazy. People were suffering. People were fighting. It was an extreme situation, they needed an extreme solution. So, according to Herodotus, they invented dice games, and they set up a kingdom-wide policy: On one day, everybody would eat, and on the next day, everybody would play games. And they would be so immersed in playing the dice games, because games are so engaging, and immerse us in such satisfying, blissful productivity, they would ignore the fact that they had no food to eat. And then on the next day, they would play games; and on the next day, they would eat.
Navodno je bila toliko velika oskudica, da je kralj Lidije odlučio da moraju da urade nešto ludo. Ljudi su patili. Svađali su se. To je bila ekstremna situacija. Bilo im je potrebno ekstremno rešenje. Dakle, po Herodotu, izmislili su igre sa kockicama i ustanovili pravilo u celoj kraljevini. Jedan dan svi bi jeli. A sledećeg dana, svi bi igrali igre. I toliko bi se udubili u igranje tih igara, jer igre toliko zaokupljaju, zadubili bi se u tako zadovoljavajuću, blaženu produktivnost, da bi ignorisali činjenicu da nemaju šta da jedu. I sledećeg dana bi igrali igre. Sledećeg dana bi jeli.
And according to Herodotus, they passed 18 years this way, surviving through a famine, by eating on one day, and playing games on the next. Now, this is exactly, I think, how we're using games today. We're using games to escape real-world suffering -- we're using games to get away from everything that's broken in the real environment, everything that's not satisfying about real life, and we're getting what we need from games.
I prema Herodotu, ovako su živeli 18 godina, preživljavajući glad, jedan dan jedući, a drugi igrajući igre. Ja mislim da je ovo upravo kako koristimo igre danas. Koristimo igre da izbegnemo patnju u realnom svetu. Koristimo igre kako bismo pobegli od svega što je pokvareno u stvarnom okruženju, svega što nije zadovoljavajuće u stvarnom životu i od igara dobijamo ono što nam je potrebno.
But it doesn't have to end there. This is really exciting. According to Herodotus, after 18 years the famine wasn't getting better, so the king decided they would play one final dice game. They divided the entire kingdom in half. They played one dice game, and the winners of that game got to go on an epic adventure. They would leave Lydia, and they would go out in search of a new place to live, leaving behind just enough people to survive on the resources that were available, and hopefully to take their civilization somewhere else where they could thrive.
Ali to ne mora tu da se završi. Ovo je stvarno uzbudljivo. Prema Herodotu, posle 18 godina glad se nije smanjivala, pa je kralj odlučio da odigraju poslednju igru sa kockicama. Podelili su čitavu kraljevinu na pola. Igrali su jednu igru, a pobednici te igre su dobili da odu u epsku avanturu. Da odu iz Lidije u potragu za novim mestom za život, ostavljajući za sobom dovoljno malo ljudi da mogu prežive sa raspoloživim resursima, i nadajući se da će odvesti civilizaciju na neko drugo mesto
Now, this sounds crazy, right?
gde će moći da napreduje.
But recently, DNA evidence has shown that the Etruscans, who then led to the Roman Empire, actually share the same DNA as the ancient Lydians. And so, recently, scientists have suggested that Herodotus' crazy story is actually true. And geologists have found evidence of a global cooling that lasted for nearly 20 years, that could have explained the famine. So this crazy story might be true. They might have actually saved their culture by playing games, escaping to games for 18 years, and then been so inspired, and knew so much about how to come together with games, that they actually saved the entire civilization that way.
Ovo zvuči ludo, zar ne? Ali nedavni DNK dokazi pokazuju da Etrurci, od kojih je nastalo rimsko carstvo, zapravo dele DNK sa narodom stare Lidije. Tako su nedavno naučnici sugerisali da je Herodotova luda priča zapravo istinita. A geolozi su pronašli dokaze globalnog zahlađenja koje je trajalo skoro 20 godina, čime se može objasniti glad. Znači, ova luda priča je možda istinita. Možda su zaista sačuvali svoju kulturu igranjem igara, bežeći u igre 18 godina i onda su bili toliko inspirisani, i znali su toliko o tome kako da se ujedine igranjem igara,
Okay, we can do that.
da su zapravo spasili čitavu civilizaciju na taj način.
(Laughter)
OK, to možemo i mi.
We've been playing Warcraft since 1994. That was the first real-time strategy game from the World of Warcraft series. That was 16 years ago. They played dice games for 18 years, we've been playing Warcraft for 16 years. I say we are ready for our own epic game. Now, they had half the civilization go off in search of a new world, so that's where I get my 21 billion hours a week of game-play from. Let's get half of us to agree to spend an hour a day playing games, until we solve real-world problems.
Igramo Warcraft još od 1994. To je bila prva strateška igra u realnom vremenu iz World of Warcraft serije. To je bilo pre 16 godina. Oni su igrali igre s kockicama 18 godina, mi igramo Warcraft 16 godina. Mislim da smo spremni za našu sopstvenu epsku igru. Sad, polovina njihove civilizacije je otišla u potragu za novim svetom. Odatle dobijam moju 21 milijardu sati igranja igara nedeljno. Hajde da se polovina nas složi da će da provodi sat vremena dnevno igrajući igre, dok ne rešimo probleme realnog sveta.
Now, I know you're asking, "How are we going to solve real-world problems in games?" Well, that's what I've devoted my work to over the past few years, at the Institute for the Future. We have this banner in our offices in Palo Alto, and it expresses our view of how we should try to relate to the future. We do not want to try to predict the future. What we want to do is make the future. We want to imagine the best-case scenario outcome, and then we want to empower people to make that outcome a reality. We want to imagine epic wins, and then give people the means to achieve the epic win.
Znam da sad pitate: "Kako ćemo rešiti te probleme u igrama?" Pa, tome sam posvetila svoj rad u poslednjih nekoliko godina, na Institutu za budućnost. U kancelarijama u Palo Altu imamo ovaj baner koji odražava naše viđenje budućnosti. Ne želimo da pokušavamo da predvidimo budućnost. Mi želimo da stvaramo budućnost. Želimo da zamislimo najbolji mogući ishod. I onda želimo da pružimo ljudima moć da taj ishod i ostvare. Želimo da zamislimo epske pobede i da onda damo ljudima sredstva da ih ostvare.
I'm just going to very briefly show you three games that I've made that are an attempt to give people the means to create epic wins in their own futures. This is World Without Oil. We made this game in 2007. This is an online game in which you try to survive an oil shortage. The oil shortage is fictional, but we put enough online content out there for you to believe that it's real, and to live your real life as if we've run out of oil. So when you come to the game, you sign up, tell us where you live, and then we give you real-time news videos, data feeds that show you exactly how much oil costs, what's not available, how food supply is being affected, how transportation is being affected, if schools are closed, if there's rioting, and you have to figure out how you would live your real life as if this were true. And then we ask you to blog about it, to post videos, to post photos.
Vrlo kratko ću vam pokazati tri igre koje sam napravila, a koje su pokušaj da se ljudima pruži sredstvo da kreiraju epske pobede u svojim budućnostima. Ovo je "World Without Oil". Napravili smo ovu igru 2007. Ovo je online igra u kojoj pokušavate da preživite nestašicu nafte. Nestašica nafte je izmišljena, ali postavili smo dovoljno sadržaja na internet da možete da poverujete da je stvarna i da živite svoj život kao da je nestalo nafte. Kada dođete u igru i prijavite se, kažete nam odakle ste. Mi vam onda dajemo video vesti u realnom vremenu, šaljemo podatke koji vam pokazuju koliko tačno nafta košta, šta nije dostupno, kako to utiče na snabdevanje hranom, kako utiče na transport, da li su škole zatvorene, da li se dešavaju pobune. A vi treba da smislite kako biste živeli svoj stvarni život da je ovo istina. Onda od vas tražimo da pišete blog o tome,
We piloted this game with 1,700 players in 2007, and we've tracked them for the three years since. And I can tell you that this is a transformative experience. Nobody wants to change how they live, just because it's good for the world, or because we're supposed to. But if you immerse them in an epic adventure and tell them, "We've run out of oil. This is an amazing story and adventure for you to go on. Challenge yourself to see how you would survive," most of our players have kept up the habits that they learned in this game.
da postavljate video, fotografije. Ova igra je startovala sa 1 700 igrača 2007. Pratimo ih već 3 godine. Mogu vam reći da je ovo iskustvo koje vas menja. Niko ne želi da promeni način života samo zato što je to dobro za svet ili zato što bi tako trebalo. Ali ako ih uronite u epsku avanturu i kažete im: "Nestalo nam je nafte. Ovo je neverovatna priča i avantura u koju se upuštate. Izazovite sebe, da vidite kako biste preživeli." Većina naših igrača je zadržala navike koje su stekli u ovoj igri.
So for the next world-saving game, we decided to aim higher -- bigger problem than just peak oil. We did a game called Superstruct at the Institute for the Future. And the premise was, a supercomputer has calculated that humans have only 23 years left on the planet. This supercomputer was called the Global Extinction Awareness System, of course. We asked people to come online -- almost like a Jerry Bruckheimer movie. You know Jerry Bruckheimer movies, you form a dream team -- you've got the astronaut, the scientist, the ex-convict, and they all have something to do to save the world.
Za sledeću igru spašavanja sveta odlučili smo da ciljamo više, na veći problem nego što je nestašica nafte. Na Institutu za budućnost napravili smo igru koja se zove "Superstruct". Ideja je da je superkompjuter izračunao da je ljudskoj rasi preostalo još samo 23 godine na planeti. Ovaj superkompjuter je naravno nazvan Global Extinction Awarness System. Pozvali smo ljude da se uključe skoro kao da je film Džerija Brukhajmera. Znate njegove filmove, sklapa se tim snova. Imate astronauta, naučnika, bivšeg robijaša i svi oni moraju da urade nešto da bi spasili svet.
(Laughter)
(Smeh)
But in our game, instead of just having five people on the dream team, we said, "Everybody's on the dream team, and it's your job to invent the future of energy, the future of food, the future of health, the future of security and the future of the social safety net." We had 8,000 people play that game for eight weeks. They came up with 500 insanely creative solutions that you can go online, Google "Superstruct," and see.
Ali u našoj igri, umesto samo petoro ljudi u timu snova, svi su u tom timu, i vaš je posao da izmislite budućnost energije, budućnost hrane, budućnost zdravlja, budućnost bezbednosti i budućnost društvene pomoći. Osam hiljada ljudi je osam nedelja igralo tu igru. Smislili su 500 ludački kreativnih rešenja koje možete videti online, ako guglate "Superstruct".
So, finally, the last game, we're launching it March 3rd. This is a game done with the World Bank Institute. If you complete the game, you will be certified by the World Bank Institute as a Social Innovator, class of 2010. Working with universities all over sub-Saharan Africa, and we are inviting them to learn social innovation skills. We've got a graphic novel, we've got leveling up in skills like local insight, knowledge networking, sustainability, vision and resourcefulness. I would like to invite all of you to please share this game with young people, anywhere in the world, particularly in developing areas, who might benefit from coming together to try to start to imagine their own social enterprises to save the world.
I na kraju, poslednja igra. Startuje trećeg marta. Urađena je u saradnji sa Institutom svetske banke. Ako završite igru, dobićete sertifikat od Instituta svetske banke kao socijalni inovator, klasa 2010. Radimo sa univerzitetima iz cele podsaharske Afrike, pozivamo ih da nauče veštine socijalne inovacije. Imamo grafički roman. Imamo napredovanje u veštinama kao što su lokalni uvidi, umrežavanje znanja, održivost, vizija i snalažljivost. Želim sve da vas pozovem da podelite ovu igru sa mladima, bilo gde u svetu, naročito u zemljama u razvoju, sa svima kojima bi koristilo da se udruže i počnu da izmišljaju sopstvene društvene poduhvate za spašavanje sveta.
So, I'm going to wrap up now. I want to ask a question. What do you think happens next? We've got all these amazing gamers, we've got these games that are kind of pilots of what we might do, but none of them have saved the real world yet. Well I hope you will agree with me that gamers are a human resource that we can use to do real-world work, that games are a powerful platform for change. We have all these amazing superpowers: blissful productivity, the ability to weave a tight social fabric, this feeling of urgent optimism and the desire for epic meaning.
Sada ću da završim. Želim da postavim pitanje. Šta mislite da je sledeće na redu? Imamo sve te neverovatne igrače, imamo te igre, pilot verzije onoga što bismo mogli da uradimo, ali nijedna još uvek nije spasila stvarni svet. Nadam se da ćete se složiti sa mnom da su igrači ljudski resurs koji možemo iskoristiti kako bi uradili poslove stvarnog sveta, a igre su moćna platforma za promene. Imamo sve te supermoći, blaženu produktivnost, mogućnost za tkanje čvrste socijalne tkanine, to osećanje neodložnog optimizma i želju za epskim smislom.
I really hope that we can come together to play games that matter, to survive on this planet for another century. That's my hope, that you will join me in making and playing games like this. When I look forward to the next decade, I know two things for sure: that we can make any future we can imagine, and we can play any games we want, so I say: Let the world-changing games begin.
Zaista se nadam da možemo da se udružimo i igramo važne igre kako bismo preživeli na ovoj planeti još jedan vek. Nadam se da ćete mi se pridružiti u pravljenju i igranju ovakvih igara. Kada pogledam u narednu deceniju, sigurna sam u dve stvari: da možemo stvoriti svaku budućnost koju zamislimo i da možemo igrati koje god igre želimo. Ja kažem, neka počnu igre koje menjaju svet.
Thank you.
Hvala vam.
(Applause)
(Aplauz)