iiasa 35th anniversary - amplified intelligence games

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How massively collaborative game can support the development of science + policies for the future.

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© 2005 Institute for the Future. All rights reserved.

SR-1108 | © 2007 Institute for the Future. All rights reserved.

Amplified Intelligence Games

how massively collaborative play supports the development of science + policies for the future

Jane McGonigal, PhD | Resident Game Designer

INSTITUTE FOR THE FUTURE

IIASA 35th Anniversary Conference

November 15, 2007

collaboration

© 2005 Institute for the Future. All rights reserved.

SR-1108 | © 2007 Institute for the Future. All rights reserved.

Amplified Intelligence Games

how massively collaborative play supports the development of science + policies for the future

Jane McGonigal, PhD | Resident Game Designer

INSTITUTE FOR THE FUTURE

IIASA 35th Anniversary Conference

November 15, 2007

collaboration

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the essence of game play

“Games are the most elevated form of investigation.”

– Albert Einstein

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• highly social

• highly collective

• highly improvisational

• highly augmented

characteristics of amplified intelligence

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where to apply amplified intelligence

• Designing complex systems

• Addressing global-scale problems

• Coordinating diverse actors

• Adopting a more collective approach to future forecasting

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Better Instructions

• clear goals • specific avenues for

advancement• focused attention

highly augmented amplification

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Better Feedback

• dynamic, real-time information about your performance

• highly & visibly responsive environments

highly improvisational amplification

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Better Opportunity: • clearly defined ways to contribute

specific knowledge and skills• individual strengths are validated,

engaged and developed

highly collective amplification

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Better Community

• a shared context for action & decision-making

• a sense of common heroic purpose• a foundational experience

highly social amplification

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Sharing, annotating and filtering massive amounts of information to

create new “brain pools”

highly social

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highly social: sharing

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highly social: tagging

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highly social: ranking

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building powerful collaboration networks and leveraging collective

intelligence

highly collective

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highly collective: wikis

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banding together ad hoc to create infrastructure and community

highly improvisational

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highly improvisational: coworking

Hat Factory, San Francisco

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employing visual tools and dynamic overlays to create shorter feedback

loops and dramatically heighten coordination skills

highly augmented

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highly augmented: attention as currency

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highly augmented: attention as currency

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collaboration superpowers

Gamers and other amplified individuals are gaining

10 new skills and strengths, or, “collaboration superpowers.”

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• the ability to do real-time work in very large groups

• a talent for coordinating with many people simultaneously—“scalable collaboration”

mobbability

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cooperation radar

• the ability to sense, almost intuitively, who would make the best collaborators on a particular task

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• measures your responsiveness to other people’s requests for engagement

• your propensity and ability to reach out to others in a network

ping quotient

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• the ability to be persuasive in diverse social contexts and media spaces

• understanding that each work environment and collaboration space requires a different persuasive strategy and technique

influency

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• fluency in working with different capitals, e.g., natural, intellectual, social, and financial

multi-capitalism

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• fearless innovation in rapid, iterative cycles

• ability to lower the costs and increase the speed of failure

protovation

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• creating content for public consumption and modification

open authorship

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• thinking in terms of higher level

systems, cycles, the big picture

longbroading

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• the ability to prepare for and handle surprising results and complexity

emergensight

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• filtering meaningful info, patterns, and commonalities from massively multiple streams of data

signal/noise management

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The X2 Project

The Institute for the Future (IFTF) is pleased to announce the launch of a groundbreaking research initiative, the X2 Project.

Named after the famous “X Club,” a forward-looking group of 19th Century scientists who gathered to better understand disruptions from advances in scientific and technological innovation, X2 will identify major trends and disruptions in science, technology, and the practice of science over the next twenty years.

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The X2 Project

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The X2 Project

The X2 Project will:

• look ahead and identify future disruptions, opportunities, and competitive landscapes related to the content and dynamics of global science and technology innovation;

• develop an open-source database and collaborative gaming environment to become an ongoing public web platform to help support, sustain and filter collective intelligence about science and technology; and

• present this information to policy experts, decision-makers, and the general public in a useful, evolving form.

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highly social: tracking

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highly social: tracking

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The X2 Project

The IFTF X2 Project will convene a wide variety of distinguished participants from the worlds of science and technology to contribute to this collective knowledge of the future. In this highly interactive platform, participants will contribute signals—data points about discrete events, developments, discoveries, places—that will be clustered into larger patterns (trends) in the science and technology innovation landscape. IFTF will then use analytical and visualization tools to help users navigate, generate, and analyze the content, and ultimately will provide a high-level synthesis of key trends in the future of science and technology.

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what’s important?

Amplified intelligence gaming is a low-risk, high-speed, and deeply immersive platform

that enables new kinds of massively collaborative groups to play with complex,

global scale problems.

They are a platform for re-imagining, preparing for, and inventing the future, today.

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what’s important?

In the coming decade, many research, policy-making and development organizations will

derive their most important breakthroughs as a result of playing games.

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what’s important?

“The opposite of play isn't work, it's depression.

To play is to act out and be willful, exultant and committed – as if one is assured of one's prospects.”

– Brian Sutton Smith, anthropologist

© 2005 Institute for the Future. All rights reserved.

SR-1108 | © 2007 Institute for the Future. All rights reserved.

Amplified Intelligence Games

how massively collaborative play supports the development of science + policies for the future

Jane McGonigal, PhD | Resident Game Designer

jmcgonigal@iftf.org

collaboration

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