-
[clapping]
-
I love video games. I'm also slightly
in awe of them
-
I am in awe of their power
-
In terms of imagination,
in terms of technology
-
in terms of concept
-
but I think above all
-
I am in awe of their
power to motivate, to compel us
-
To transfix us
-
Like really nothing else
we ever have at this point done before
-
And I think that we can learn some
pretty amazing things
-
By looking at how they do this
-
And in a particular thing
we can learn things about learning
-
Now, the videogames industry
-
is far in the away the
fastest growing
-
of all modern media
-
From about 10 billion in 1990
it's worth
-
50 billion dollars globally today
-
And it shows no sign of slowing down
-
Just in 4 years time, it's estimated
it will be worth over 80 billion dollars
-
That's about three times
the recording music industry
-
This is pretty stunning
-
But I don't think it's the most
telling statistics of all
-
The thing that really amazes me
-
Is that today, people spend
about 8 billion real dollars a year
-
By virtual items that only exist
inside videogames
-
This is a screenshot of a virtual game
world in Entropia Universe
-
Earlier this year
-
A virtual astroid sold for
330 thousand real dollars
-
And this is a
-
Titan Class ship in the space game
-
Eve Online and this virtual object
takes 200 real people
-
about 56 days of real-time to build.
Plus countless thousands of hours
-
Of effort before that,
and yet many of these get built
-
At the other end of the scale
-
Game Farm Ville you may well of heard of
-
Has 70 million players around the world
-
Most of these players are
playing almost every day
-
This may all sound
really quite alarming to some people
-
An index of something worrying or wrong
-
in society
-
But we're here for the good news
and the good news is
-
Not Synced
That I think we can
explore why this very real human effort,
-
Not Synced
this very intense generation of value is
-
Not Synced
occuring and by answering that question,
-
Not Synced
I think we can take something extremely
-
Not Synced
powerful. I think the most interesting way
-
Not Synced
to think about what is going on is in
-
Not Synced
terms of rewards. Specifically, in terms
-
Not Synced
of the very intense emotional rewards
-
Not Synced
that playing games offers to people,
-
Not Synced
both individually and collectively.
-
Not Synced
Now, if we look at what's going on in
-
Not Synced
someone's head when they are being
-
Not Synced
engaged, two quite different processes
-
Not Synced
are occuring. One the one hand there's the
-
Not Synced
wanting process, a bit like ambition
-
Not Synced
and drive.