★★★TED Lesson / Jane McGonigal: Gaming can make a better world, Lesson3 (ジェーン・マゴニガル 「ゲームで築くより良い世界」)

2012年08月05日 ★★★, entertainment, TED.

TED Jane McGonigal: Gaming can make a better world

About This Talk

Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

*There is a word list below the script. The list includes blue colored words which are in the script.

*This is the third lesson of the Jane McGonigal speech. Lesson 1 is hereLesson2 is here.


World of Warcraftのようなゲームはプレーヤーに世界を救う手段を与え、ヒーローの行動様式を身につけるよう動機づけます。もしこのゲーマーの力を、現実の世界の問題を解決するために使えたとしたらどうでしょう? ジェーン・マゴニガルはそれは可能だと言い、その方法を説明しています。


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Lesson3 Script (Video Time 8:58~ 12:15)

(16) 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 is 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 that 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, they’ll stay with the game until it’s over.

(17) 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 meaningful work. And gamers are willing to work hard all the time, if they’re given the right work.

(18) 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.

(19) 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 that 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.

(20) 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 … (Laughter) 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 more like a game.

to be continued to the lesson4. Here is the lesson4 text.


Let’s talk about the article base on the questions below.

Viewpoints or discussion

  1. What do you consider as the most important virtue in both gaming world and the real world? Urgent optimism, weaving a tight social fabric, blissful productivity, and epic meaning?
  2. Do you think gamers who are virtuosos at these 4 superpowers can succeed in the real world?
  3. Do you think that the game world is better than the real world? Whyor why not?



(16) urgent /ˈᴈːdʒənt;/ adj. 1 that needs to be dealt with or happen immediately PRESSING: 2 showing that you think that sth needs to be dealt with immediately:

weave /wiːv/ verb 1 ~ A (from B)| ~ B (into A)| ~ sth (together), to make cloth, a carpet, a BASKET, etc. by crossing threads or strips across, over and under each other by hand or on a machine called a LOOM:

tight /taɪt/ adj. FIRM 1 held or fixed in position firmly; difficult to move or undo:

fabric /ˈfæbrɪk/ noun 1 [U, C] material made by WEAVING wool, cotton, silk, etc., used for making clothes, curtains, etc. and for covering furniture: 2 [sing.] the ~ (of sth) (formal) the basic structure of a society, an organization, etc. that enables it to function successfully:

beat /biːt/ verb (beat, beaten /ˈbiːtn/) ‣IN GAME 1 [VN] ~ sb (at sth) to defeat sb in a game or competition:

(17) bond /bɒnd;/ noun ‣STRONG CONNECTION 1 [C] ~ (between A and B) something that forms a connection between people or groups, such as a feeling of friendship or shared ideas and experiences:

blissful /ˈblɪsfl/ adj. extremely happy; showing happiness:

hang out (informal) to spend a lot of time in a place: ◇The local kids hang out at the mall.

optimize /ˈɒptɪmaɪz/ verb [VN] to make sth as good as it can be; to use sth in the best possible way:

(18) awe―inspiring adj. impressive; making you feel respect and admiration:

planetary /ˈplænətri/ adj. [only before noun] (technical) relating to a planet or planets:

trivia /ˈtrɪviə/ noun [U] 1 unimportant matters, details or information:

compile /kəmˈpaɪl/ verb [VN] 1 to produce a book, list, report, etc. by bringing together different items, articles, songs, etc.:

(19) add up, verb. develop into

empower /ɪmˈpaʊə(r)/ verb [often passive] 1 (formal) to give sb the power or authority to do sth [also VN]

(20) amount to sth, 2 to be equal to or the same as sth: ◇Her answer amounted to a complete refusal.

no less than …, used to emphasize a large amount: ◇The guide contains details of no less than 115 hiking routes.

exodus /ˈeksədəs/ noun [sing.] ~ (from … ) (to … ) (formal or humorous) a situation in which many people leave a place at the same time:

exuberant /ɪgˈzjuːbərənt;/ adj. 1 full of energy, excitement and happiness:◇She gave an exuberant performance.

reward /rɪˈwᴐːd/ verb [VN] [often passive] ~ sb (for sth/for doing sth) to give sth to sb because they have done sth good, worked hard, etc.:

for now, adverb at the moment

by no means, not at all:

optimal /ˈɒptɪməl/ adj. the best possible; producing the best possible results:


(16) だから ゲームは人をどういう点で 達人にするのかと 考え始めました 4つ考え付きました 最初のは「楽観的即行」です 強度の自己動機付けと考えてください 楽観的即行は 問題にすぐ取り組みたいという欲求と 成功の見込みは十分にあるという 信念が結び付いたものです ゲーマーはいつもエピックウィンは可能と思い いつだって すぐにチャレンジする価値があると信じています 彼らが何もせずにいることはありません ゲーマーは緊密な「縦横のネットワーク」を作り上げる達人です ゲームを一緒にした後は その相手のことを より好きになるという興味深い研究があります たとえひどく負かされた場合でもそうなのです その理由は ゲームを一緒にするには 多くの信頼が必要だからです 相手が自分といっしょに時間を過ごすことを 同じルールに従ってプレイすることを 同じ目標に価値を認め 終わりまで続けることを信じています

(17) 一緒にゲームすることは 絆と信頼と協力を生み出します 結果として より強い社会的な関係が築かれるのです 「生産的至福状態」 好きなやつです 平均的なWorld of Warcraftゲーマーが 半日労働に相当する週22時間を ゲームに費やすのには理由があります 私たちがゲームをしているときには リラックスしたり ぶらぶらしている時より 楽しい気分で 熱心に働きます 人類は 難しく意味深い仕事をするよう 最適化されているのです 適切な問題さえ与えられれば ゲーマーは常に熱心に働く人々なのです

(18) 最後に「壮大な意義」です ゲーマーは人類とか地球というスケールの物語における 畏敬の念を起こさせるようなミッションに打ち込むのが好きです この意味合いがわかるように 1つトリビアをお教えしましょう 世界最大のWikiであるWikipediaはご存じですね では世界で2番目に大きなWikiは何でしょう? 8万にも及ぶ項目がある World of Warcraft のWikiです 月に500万もの人々が訪れます 彼らがネット上にまとめ上げている情報は Wikiで記述された他のどんな トピックの情報よりも多いのです 彼らは壮大な物語を築いています World of Warcraftについての 壮大な知識リソースを構築しているのです

(19) これら4つのスーパーパワーが 1つの存在に集約されています ゲーマーというのは強い力を与えられた 希望に満ちた個人なのです 1人ひとりが世界を変えられると 信じている人たちです 唯一の問題は 彼らが変えられるのは 仮想世界であって現実世界ではないと 思っていることです これは私が解こうと試みている問題です

(20) エドワード カストロノヴアという経済学者がいます 人々がなぜそれほど多くの エネルギーと 時間と お金を オンラインの世界に 投じているのかに 目を向けています 「我々が目の当たりにしているのは 仮想世界とオンラインゲーム環境への 大移動であると言って差し支えない」と彼は言っています そして彼は経済学者で 理性的です その彼が…(笑)…ええ 私と違って 私は脳天気なゲームデザイナです ゲーマーたちは現実の生活よりも オンラインの世界での方が多くのことを成し遂げられるのだから これは全く理にかなったことなのだと彼は言います ゲームの中では 現実生活よりも 強い人間関係を築けます より良いフィードバックが得られます ゲームの中の方が 現実よりも報われるように感じます 今やゲーマーたちが現実より 仮想世界で多くの時間を費やすのは 理にかなっているのです 今やそれが合理的だということに 私も同意します しかしこれはどう考えても 最適な状況とは言えません 私たちは現実の世界をもっとゲームのようにする必要があるのです

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