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  • I love video games.

    我熱愛電子遊戲。

  • I'm also slightly in awe of them.

    我還有點小小地敬畏它們。

  • I'm in awe of their power

    我敬畏它們在

  • in terms of imagination, in terms of technology,

    想像力,技術

  • in terms of concept.

    和概念方面的力量。

  • But I think, above all,

    但是,最重要的,

  • I'm in awe at their power

    我敬畏它們能夠

  • to motivate, to compel us,

    促使我們,強迫我們,

  • to transfix us,

    讓我們目瞪口呆,

  • like really nothing else we've ever invented

    這是人類其它發明

  • has quite done before.

    所不能企及的。

  • And I think that we can learn some pretty amazing things

    而且我認為我們能從中瞭解到很多驚人的事實,

  • by looking at how we do this.

    就是看看我們是如何玩電子遊戲的。

  • And in particular, I think we can learn things

    特別是可以瞭解到

  • about learning.

    關於人的認知。

  • Now the video games industries

    目前電子遊戲產業

  • is far and away the fastest growing

    發展之快遠遠超越了

  • of all modern media.

    其他現代媒體。

  • From about 10 billion in 1990,

    從1990年的一百億

  • it's worth 50 billion dollars globally today,

    到今天的全球產值五百億。

  • and it shows no sign of slowing down.

    而且完全沒有放緩的跡象。

  • In four year's time,

    預計在未來的四年,

  • it's estimated it'll be worth over 80 billion dollars.

    將超過八百億美圓。

  • That's about three times the recorded music industry.

    這是唱片業的三倍。

  • This is pretty stunning,

    相當驚人的數字,

  • but I don't think it's the most telling statistic of all.

    但我認為這還不是最說明問題的數據。

  • The thing that really amazes me

    真正讓我驚訝的是

  • is that, today,

    現在

  • people spend about

    人們可以

  • eight billion real dollars a year

    一年花實實在在的八百億

  • buying virtual items

    購買虛擬的物品

  • that only exist

    只存在於

  • inside video games.

    電子遊戲裡。

  • This is a screenshot from the virtual game world, Entropia Universe.

    這是一個虛擬的遊戲世界《Entropia Universe》的遊戲截屏。

  • Earlier this year,

    就在前不久,

  • a virtual asteroid in it

    這個遊戲中的一個虛擬的小行星

  • sold for 330,000 real dollars.

    竟以三十三萬美圓的價格售出。

  • And this

    而這個

  • is a Titan class ship

    是一艘泰坦級的宇宙飛船

  • in the space game, EVE Online.

    來自EVE Online 這個太空遊戲。

  • And this virtual object

    而這艘虛擬的飛船

  • takes 200 real people

    需要200個真人

  • about 56 days of real time to build,

    花費56天建造出來,

  • plus countless thousands of hours

    還要加上不知幾千小時的

  • of effort before that.

    前期工作。

  • And yet, many of these get built.

    類似這樣被造出的還有很多。

  • At the other end of the scale,

    而另一方面,

  • the game, Farmville, that you may well have heard of,

    Farmville這個遊戲,可能你們已經聽說了,

  • has 70 million players

    有七千萬個玩家

  • around the world,

    遍佈全世界,

  • and most of these players

    而且這些玩家中的大多數

  • are playing it almost every day.

    幾乎每天都在玩。

  • This may all sound

    可能這聽上去

  • really quite alarming to some people,

    會令一些人相當警惕,

  • an index of something worrying

    覺得是社會上那些令人焦慮

  • or wrong in society.

    或不正確的現象。

  • But we're here for the good news,

    但是我們來這是聽好消息的,

  • and the good news is

    好消息就是

  • that I think we can explore

    我認為我們能夠研究一下

  • why this very real human effort,

    爲什麽這種真實的人類勞動,

  • this very intense generation of value is occurring.

    這麼巨大的價值的創造會得以出現。

  • And by answering that question,

    通過回答這個問題,

  • I think we can take something

    我覺得我們可以從中得到

  • extremely powerful away.

    極其強大的信息。

  • And I think the most interesting way

    我認為最有趣的

  • to think about how all this is going on

    思考這些問題的角度

  • is in terms of rewards.

    就是獎賞。

  • And specifically, it's in terms

    更具體來說,

  • of the very intense emotional rewards

    就是非常密集的情感獎賞,

  • that playing games offers to people,

    通過玩遊戲提供給人們,

  • both individually

    既是個人的,

  • and collectively.

    也有集體的。

  • Now if we look at what's going on in someone's head

    如果我們觀察一下某人的大腦,

  • when they are being engaged,

    當他們忙碌時是怎樣運作的,

  • two quite different processes are occurring.

    兩個相當不同的進程同時發生著。

  • On the one hand, there's the wanting processes.

    一方面是想要的進程。

  • This is a bit like ambition and drive -- I'm going to do that. I'm going to work hard.

    有些類似進取心和動機——我要做那件事。我要努力工作。

  • On the other hand, there's the liking processes,

    而另一方面是喜歡的進程。

  • fun and affection

    樂趣和喜愛

  • and delight --

    以及快樂——

  • and an enormous flying beast with an orc on the back.

    這是一個巨型飛行獸,上頭騎著一個獸人。

  • It's a really great image. It's pretty cool.

    這幅圖很棒,很酷。

  • It's from the game World of Warcraft with more than 10 million players globally,

    它來自魔獸世界,全球的玩家超過一千萬,

  • one of whom is me, another of whom is my wife.

    其中一個就是我,另外一個就是我老婆。

  • And this kind of a world,

    在這種世界裡

  • this vast flying beast you can ride around

    你可以騎著這種巨型的飛行獸到處閒逛,

  • shows why games are so very good

    而這正顯示出爲什麽遊戲是多麼善於

  • at doing both the wanting and the liking.

    讓人同時做要做和喜歡做的事。

  • Because it's very powerful. It's pretty awesome.

    因為這很強大,相當厲害。

  • It gives you great powers.

    它給予你強大的力量。

  • Your ambition is satisfied, but it's very beautiful.

    你的野心得到滿足,但又非常美麗。

  • It's a very great pleasure to fly around.

    飛來飛去帶來絕大的快感。

  • And so these combine to form

    所有這些組合起來形成

  • a very intense emotional engagement.

    非常巨大的情感投入。

  • But this isn't the really interesting stuff.

    但這還不是真正有趣的部份。

  • The really interesting stuff about virtuality

    虛擬世界真正有趣的地方在於

  • is what you can measure with it.

    你從中可以量度的東西。

  • Because what you can measure in virtuality

    因為你在虛擬世界中能度量的東西

  • is everything.

    就是最重要的東西。

  • Every single thing that every single person

    每一個人在遊戲中做的每一件事

  • who's ever played in a game has ever done can be measured.

    都可被度量。

  • The biggest games in the world today

    今天世界上最大型的遊戲

  • are measuring more than one billion points of data

    正在量度玩家的上十億的數據

  • about their players, about what everybody does --

    具體到每個人做的事——

  • far more than detail than you'd ever get from any website.

    其細緻程度超過任何其他網站。

  • And this allows something very special

    而這就使得一些非常特別的東西可以

  • to happen in games.

    存在於遊戲中。

  • It's something called the reward schedule.

    這就是獎賞機制。

  • And by this, I mean looking

    通過這個機制,

  • at what millions upon millions of people have done

    觀察成百萬上千萬的人是怎麼玩的,

  • and carefully calibrating the rate,

    然後仔細校準比率,

  • the nature, the type, the intensity of rewards in games

    屬性,類型,以及遊戲中獎賞的強度

  • to keep them engaged

    令人持續投入

  • over staggering amounts of time and effort.

    數量驚人的時間和努力。

  • Now, to try and explain this

    現在為了試圖用一些實際的概念

  • in sort of real terms,

    來闡釋這個機制,

  • I want to talk about a kind of task

    我要討論一種任務

  • that might fall to you in so many games.

    就是你在很多遊戲中會遇到的那種任務。

  • Go and get a certain amount of a certain little game-y item.

    去找到一定數量的某種遊戲小道具。

  • Let's say, for the sake of argument,

    比如說,

  • my mission is to get 15 pies,

    我的任務是得到15個餡餅,

  • and I can get 15 pies

    然後為了這15個餡餅

  • by killing these cute, little monsters.

    我要殺死這些可愛的小怪物。

  • Simple game quest.

    很簡單的遊戲任務。

  • Now you can think about this, if you like,

    現在如果你喜歡可以把這個想像為

  • as a problem about boxes.

    一個關於盒子的問題。

  • I've got to keep opening boxes.

    我需要不斷打開盒子。

  • I don't know what's inside them, until I open them.

    我不知道裡頭有什麽,直到我打開它們。

  • And I go around opening box after box, until I've got 15 pies.

    然後我四處去打開一個又一個盒子,直到得到15個餡餅。

  • Now, if you take a game like Warcraft,

    現在如果你在玩的是魔獸世界這樣的遊戲,

  • you can think about it, if you like,

    如果你願意可以把它想像為

  • as a great box-opening effort.

    一個繁重的開盒子的勞動。

  • The game's just trying to get people to open about a million boxes,

    遊戲想讓人去打開大約一百萬個盒子,

  • getting better and better stuff in them.

    從裡頭找到越來越好的東西。

  • This sounds immensely boring,

    聽上去是極度枯燥,

  • but games are able

    但遊戲卻能夠

  • to make this process

    使得這個過程

  • incredibly compelling.

    極其吸引人。

  • And the way they do this

    而它們所使用的方法

  • is through a combination of probability and data.

    就是把概率和數據結合起來。

  • Let's think about probability.

    讓我們來想想概率問題。

  • If we want to engage someone

    如果我們想讓人去

  • in the process of opening boxes to try and find pies.

    打開盒子尋找餡餅,

  • We want to make sure it's neither too easy,

    我們想確保它不要太容易,

  • nor too difficult, to find a pie.

    也不能太困難。

  • So what do you do? Well, you look at a million people --

    那該怎麼辦?那麼你觀察一百萬個人——

  • no, 100 million people, 100 million box openers --

    不,一億個人,一億個開盒子的人——

  • and you work out, if you make the pie rate

    然後來計算一下,如果你設定餡餅出現的比率

  • about 25 percent --

    大約為25%——

  • that's neither too frustrating, not too easy;

    這樣不會太令人挫敗,也不會太容易;

  • it keeps people engaged --

    這樣就能讓人投入進去——

  • but of course, that's not all you do -- there's 15 pies.

    當然,這還不是全部——這只是15個餡餅。

  • Now, I could make a game called Piecraft,

    現在,我可以做一個遊戲叫做餡餅世界,

  • where all you had to do was get a million pies,

    你在這裡要做的就是找到一百萬個餡餅,

  • or a thousand pies.

    或一千個。

  • That would be very boring.

    這個遊戲會很無聊。

  • 15 is a pretty optimal number.

    15是一個最優化的數字。

  • You find the -- you know, between five and 20

    你要尋找的,——你知道,在5到20之間,

  • is about the right number for keeping people going.

    這是讓人願意玩下去的一個恰到好處的數量。

  • But we don't just have pies in the boxes.

    但我們在盒子里找到的不只是餡餅。

  • There's a hundred percent up here.

    這點我敢百分百肯定。

  • And what we do is make sure that every time a box is opened,

    我們所做的就是要確保每次盒子一打開,

  • there's something in it, some little reward,

    裡頭總有點什麽,一些小小的獎勵,

  • that keeps people progressing and engaged.

    就是這些東西令人投入地玩下去。

  • In most adventure games,

    在大部份的冒險遊戲裡,

  • it's a little bit in-game currency, a little bit experience,

    這獎賞會是一點遊戲幣,一點經驗值,

  • but we don't just do that either.

    但我們也不是僅僅為了這個才玩。

  • We also say there's going to be loads of other items

    可以說裡頭還有一些其他道具

  • of varying qualities and levels of excitement.

    帶著不同的內容和不同級別的興奮感。

  • There's going to be a 10 percent chance you get a pretty good item.

    大約有十分之一的機會你可能得到一個相當好的道具。

  • There's going to be a 0.1 percent chance

    而有大概千分之一的機會

  • you get an absolutely awesome item.

    會得到一件絕對厲害的道具。

  • And each of these rewards is carefully calibrated to the item.

    而所有這些獎賞都小心地與道具調整在一起。

  • And also, we say,

    而且,我們還會說,

  • 'Well, how many monsters? Should I have the entire world full of a billion monsters?"

    “好,放多少鬼怪呢?我是不是應該讓整個世界充滿十億個鬼怪?”

  • No, we want one or two monsters on the screen at any one time.

    不,我們只想讓一到兩隻鬼怪同時出現在屏幕上。

  • So I'm drawn on. It's not too easy, not too difficult.

    於是我就被吸引住了。這不太容易,也不太難。

  • So all this is very powerful.

    加在一起就很強大了。

  • But we're in virtuality; these aren't real boxes.

    但是我們是在虛擬世界;這些都不是真的盒子。

  • So we can do

    所以我們還可以做一些

  • some rather amazing things.

    更加令人驚奇的事。

  • We notice, looking at all these people opening boxes,

    在觀察所有這些人打開盒子時,我們注意到,

  • That when people get to about 13 out of 15 pies,

    當人們拿到15個餡餅中的13個時,

  • their perception shifts, they start to get a bit bored, a bit testy.

    他們的注意力發生轉移,他們開始覺得有點無聊,開始急躁。

  • They're not rational about probability.

    他們並沒有理性理解概率。

  • They think this game is unfair.

    他們認為這個遊戲不公平。

  • It's not giving me my last two pies. I'm going to give up.

    它沒給我最後兩個餡餅。我快要放棄了。

  • If they're real boxes, there's not much we can do,

    如果要找的是真正的盒子,那到這裡我們就無能為力了,

  • but in a game we can just say, 'Right, well."

    但是在遊戲裡,我們只需說,“好吧,這樣。”

  • When you get to 13 pies, you've got 75 percent chance of getting a pie now.

    當你拿到13個餡餅時,現在你拿到餡餅的機會提高到75%。

  • Keep you engaged. Look at what people do --

    這樣就會令你繼續玩下去。觀察人們如何玩遊戲——

  • adjust the world to match their expectation.

    調整這個世界符合他們的期待。

  • Our games don't always do this.

    而我們的遊戲並不總是如此。

  • And one thing they certainly do at the moment

    目前有一件事它們肯定會做的就是

  • is, if you got a 0.1 percent awesome item,

    如果你拿到那個千分之一機會才能得到的道具,

  • they make very sure another one doesn't appear for a certain length of time

    它們會確保另一個這樣的道具在相當長一段時間內不會出現

  • to keep the value, to keep it special.

    以此令其保值,讓它特殊。

  • And the point is really

    而關鍵就在於

  • that we evolved to be satisfied by the world

    我們適應了以某種特定的方式

  • in particular ways.

    從周圍的世界獲得滿足感。

  • Over tens and hundreds of thousands of years,

    通過幾百萬年,

  • we evolved to find certain things stimulating,

    我們演化成尋找某種刺激性的事物,

  • and as very intelligent, civilized beings,

    並且作為非常智能和文明化的生物,

  • we're enormously stimulated by problem-solving and learning.

    我們通過解決問題和學習知識獲得巨大的刺激。

  • But now, we can reverse engineer that

    但是現在,我們能反向設計這一行為

  • and build worlds

    構造出遊戲世界

  • that expressly tick our evolutionary boxes.

    很明顯地突出我們的演化特徵。

  • So what does all this mean in practice?

    那麼所有這些在實踐中有什麽意義?

  • Well, I come up

    我總結出

  • with seven things

    七個要點

  • that, I think, show

    我認為表明了

  • how you can take these lessons from games

    你如何從遊戲中有所學習

  • and use them outside of games.

    並將它們應用到遊戲以外。

  • The first one is very simple:

    第一點很簡單:

  • experience bars measuring progress --

    用經驗值條量度進程——

  • something that's been talked about brilliantly

    有人已經很出色地討論過這個問題

  • by people like Jesse Schell earlier this year.

    如今年年初時的Jesse Schell 。

  • It's already been done at the University of Indiana in the States, among other places,

    在美國的印第安那大學和其他一些地方已經這樣去做了。

  • It's the simple idea that, instead of grading people incrementally

    很簡單的道理就是,不用增量的方式給人打分,

  • in little bits and pieces,

    不要去算計那些點點滴滴,

  • you give them one profile character avatar

    你給他們一個角色化身

  • which is constantly progressing

    這個化身會持續地發展

  • in tiny, tiny, tiny little increments, which they feel are their own.

    一點一點地,以非常微弱的量發展,他們會感同身受。

  • And everything comes towards that,

    然後一切都朝向那個目標前進,

  • and they watch it creeping up, and they own that as it goes along.

    他們會看著它不斷增長,然後隨著它的發展他們對之認同。

  • Second, multiple long and short-term aims --

    第二,多進程的長短期目標——

  • 5,000 pies, boring,

    五千個餡餅,太煩了,

  • 15 pies, interesting.

    十五個,有意思。

  • So you give people

    因此你要給人們

  • lots and lots of different tasks.

    很多很多不同的任務。

  • You say, it's about

    你要說,這是

  • doing 10 of these questions,

    解決10個這樣的問題,

  • but another task

    而另一個任務

  • is turning up to 20 classes on time,

    是在規定時間內升20級,

  • but another task is collaborating with other people,

    但再另外一個任務是和別人合作,

  • another task is showing your working five times,

    再另一個任務是展示你的工作五次,

  • another task is hitting this particular target.

    再一個任務是擊中這個特定的標靶。

  • You break things down into these calibrated slices

    你把任務拆分成這些經過調校的小塊,

  • that people can choose and do in parallel

    人們可以挑選,以及並行處理

  • to keep them engaged

    以令他們保持投入

  • and that you can use to point them

    並將它們和

  • towards individually beneficial activities.

    個人的獲利行為掛鉤。

  • Third, you reward effort.

    第三,獎賞努力工作。

  • It's your 100 percent factor. Games are brilliant at this.

    這是你的萬靈丹。遊戲在這點上極其擅長。

  • Every time you do something, you get credit, you a credit for trying.

    每次你做點什麽事時,你都得到分數,從嘗試中得分。

  • You don't punish failure; you reward every little bit of effort --

    你不會懲罰失敗;你會獎勵每一點微小的努力——

  • your little bit of gold, your little bit of credit -- you've done 20 questions -- tick.

    一小塊金子,一小點分數——你已經做完了20個問題了——完成。

  • It all feeds in as minute reinforcement.

    這些都是通過小小的鼓勵實現的。

  • Fourth, feedback.

    第四,反饋。

  • This is absolutely crucial,

    這絕對是個關鍵,

  • and virtuality is dazzling at delivering this.

    而虛擬世界為實現這一點做的讓人眼花繚亂。

  • If you look at some of the most intractable problems in the world today

    如果你看那些當今世界上最難解決的一些問題,

  • that we've been hearing amazing things about,

    關於這些問題我們已經聽到很多驚人的東西,

  • it's very, very hard for people to learn

    人們很難有所長進

  • if they cannot link consequences to actions.

    如果他們無法將結果與行為聯繫起來。

  • Pollution, global warming, these things,

    污染,全球暖化,這些問題,

  • the consequences are distant in time and space.

    其後果從時間空間上看都還很遙遠。

  • It's very hard to learn to feel a lesson,

    結果就很難學到,感受到其中的教訓。

  • but if you can model things for people,

    但如果你可以給人們一些這類事情的模型,

  • if you get give things to people that they can manipulate

    如果你可以給一些東西他們可以操控

  • and play with and where the feedback comes,

    玩耍並從中獲得反饋,

  • then they can learn a lesson, they can see,

    那麼他們就能從中有所學習,他們就能看到,

  • they can move on, they can understand.

    他們就能進步,能理解。

  • And fifth,

    第五,

  • the element of uncertainty.

    不確定性因素。

  • Now this is a neurological goldmine,

    目前這是神經科學的寶庫,

  • if you like,

    你可以這麼說,

  • because a known reward

    因為一個已知的獎勵

  • excites people,

    會讓人們興奮,

  • but what really gets them going

    但真正驅動他們的

  • is the uncertain reward,

    是不確定的獎勵,

  • the reward pitched at the right level of uncertainty,

    帶著適當程度的不確定性的獎勵,

  • that they didn't quite know whether they were going to get it or not.

    也就是說人們不太知道是否能得到。

  • The 25 percent. This lights the brain up.

    四分之一的概率。這就能使大腦興奮。

  • And if you think about

    如果你想

  • using this in testing,

    把這點用於測試,

  • in just introducing control elements of randomness

    就只需引入隨機性的控制因素

  • in all forms of testing and training,

    放在各種形式的測試和訓練中,

  • you can transform the levels of people's engagement

    你能夠改變人們的投入程度

  • by tapping into this very powerful

    通過引入這種非常強大的

  • evolutionary mechanism.

    演化機制。

  • That when we don't quite predict something perfectly,

    當我們無法相當完美地預測某事時,

  • we get really excited about it.

    對它就會特別興奮。

  • We just want to go back and find out more.

    我們就想回去發現更多。

  • As you probably know, the neurotransmitter

    你可能知道,神經遞質

  • associated with learning is called dopamine.

    伴隨學習產生的神經遞質叫做多巴胺。

  • It's associated with reward seeking behavior.

    它出現在尋找獎勵的行為中。

  • And something very exciting is just beginning to happen

    一些激動人心的工作正在

  • in places like the University of Bristol in the U.K.,

    展開,如英國的布裡斯托爾大學,

  • where we are beginning to be able to model mathematically

    在那裡我們開始能夠用數學的方式

  • dopamine levels in the brain.

    建構大腦中多巴胺水平的模型。

  • And what this means is we can predict learning,

    這意味著我們可以預測學習,

  • we can predict enhanced engagement,

    我們可以預測加強的行為,

  • these windows, these windows of time,

    這些機會期,這些時間的機會期,

  • in which the learning is taking place at an enhanced level.

    其中所發生的學習行為處在一個加強的水平。

  • And two things really flow from this.

    從中產生兩個結果。

  • The first has to do with memory,

    第一與記憶有關,

  • that we can find these moments.

    就是我們可以找到這些瞬間。

  • When someone is more likely to remember,

    當某人想記住什麽時,

  • we can give them a nugget in a window.

    我們可以給他們提供機會期這一寶貴資源。

  • And the second thing is confidence,

    第二就是信心,

  • that we can see how game playing and reward structures

    我們能看到遊戲的操作和獎賞結構是如何

  • make people braver, make them more willing to take risks,

    令人更勇敢,令人更樂於冒險,

  • more willing to take on difficulty,

    更願意面對困難

  • harder to discourage.

    更不容易灰心。

  • This can all seem very sinister.

    這些可以是些不好的跡象。

  • But you know, sort of "Our brains have been manipulated, we're all addicts."

    但是你知道,有人會說“我們的大腦都被控制了,我們都是癮君子。”

  • The word addiction is thrown around.

    “上癮”這個詞到處可見。

  • There are real concerns there.

    這的確是個問題。

  • But the biggest neurological turn-on for people

    但是對人來說,最大的神經刺激

  • is other people.

    來自他人。

  • This is what really excites us.

    這才是真正令我們興奮的。

  • In reward terms, it's not money,

    就獎賞來說,並不是金錢,

  • it's not being given cash -- that's nice --

    並不是得到現金——當然那也不錯——

  • it's doing stuff with our peers,

    而是和同伴一起做事,

  • watching us, collaborating with us.

    注視我們,和我們合作。

  • And I want to tell you a quick story about 1999 --

    我想很快地講一個小故事,1999年

  • a video game called Everquest.

    有個電子遊戲叫做《無盡任務》。

  • And in this video game,

    在這個遊戲裡,

  • there were two really big dragons, and you had to team up to kill them --

    有兩頭巨大的龍,你必須組隊才能殺掉它們——

  • 42 people -- up to 42 to kill these big dragons.

    42個人——必須要42個人才能殺掉巨龍。

  • That's a problem,

    這是個問題,

  • because they dropped two or three decent items.

    因為這些龍會丟出兩三個重要的道具。

  • So players addressed this problem

    於是玩家處理這個問題的方法是

  • by spontaneously coming up with a system

    自發地建立起一套體系

  • to motivate each other,

    來激勵每個玩家,

  • fairly and transparently.

    公平地,透明地。

  • What happened was, they paid each other a virtual currency

    結果,他們付給每個玩家虛擬貨幣

  • they called dragon kill points.

    他們稱之為殺龍點數。

  • And every time your turn up to go on a mission,

    每次出發去完成一個任務

  • you got paid in dragon kill points.

    都會得到一些殺龍點數。

  • They tracked these on a separate website.

    他們用另一個獨立的網站記錄這些點數。

  • So they tracked their own private currency,

    這樣就可以記錄自己的貨幣,

  • and then players could bid afterward

    之後玩家就可以用來競拍

  • for cool items they wanted --

    他們想要的厲害道具——

  • all organized by the players themselves.

    這些都是玩家自己組織起來的。

  • Now the staggering system is not just that this worked in Everquest,

    目前這個令人難以置信的系統不僅出現在《無限任務》

  • but that today, a decade on,

    而是今天,十年以後,

  • every single video game in the world with this kind of task

    世界上的每一款有這類任務的電子遊戲

  • uses a version of this system --

    都在使用某個版本的這個系統——

  • tens of millions of people.

    上千萬的人。

  • And the success rate

    而成功率

  • is at close to 100 percent.

    接近百分之百。

  • This is a player-developed,

    這是一個玩家開發的,

  • self-enforcing, voluntary currency,

    自動實施的,自願的貨幣,

  • and it's incredibly sophisticated

    這就是玩家複雜到令人無法相信的

  • player behavior.

    玩家行為。

  • And I just want to end by suggesting

    最後我想建議

  • a few ways in which these principle

    一些方法使這些原則

  • could fan out into the world.

    可以擴散到全世界。

  • I'll start with business.

    首先是商業。

  • I mean, we're beginning to see some of the big problems

    我認為我們將會看到一些非常巨大的問題

  • around something like business,

    出現在諸如商業裏面,

  • recycling and energy conservation.

    循環利用和節約能源。

  • We're beginning to see the emergence of wonderful technologies

    我們將會看到一些很奇妙的技術出現

  • like real time energy meters.

    如實時的能量計。

  • And I just look at this, and I think, yes,

    看著這些,我會想,對啊,

  • we could take that so much further

    我們可以更充分地使用這些技術

  • by allowing people to set targets

    讓人們設定目標

  • by setting calibrated targets,

    通過設定標準化的目標,

  • by using elements of uncertainty,

    通過使用不確定性因素,

  • by using these multiple targets,

    通過多任務進程,

  • by using a grand, underlying reward and incentive system,

    通過使用一個巨大的,潛在的獎賞和激勵機制,

  • by setting people up

    來激發人們

  • to collaborate in terms of groups, in terms of streets

    以團體和街區的形式合作,

  • to collaborate and compete,

    既合作又競爭,

  • to use these very sophisticated

    利用這些非常複雜的

  • group and motivational mechanics we see.

    組織和激勵機制。

  • In terms of education,

    在教育方面,

  • perhaps most obviously of all,

    可能是最顯著的,

  • we can transform how we engage people.

    我們能改變吸引人注意的方式。

  • We can offer people the grand continuity

    我們可以提供給人們愉快的連續的

  • of experience and personal investment.

    經驗和個人的發展。

  • We can break things down

    我們可以把事務拆分為

  • into highly-calibrated small tasks.

    高度調整過的小任務。

  • We can use calculated randomness.

    我們可以利用計算過的隨機性。

  • We can reward effort consistently

    我們可以持續地獎勵努力

  • as everything fields together.

    調動所有方面。

  • And we can use the kind of group behaviors

    我們還能利用這種團隊行為

  • that we see evolving when people are at play together,

    也就是當人們一起玩遊戲時看到的演化,

  • these really quite unprecedentedly complex

    這些真是前所未有的複雜的

  • cooperative mechanisms.

    協作機制。

  • Government, well one thing that comes to mind

    我想到的另一個就是政府,

  • is the U.S. government, among others,

    尤其是美國政府

  • is literally starting to pay people

    已經真的開始付錢給民眾

  • to lose weight.

    去減肥。

  • So we're saying financial reward being used

    所以我們所說的就是利用經濟獎賞

  • to tackle the great issue of obesity.

    去解決肥胖這個大問題。

  • But again, those rewards

    但是同樣,這些獎勵

  • could be calibrated so precisely

    可以被精確地分配

  • if we were able to use the vast expertise

    如果我們能夠使用遊戲系統的大量專業技術

  • of gaming systems to just jack up that appeal,

    去提升吸引力,

  • to take the data, to take the observations,

    去採集數據,觀察,

  • of millions of human hours

    上百萬的人小時

  • and plow that feedback

    並將這些反饋用回到

  • into increasing engagement.

    提升人的參與度。

  • And in the end, it's this word, engagement,

    最後,就是這個詞,參與度,

  • that I want to leave you with.

    我想留給大家。

  • It's about how individual engagement

    就是如何使個人的參與

  • can be transformed

    可以發生轉化,

  • by the psychological and the neurological lessons

    通過心理學和神經學方面的經驗

  • we can learn from watching people that play games.

    就是我們從觀察人玩遊戲獲得的經驗。

  • But it's also about collective engagement

    但是還有集體的參與度

  • and about the unprecedented laboratory

    以及前所未有的實驗

  • for observing what makes people tick

    觀察是什麽使人行動

  • and work and play and engage

    工作,遊戲和投入

  • on a grand scale in games.

    大量精力到遊戲中。

  • And if we can look at these things and learn from them

    如果我們觀察這些並從中有所學習

  • and see how to turn them outwards,

    並看到如何將它們應用到遊戲以外,

  • then I really think we have something quite revolutionary on our hands.

    那麼我真的認為我們正在做的是具有革新意義的事情。

  • Thank you very much.

    非常感謝。

  • (Applause)

    (觀眾掌聲)

I love video games.

我熱愛電子遊戲。

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