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C r e a t i ng  A lte r n a te  R e a l i t i es   gaming the real world    in order to   innovate J a ne M c Gon i g a l, P h D
Creating an  alternate reality  is a kind of  hacking . AR designers are hacking reality to be  more like a game . Why? Because they believe games  work better  than reality.
The global  mass exodus   to virtual worlds and  gaming environments   … of  time     …  of  attention     …  of  money    …  of  passion  is  an extremely important signal  –  not that we will  abandon reality , but that we need to make our reality work better.
The concept “alternate  reality” comes from  science fiction .  “ a   hybrid  of Fantasy  and Alternate History that  alters this world's  dynamics .”
In an AR, a game becomes  an alternative  framework  for experiencing  everyday life . “ An alternate reality is  another way  of  experiencing existence .” - G. S. ELRICK, 1978
ARs embed  game dynamics   into   everyday life . ~ clear  goals ~ specific  avenues   ~ dynamic  feedback ~ highly  responsive  environments ~ a rich, world (re)building  mythology   ~ intense  community  ~ a shared  context  for action  ~ a sense of heroic  purpose …  to create a  more engaging  reality.
A Future Forecast: In the next decade, we will  see more businesses and  organizations developing and  adopting   customized alternate  realities , in order to create a  radically better  way of doing, being,  acting and innovating in the real world.
Reality: Oil  is  broken .
Alternate  Reality # 2:  World Without Oil
 
 
Massively networked media  constructs  and  confirms  the alternate reality
“ This was a blog for an ARG. But I am real.  My game profile is accurate. The people I wrote about in-game have RL identities. My husband really is too smart for his own good. My dog really is sick – but he’s going to be fine. Some of the events I wrote about in-game really did occur, others were my own musings. But the rest is entirely possible and that’s what matters.” -player manicHalo via blog It’s  real  play, not  role  play.
 
 
ARs  bind  many people  together with new,  better-designed  limitations.   “ If we're not  bound  by the same  limitations , we can become  aware  of alternate realities.” - L. TUTTLE, 1992
 
 
Well-Being Inventory “ I am  optimistic  about the future.”  “ I feel  close to most people , even if I do not know them well.” “ My existence makes the world  a better place .”
“ So what did this game accomplish?  I'll tell you what I got out of it - we're dealing with a  hard  set of problems! … All of those people, thinking about the worst-case scenarios, brainstorming community solutions! That's a very promising thought…. The game has left the game, but a great community has been built. We've only just begun!” -player OrangeForaHead, via blog  Reality +  optimism for the future .
“I end this game with HOPE.  Because, that is what I'm filled with in this moment. I have HOPE for our future. And  what a powerful feeling that is.”  – player Falling Sin Reality +  optimism for the future .
"This is the first time in my life where I felt games had a visceral power to  change the course of history .” -player Peak Prophet, via blog Reality +  my existence makes the world a better place .
“ We have the potential to create community on a scale never before imagined on this planet, and I think only by creating that community, by working together despite race, ethnicity, gender, sexual orientation, age, ability status, religion, or anything like that…  the world will end up a little more united after this .” -player Juiceman1, via blog Reality +  I feel close to other people even if I don’t know them well .
When  the game ends , the  alternate reality continues .  “ When they  returned , they discovered that … their  excursion  had created a  new  alternate reality.” - G. A. EFFINGER, 1989
“ I really mean it when I say WWO changed my life.  I really have been walking more/driving less, using my cloth bags at the stores, turning off lights, and yes, recycling. My friends, family and coworkers have all noticed the difference.  In all seriousness, this entire thing has made me a different person .” -player Falling Sin, via email When  the game ends , the  alternate reality continues .
Designing for 3 Kinds of Happiness: pleasure  –   feeling good engagement  –   doing good meaning  –  discovering good
 
 
 
[show demo at http://www.seriosity.com/]
A “long zoom” of virtual worldness : Virtual Reality (1990s)  … sensory immersion   Virtual Worlds   (2000s)  … social, algorithmic immersion     Alternate Realities (2010s)   …   data, network immersion
Non-graphical virtual worlds example:  World Without Oil Virtual economies and guilds without the mythology example:  Seriosity’s Attent A  third wave  of virtual worldness:
Invitation Graphic Goes Here
Super sized  –  working at a  new scale Super imposed   – managing a  hybrid environment   with both real and virtual elements   the evolution of everyday superheroes: Super computing   –  massively parallel  efforts Super heroic   –  pursuing goals defined by  the collective good
Virtual World  Powers for  Real-World  Business Mobability Open Authorship  Influency Emergensight  Ping Quotient  Longbroading  Multi-Capitalism   Cooperation Radar  Protovation  Signal/Noise  Management
Mobability the ability to perform real-time work in large groups a talent for organizing and collaborating with many people simultaneously
Influency the ability to be persuasive in multiple social contexts and media spaces  an understanding that each context and space requires a different persuasive strategy and technique
Ping Quotient measures your responsiveness to other people’s requests for engagement, your propensity and ability to reach out to others in a network
Multi-Capitalism fluency in working with different capitals natural, intellectual, social, financial, human, e.g.
Protovation fearless innovation in rapid, iterative cycles  an understanding that the cost of short-term failure has been lowered
Open Authorship ease and savvy in creating content for “open, consumption” – through peer 2 peer circulation, citation, and modification
Emergensight ability to prepare for and handle surprising results and complexity
Longbroading thinking in terms of higher level systems, massively multiple cycles, and a much bigger picture
Cooperation Radar the ability to sense, almost intuitively, who would make the best collaborators on a particular task
Signal/Noise Management filtering meaningful info, patterns, and commonalities from the massively-multiple streams of data
Virtual World  Powers for  Real-World  Business Mobability Open Authorship  Influency Emergensight  Ping Quotient  Longbroading  Multi-Capitalism   Cooperation Radar  Protovation  Signal/Noise  Management
“ You've  opened our  eyes  and  infected our  minds  with realities  and possibilities.”  -player Youporkchop06, via email

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IFTF Creating Alternate Realities

  • 1. C r e a t i ng A lte r n a te R e a l i t i es gaming the real world in order to innovate J a ne M c Gon i g a l, P h D
  • 2. Creating an alternate reality is a kind of hacking . AR designers are hacking reality to be more like a game . Why? Because they believe games work better than reality.
  • 3. The global mass exodus to virtual worlds and gaming environments … of time … of attention … of money … of passion is an extremely important signal – not that we will abandon reality , but that we need to make our reality work better.
  • 4. The concept “alternate reality” comes from science fiction . “ a hybrid of Fantasy and Alternate History that alters this world's dynamics .”
  • 5. In an AR, a game becomes an alternative framework for experiencing everyday life . “ An alternate reality is another way of experiencing existence .” - G. S. ELRICK, 1978
  • 6. ARs embed game dynamics into everyday life . ~ clear goals ~ specific avenues ~ dynamic feedback ~ highly responsive environments ~ a rich, world (re)building mythology ~ intense community ~ a shared context for action ~ a sense of heroic purpose … to create a more engaging reality.
  • 7. A Future Forecast: In the next decade, we will see more businesses and organizations developing and adopting customized alternate realities , in order to create a radically better way of doing, being, acting and innovating in the real world.
  • 8. Reality: Oil is broken .
  • 9. Alternate Reality # 2: World Without Oil
  • 10.  
  • 11.  
  • 12. Massively networked media constructs and confirms the alternate reality
  • 13. “ This was a blog for an ARG. But I am real.  My game profile is accurate. The people I wrote about in-game have RL identities. My husband really is too smart for his own good. My dog really is sick – but he’s going to be fine. Some of the events I wrote about in-game really did occur, others were my own musings. But the rest is entirely possible and that’s what matters.” -player manicHalo via blog It’s real play, not role play.
  • 14.  
  • 15.  
  • 16. ARs bind many people together with new, better-designed limitations. “ If we're not bound by the same limitations , we can become aware of alternate realities.” - L. TUTTLE, 1992
  • 17.  
  • 18.  
  • 19. Well-Being Inventory “ I am optimistic about the future.” “ I feel close to most people , even if I do not know them well.” “ My existence makes the world a better place .”
  • 20. “ So what did this game accomplish? I'll tell you what I got out of it - we're dealing with a hard set of problems! … All of those people, thinking about the worst-case scenarios, brainstorming community solutions! That's a very promising thought…. The game has left the game, but a great community has been built. We've only just begun!” -player OrangeForaHead, via blog Reality + optimism for the future .
  • 21. “I end this game with HOPE.  Because, that is what I'm filled with in this moment. I have HOPE for our future. And what a powerful feeling that is.” – player Falling Sin Reality + optimism for the future .
  • 22. "This is the first time in my life where I felt games had a visceral power to change the course of history .” -player Peak Prophet, via blog Reality + my existence makes the world a better place .
  • 23. “ We have the potential to create community on a scale never before imagined on this planet, and I think only by creating that community, by working together despite race, ethnicity, gender, sexual orientation, age, ability status, religion, or anything like that… the world will end up a little more united after this .” -player Juiceman1, via blog Reality + I feel close to other people even if I don’t know them well .
  • 24. When the game ends , the alternate reality continues . “ When they returned , they discovered that … their excursion had created a new alternate reality.” - G. A. EFFINGER, 1989
  • 25. “ I really mean it when I say WWO changed my life. I really have been walking more/driving less, using my cloth bags at the stores, turning off lights, and yes, recycling. My friends, family and coworkers have all noticed the difference.  In all seriousness, this entire thing has made me a different person .” -player Falling Sin, via email When the game ends , the alternate reality continues .
  • 26. Designing for 3 Kinds of Happiness: pleasure – feeling good engagement – doing good meaning – discovering good
  • 27.  
  • 28.  
  • 29.  
  • 30. [show demo at http://www.seriosity.com/]
  • 31. A “long zoom” of virtual worldness : Virtual Reality (1990s) … sensory immersion Virtual Worlds (2000s) … social, algorithmic immersion Alternate Realities (2010s) … data, network immersion
  • 32. Non-graphical virtual worlds example: World Without Oil Virtual economies and guilds without the mythology example: Seriosity’s Attent A third wave of virtual worldness:
  • 34. Super sized – working at a new scale Super imposed – managing a hybrid environment with both real and virtual elements the evolution of everyday superheroes: Super computing – massively parallel efforts Super heroic – pursuing goals defined by the collective good
  • 35. Virtual World Powers for Real-World Business Mobability Open Authorship Influency Emergensight Ping Quotient Longbroading Multi-Capitalism Cooperation Radar Protovation Signal/Noise Management
  • 36. Mobability the ability to perform real-time work in large groups a talent for organizing and collaborating with many people simultaneously
  • 37. Influency the ability to be persuasive in multiple social contexts and media spaces an understanding that each context and space requires a different persuasive strategy and technique
  • 38. Ping Quotient measures your responsiveness to other people’s requests for engagement, your propensity and ability to reach out to others in a network
  • 39. Multi-Capitalism fluency in working with different capitals natural, intellectual, social, financial, human, e.g.
  • 40. Protovation fearless innovation in rapid, iterative cycles an understanding that the cost of short-term failure has been lowered
  • 41. Open Authorship ease and savvy in creating content for “open, consumption” – through peer 2 peer circulation, citation, and modification
  • 42. Emergensight ability to prepare for and handle surprising results and complexity
  • 43. Longbroading thinking in terms of higher level systems, massively multiple cycles, and a much bigger picture
  • 44. Cooperation Radar the ability to sense, almost intuitively, who would make the best collaborators on a particular task
  • 45. Signal/Noise Management filtering meaningful info, patterns, and commonalities from the massively-multiple streams of data
  • 46. Virtual World Powers for Real-World Business Mobability Open Authorship Influency Emergensight Ping Quotient Longbroading Multi-Capitalism Cooperation Radar Protovation Signal/Noise Management
  • 47. “ You've opened our eyes and infected our minds with realities and possibilities.” -player Youporkchop06, via email