ABOUT THE SPEAKER
Gabe Zichermann - Entrepreneur, author
Do kids these days have short attention spans, or does the world just move too slow? Gabe Zichermann suggests that today's video games are making children smarter -- and we should all embrace gamification.

Why you should listen

Gabe Zichermann is an entrepreneur and author whose work centers on gamification--and the power of games to help engage people and build strong organizations and communities. In 2010, he chaired the Gamification summit, a conference dedicated to gamification and “engagement mechanics.” An avid blogger on the subject, he co-authored the book Game-Based Marketing, which examines the innovative trend of using game mechanics to engage and build a customer base.

More profile about the speaker
Gabe Zichermann | Speaker | TED.com
TEDxKids@Brussels

Gabe Zichermann: How games make kids smarter

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Can playing video games make you more productive? Gabe Zichermann shows how games are making kids better problem-solvers, and will make us better at everything from driving to multi-tasking.
- Entrepreneur, author
Do kids these days have short attention spans, or does the world just move too slow? Gabe Zichermann suggests that today's video games are making children smarter -- and we should all embrace gamification. Full bio

Double-click the English transcript below to play the video.

00:04
I'm 36 years old.
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My first experience
with the video game business
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was neighbors who were wealthier than us
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bringing home an Atari 2600
and playing it.
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It was a pretty definitive moment for me.
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I also remember going to school,
and on an Apple II,
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playing a game called
"Where in the World is Carmen Sandiego?"
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an awesome game,
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which was the first time I played a game
in the school context.
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When you ask people about the video game
business and what's significant,
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most people think that Atari 2600
is really the nexus,
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the catalyst of the video game business.
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But I actually think that "Where
in the World is Carmen Sandiego?"
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is probably the most important
video game ever made,
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principally because it was
the first and the last time
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that parents, teachers and kids all agreed
that a video game was awesome.
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(Laughter)
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Now, that was a long time ago.
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In fact, it was 1987.
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And it may surprise you to know
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that "Where in the World
is Carmen Sandiego?" continues to be
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the last substantial giant hit
in the entertainment business,
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01:07
despite the fact that it was 1987,
which is such an incredibly long time ago,
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and I'm only 36, so you can do the math.
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Things are completely different today
from what they were.
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Just as a simple example,
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in 1987, we thought
this guy was kind of crazy.
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Then we met this dude,
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who has really changed
our perspective on that subject.
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(Laughter)
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Things have changed.
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(Laughter)
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Anti-Bush political humor
goes a long way in Western Europe.
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(Laughter)
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So, between 1987 and now,
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I played a lot of this game
called "Civilization,"
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which was designed by a guy
named Sid Meier.
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In fact, I spent about 8- to 10,000
hours of my life playing "Civilization,"
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which is a long time I probably
should have spent studying.
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But nonetheless, I managed to turn
this love of video games into a job,
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first working on the Game
Developers Conference,
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helping to start the first successful
digital distribution company in games,
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called Trymedia,
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and then now, writing
the Gamification blog.
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I'm author of two books
on the subject of gamification,
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including the recent "Gamification
by Design," published by O'Reilly.
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And I chair the Gamification Summit,
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which is an event that brings
all this stuff together.
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So in many ways, I am parents' dream
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of how somebody can turn a sedentary
lifestyle of playing video games
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into an actual career
that pays real money.
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So when I get invited
to an event like this,
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I'm sure that all of you
expect me to get up here and say,
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"Games are awesome for your children."
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Right? Because I'm a games guy
and this is how I make my living.
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(Applause)
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Games will help children.
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But instead, I want to ask you
a different question,
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which is: Really, who needs games help?
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I started this process by thinking
about reading a particular article
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in the New York Times recently.
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In the article, a neuroscientist
was talking about
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how children were presenting themselves
with attention deficit disorder.
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Their parents would come in and say,
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"My kids can't possibly have ADD,
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because they're super good
at focusing on video games,
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But when they go to school,
they're really bad."
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The neuroscientist was debunking
this idea in the article.
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She trotted out researchers
like Dr Christopher Lucas at NYU,
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who said games don't teach
the right kind of attention skills
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where kids have sustained attention,
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where they're not receiving
regular rewards.
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And she trotted out experts
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like Dr Dimitri Christakis
at the University of Washington,
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who said that kids
who play a lot of video games
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may find the real world unpalatable
or uninteresting,
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as a result of their
sensitization to games.
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So I sat there and thought to myself,
I'm scratching my head,
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is it that our children have ADD,
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or is our world just too freaking slow
for our children to appreciate?
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(Applause)
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Seriously, consider the picture
you're looking at right now,
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like in my era, even my grandfather's era,
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sitting down on a Sunday afternoon
to read a good book with a cup of tea --
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I just have to say,
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I don't think that today's kids
are ever going to do that.
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The evidence is found
in the games they play.
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Consider the video game
"World of Warcraft."
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When I was growing up,
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the maximum skill that I was expected
to display in a video game
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was simple hand-eye coordination,
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a joystick and a firing button.
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Today's kids play games
in which they're expected to chat
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in text and voice,
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operate a character,
follow long- and short-term objectives,
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and deal with their parents interrupting
them all the time to talk to them.
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(Laughter)
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Kids have to have
an extraordinary multitasking skill
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to be able to achieve things today.
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We never had to have that.
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It turns out things like that
actually make you smarter.
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Research by Arne May et Al
at the University of Regensburg in Germany
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found that when they gave participants --
this was actually done on adults --
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a simple task to learn, like juggling,
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in 12 weeks,
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people who were asked to learn juggling
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displayed a marked increase
in gray matter in their brain.
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On an MRI, you can see
people get more gray matter
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after 12 weeks of learning juggling.
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In 2008, they went back
and redid the study
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to see why the gray matter increased.
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They discovered it was the act of learning
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that produced the increased brain matter,
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not performance at the activity itself,
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which is a very interesting finding.
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It also reinforced this idea,
which should go over well here as well,
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that multilingual people
outperform monolingual people
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on most standardized tests by about 15%.
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There's something that happens
in the brain from that kind of activity.
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Andrea Kuszewski,
speaking at Harvard, talked about
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these five things that people do
to increase their grey matter
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and to teach themselves
to increase their fluid intelligence.
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"Fluid intelligence" is the intelligence
we use to problem-solve.
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It's different from
crystalline intelligence,
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it helps us problem-solve.
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She identified, from the research,
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that there were five things you could do:
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seek novelty,
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challenge yourself,
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think creatively,
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do things the hard way
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and network.
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Think about those five things.
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Any of you play video games?
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Does it resemble the basic pattern
of a video game to you in any way?
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These are five things that recur
in all very successful video games.
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It also is connected to a constant
and exponential increase in learning.
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Video games fundamentally present
a continuous process of learning to users.
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They don't just learn
for a little while and then stop.
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They're constantly evolving
and moving forward.
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It may, in fact, help us to explain
the Flynn effect, finally.
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The "Flynn effect,"
for those of you who don't know,
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is the pattern that human intelligence
is actually rising over time.
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So if we look at the history of IQ,
people, in fact, are getting smarter.
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In the US right now,
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average IQ is rising
at .36 points of IQ per year.
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What's been very interesting
is that in some countries --
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not to call anyone out,
but Denmark and Norway --
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in some countries, overall crystalline IQ
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has stopped or slowed down or declined.
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In other countries, though,
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particularly when looking at fluid IQ,
fluid intelligence,
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the number is increasing,
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and the rate of fluid intelligence
increase is increasing,
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starting in the 1990s.
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Coincidence? I think not.
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(Laughter)
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In fact, games are wired to produce
a particular kind of reaction in people.
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So we've got this learning brain increase,
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multitasking brain increase connection,
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and we also have a strong
dopamine loop in the brain.
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As games present a challenge,
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and you struggle to achieve that challenge
and you overcome it,
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dopamine is released in your brain.
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And that produces
an intrinsic reinforcement.
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In the words of Judy,
that produces an intrinsic reinforcement
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that causes you to go back
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and keep seeking that activity
over and over again.
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So this is really powerful stuff.
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I want to introduce you to an educator
who understands this in intricate detail,
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named Ananth Pai.
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Ananth was a very successful
businessperson
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who worked on process reengineering.
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When his kids went into school
in White Bear Lake, Minnesota,
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a suburb of Minneapolis-Saint Paul,
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he saw the education system
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and decided he wanted
to do something about it.
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So as an adult, he went back
and got a master's in [Education]
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and took over a class
at White Bear Lake Elementary School.
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Ananth Pai replaced
the standard curriculum
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with a video game based curriculum
of his own design,
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separating the kids into leaning styles
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and giving them Nintendo DS's
and computer games --
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everything off the shelf,
nothing custom --
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giving them Nintendo DS's
and computer games
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that were both individual
and social to play,
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that taught them math and language.
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Let me tell you what happened.
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In the space of 18 weeks,
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Mr. Pai's class went
from a below-3rd-grade level
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in reading and math
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to a mid-4th-grade level
in reading and math.
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In 18 weeks of a game-based curriculum.
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More importantly,
when you talk to the children,
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when they're interviewed on television,
even away from Mr. Pai,
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they say two things over and over again,
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that help them learn in his class:
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learning is fun,
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and learning is multiplayer.
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Whether they use those exact words or not,
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they say learning is fun
and learning is multiplayer.
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This is the key to making that experience
really successful for kids.
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It's also true, though,
that we need to talk about
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the relationship between kids
and violence in games.
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Study after study very clearly tells you
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that violent games
do not make children violent.
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We also must acknowledge, however,
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that if you have a child
predisposed to violence,
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violent games may help make them
a better violent child.
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If they train kids to do other things,
they also will train that,
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and we need to accept that,
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and we need to start
understanding the connection
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between games as a form of training.
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We can't blanket-say
that they don't affect kids.
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It's not true.
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I'd like to call the group of people
who are driving this trend forward
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"Generation G."
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There are 126 million millennials
in the United States and the EU,
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plus younger kids we can't yet count,
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that form Generation G.
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And the way that Generation G
is different from X, Y,
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and all the different generations
that we may belong to,
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is that video games
are the primary form of entertainment
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that Generation G is consuming.
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It is their primary form of entertainment.
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This is already starting to have
a tremendous effect on society.
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All around us, Generation G's desire
for game-like experiences
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is reshaping industries,
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from Foursquare, which caused the mobile
social networking ecosystem to start,
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to companies like Nike, Coke, Chase,
and also Kozinga,
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which owes much of its success to games.
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The trend that underlies this whole
pattern is called "gamification."
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It's a word that many of you,
I'm sure, have heard.
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A simple definition of gamification
is it's the process of using game thinking
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and game mechanics
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to engage audiences and solve problems.
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Part of the reason gamification has become
such an emergent topic right now
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is because of Generation G's effect
on culture and society already.
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Their expectations are different.
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Some examples of gamification
that you may have seen
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that are really fascinating to me
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are the emergence
of in-dash[board] games in cars.
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Today, if you buy a hybrid
or an electric vehicle,
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you'll almost certainly see
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the product of a hundred million
dollars' worth of tooling
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and research and development,
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in the form of a Tamagotchi-style game,
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in a dashboard designed to make you
a more ecological driver.
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Most of the game mechanics
are very simple:
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a plant grows as you drive
more ecologically
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and withers if you don't,
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like those virtual pets Tamagotchi.
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This is an example
of gamification at work.
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Another really interesting example
is a thing called "speed camera lottery,"
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designed by Kevin Richardson,
based in San Francisco, works for MTV.
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Awesome guy.
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This is the concept
in speed camera lottery:
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you know those speeding cameras
that you pass by,
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and they take your picture
and send you a ticket?
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In many Scandinavian countries,
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the ticket you get is actually based
not only on how fast you were going,
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but how much money you make:
the more you make, the bigger the ticket.
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Kevin reengineered
a speeding camera in Sweden
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that instead of just giving tickets
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to people who drive over the speed limit
that pass the camera,
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11:56
anybody who drives under the limit
is entered into a lottery
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12:00
to win the proceeds
of the people who speed.
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12:02
(Laughter)
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(Applause)
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12:07
It is game thinking --
that term I described earlier,
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the core foundation of gamification --
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12:12
in its purest and most beautiful form:
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12:15
take a big, negative reinforcement loop
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12:17
and turn it into small, incremental
positive reinforcement loop.
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12:20
It had the effect of dropping speed
by over 20% at that point of intervention.
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4400
12:25
Corporations have also become aware
of the trend of gamification
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12:28
and the effect of games on people
like Generation G.
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12:31
Gartner Group says that by 2015,
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12:33
70% of all the Global 2000,
the biggest companies in the world,
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12:37
will be actively using gamification,
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12:39
and 50% of their process of innovation
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12:41
will be gamified,
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1152
12:43
which is an astonishing thing.
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12:44
It's a huge change.
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12:46
What this all points to
is a future that looks pretty different
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from the world we live in today.
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12:51
Generation G and those driving
the gamification meme forward,
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12:54
are advocating for a different world.
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12:57
It's a world in which things
move at faster pace
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13:00
than they did for you and me.
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13:02
It's a world in which
there are rewards everywhere
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13:04
for actions that people take.
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13:06
The rewards don't always
have to be cash rewards.
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13:08
They can be meaningful status rewards,
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13:10
meaningful access rewards,
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13:11
meaningful power rewards.
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13:13
A world in which there's extensive
collaborative play.
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13:16
This is one of the things
that Generation G does so much differently
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13:20
than even my generation.
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13:21
I remember going to school and teachers
struggling to come up with exercises
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13:25
that we could do as a team,
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1374
13:26
that would be graded as a team.
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2347
13:29
In the end, those group exercises
always boiled down to an individual score,
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3777
13:32
which distorted the way
that people behaved.
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13:35
But, Generation G plays a lot of games
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2450
13:37
that are purely collaborative,
in which there is group value.
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13:40
This will also affect our world
in untold ways.
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2456
13:43
And, Generation G, the fun future,
is a much more global world.
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4140
13:47
It turns out that we are
already out of touch.
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3964
13:51
We are the generation most out of touch
with our future or current children
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5503
13:57
than any generation in history.
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1854
13:59
We like to think that baby boomers'
parents were the most out-of-touch people
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4115
14:03
in the world.
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1163
14:04
They're the ones who had
to deal with the summer of love
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14:07
and sex and drugs
and all that kind of stuff.
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2111
14:09
We still make phone calls.
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14:10
(Laughter)
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14:12
I mean, we are the ones with the problem,
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2622
14:14
and we are going to be the most
out-of-touch generation in history.
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3625
14:18
Of course, it's also true,
and I'm here to tell you:
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5125
14:23
the kids are alright.
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1563
14:25
They're going to be just fine.
321
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2073
14:27
We don't need to worry, strictly speaking,
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4522
14:32
about kids and games, and the effect
that it will have on the world.
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3383
14:35
Not just are the kids
are going to be alright;
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2363
14:37
frankly, the kids are going to be awesome.
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2348
14:40
But it's going to take your help
to make the kids awesome.
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2946
14:43
I have a prescription for you.
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1871
14:45
This is the best prescription anybody
is ever going to write in your life.
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5980
14:51
I'm going to write it for you right now,
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887185
2169
14:53
in your mind, I don't have an actual pad.
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2504
14:56
Just for clarity, a disclaimer:
I'm not a doctor.
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2351
14:58
(Laughter)
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1533
15:00
I am, however, going to write
a prescription for you all.
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3087
15:03
This is the prescription:
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1643
15:05
if you have children
or you work with children,
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2262
15:07
or you desire to work with children,
or you want to change he world,
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3242
15:10
this is the absolute, positive best thing
that you can do with your time,
337
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3456
15:14
from now until I see you in the retirement
home on the coast of Spain
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4029
15:18
or in the virtual world,
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1150
15:19
wherever you choose to retire,
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1845
15:21
which is: get into the game
with your kids.
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3113
15:24
Stop fighting the game trend,
if that's where you are right now.
342
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3518
15:28
Don't fight the game trend.
Become one with the game.
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3361
15:31
Enter the game. Understand it.
344
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1837
15:33
Understand the dynamic
of how your children play
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2775
15:36
the games that they play.
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1616
15:38
Understand how their minds work
from the context of the game outward,
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4199
15:42
rather than from the world outside inward.
348
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2823
15:45
The world that we live in right now,
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940594
1740
15:46
the world of Sunday afternoons,
drinking a cup of herbal tea,
350
942358
3358
15:50
reading some old book,
chilling out by the window,
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3539
15:53
is over.
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1255
15:55
(Laughter)
353
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1812
15:56
And that's okay.
354
952418
1262
15:58
There's a lot more things that we can do
that are fun and engaging.
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3710
16:02
If you take away one thing
from today's presentation,
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2826
16:05
I hope it is you get a chance
to go play with your kids.
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3005
16:08
Thank you.
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1206
16:09
(Applause)
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1440

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ABOUT THE SPEAKER
Gabe Zichermann - Entrepreneur, author
Do kids these days have short attention spans, or does the world just move too slow? Gabe Zichermann suggests that today's video games are making children smarter -- and we should all embrace gamification.

Why you should listen

Gabe Zichermann is an entrepreneur and author whose work centers on gamification--and the power of games to help engage people and build strong organizations and communities. In 2010, he chaired the Gamification summit, a conference dedicated to gamification and “engagement mechanics.” An avid blogger on the subject, he co-authored the book Game-Based Marketing, which examines the innovative trend of using game mechanics to engage and build a customer base.

More profile about the speaker
Gabe Zichermann | Speaker | TED.com

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