ABOUT THE SPEAKER
Brenda Laurel - Designer and theorist
Brenda Laurel has been part of several major revolutions in the way humans use computers: virtual reality, interactive narratives and some fresh approaches to gaming.

Why you should listen

With a PhD in theater and a focus on interactive narratives, Brenda Laurel landed in Silicon Valley at the perfect moment -- at a time when theorists and technologists were exploring new ways that our expanded computing power could link us and entertain us in ways we couldn't yet imagine. She worked as a software designer and researcher for Atari and Activision, and co-founded a telepresence company in 1990.

In 1994 she became a founding member of Paul Allen and David Liddle's Interval Research, a legendary Silicon Valley think tank studying the connection between tech and everyday life. Interval was meant to spin off profitable companies, and Laurel led one of the highest-profile spinoffs, Purple Moon, a software company devoted to making games and interactive communities for girls. In the end-of-the-'90s collapse of the CD-ROM market, Purple Moon was acquired by Mattel and killed. Laurel wrote about the experience in the monograph Utopian Entrepreneur, "a guide to doing socially positive work in the context of business."

Laurel is the chair of the Graduate Program in Design at California College of the Arts. Her paper "Designed Animism: Poetics for a New World" looks at the new field of distributed sensing and how it can help us discover patterns in nature.

Read the TED Blog's Q&A with Brenda Laurel >>

More profile about the speaker
Brenda Laurel | Speaker | TED.com
TED1998

Brenda Laurel: Why not make video games for girls?

布蘭妲羅莉淺談打造女生專屬電玩

Filmed:
466,836 views

TED典藏精選。1998年布蘭妲羅莉在TED演說時問到:為何熱賣的電玩遊戲都是為小男生量身打造?她研究了兩年多後推出女生也愛玩的遊戲。這項創舉正好符合現代需求。
- Designer and theorist
Brenda Laurel has been part of several major revolutions in the way humans use computers: virtual reality, interactive narratives and some fresh approaches to gaming. Full bio

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

00:12
Back in 1992, I started開始 working加工 for a company公司
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1992年,我開始為一家
00:14
called Interval間隔 Research研究,
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名為Interval Research的公司工作
00:16
which哪一個 was just then being存在 founded成立
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當時這家公司才剛成立
00:18
by David大衛 LidellLidell and Paul保羅 Allen艾倫
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創辦人是大衛利德與保羅艾倫
00:20
as a for-profit以營利為目的 research研究 enterprise企業 in Silicon Valley.
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是位於矽谷的一家營利研究企業
00:26
I met會見 with David大衛
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我跟大衛見面
00:28
to talk about what I might威力 do in his company公司.
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討論我能為他的公司做些甚麼
00:31
I was just coming未來 out of a failed失敗 virtual虛擬 reality現實 business商業
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當時我剛走出虛擬實境生意失敗的陰霾
00:34
and supporting支持 myself by being存在 on the speaking請講 circuit電路
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只能靠著四處演講
00:36
and writing寫作 books圖書 --
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還有寫作維生
00:38
after twenty二十 years年份 or so in the computer電腦 game遊戲 industry行業
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我從事遊戲產業廿多年來
00:41
having ideas思路 that people didn't think they could sell.
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知道這種遊戲一向不被看好
00:45
And David大衛 and I discovered發現
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大衛和我發現
00:47
that we had a question in common共同,
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我倆有一個共同的疑問
00:49
that we really wanted the answer回答 to,
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急待解答
00:51
and that was,
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那就是
00:53
"Why hasn't有沒有 anybody任何人 built內置 any computer電腦 games遊戲 for little girls女孩?"
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"為什麼沒有人專為小女生設計電玩?"
00:56
Why is that?
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道理何在?
00:58
It can't just be a giant巨人 sexist性別歧視 conspiracy陰謀.
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這不可能只是男性主導下的結果
01:01
These people aren't that smart聰明.
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這些人沒那麼精明
01:04
There's six billion十億 dollars美元 on the table.
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這塊價值六十億美元的市場大餅
01:07
They would go for it if they could figure數字 out how.
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懂得門路的人肯定想分一杯羹
01:10
So, what is the deal合同 here?
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問題究竟出在哪?
01:12
And as we thought about our goals目標 --
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談到我們的目標
01:15
I should say that Interval間隔 is really a humanistic人文 institution機構,
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我得說Interval真的是以人為本的公司
01:18
in the classical古典 sense
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我是指傳統定義的以人為本
01:21
that humanism人道主義, at its best最好,
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理想上,人本主義
01:24
finds認定 a way to combine結合 clear-eyed頭腦清晰 empirical經驗 research研究
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能將慧眼獨具的實證研究
01:27
with a set of core核心 values
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與核心價值結合
01:30
that fundamentally從根本上 love and respect尊重 people.
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這套價值就是對人類充滿愛與尊敬
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The basic基本 idea理念 of humanism人道主義
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人本主義的基本概念
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is the improvable可改善 quality質量 of life;
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是不斷提升生活品質
01:39
that we can do good things,
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使人們願意行善
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that there are things worth價值 doing
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有些事值得我們去做
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because they're good things to do,
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因為這些都是好事
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and that clear-eyed頭腦清晰 empiricism經驗主義
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而慧眼獨具的實證研究
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can help us figure數字 out how to do them.
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有助於我們發掘為善之道
01:50
So, contrary相反 to popular流行 belief信仰,
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因此,跟一般人以為的恰好相反
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there is not a conflict衝突 of interest利益 between之間 empiricism經驗主義 and values.
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實證研究和人文價值間不存在利害衝突
01:57
And Interval間隔 Research研究 is kind of the living活的 example
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Interval Research公司就是現成的例子
02:00
of how that can be true真正.
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證明的確如此
02:02
So David大衛 and I decided決定 to go find out,
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所以大衛和我決定
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through通過 the best最好 research研究 we could muster鼓起,
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要盡力研究
02:06
what it would take to get a little girl女孩
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找出讓小女生
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to put her hands on a computer電腦,
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願意接觸電腦的祕訣
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to achieve實現 the level水平 of comfort安慰 and ease緩解 with the technology技術
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從而享受科技帶來的舒適自在
02:14
that little boys男孩 have because they play video視頻 games遊戲.
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小男生玩電玩時就是這種感覺
02:17
We spent花費 two and a half years年份 conducting開展 research研究;
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我們花費兩年半時間進行研究
02:20
we spent花費 another另一個 year and a half in advance提前 development發展.
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接著又投入一年半時間深入研發
02:24
Then we formed形成 a spin-off分拆 company公司.
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然後成立了一家子公司
02:27
In the research研究 phase of the project項目 at Interval間隔,
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在本計劃的研究階段
02:31
we partnered合作 with a company公司 called CheskinCheskin Research研究,
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我們和Cheskin Research公司合作
02:34
and these people -- Davis戴維斯 Masten馬斯滕 and Christopher克里斯托弗 Ireland愛爾蘭 --
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而與大衛麥斯登及克里斯多福艾爾蘭等人共事
02:38
changed my mind心神 entirely完全 about what market市場 research研究 was
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徹底改變我對市場調查的看法
02:41
and what it could be.
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重新認識它真正的功能
02:42
They taught me how to look and see,
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他們教我如何觀察調查對象
02:45
and they did not do the incredibly令人難以置信 stupid thing
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而且他們不會蠢到
02:48
of saying to a child兒童,
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直接問小孩子
02:50
"Of all these things we already已經 make you,
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"這幾樣東西裡頭,
02:52
which哪一個 do you like best最好?" --
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你最喜歡哪一樣?"
02:53
which哪一個 gives you zero answers答案 that are usable可用.
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這種問法不可能問出有用的答案
02:55
So, what we did for the first two and a half years年份
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所以剛開頭的兩年半
02:58
was four things:
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我們做了四件事:
03:00
We did an extensive廣泛 review評論 of the literature文學
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首先是大規模的文獻回顧
03:03
in related有關 fields領域, like cognitive認知 psychology心理學,
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探討相關領域的研究成果,例如認知心理學
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spatial空間的 cognition認識, gender性別 studies學習,
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空間認知、性別研究
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play theory理論, sociology社會學, primatology靈長類.
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遊戲論、社會學、靈長類動物學---
03:10
Thank you Frans弗蘭斯 de Waal瓦爾, wherever哪裡 you are,
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感謝你 法蘭茲杜佛,無論你在哪
03:12
I love you and I'd give anything to meet遇到 you.
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非常感激你,無論如何我要再見你一面
03:15
After we had doneDONE that with a pretty漂亮 large team球隊 of people
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接著我們與一個龐大的團隊完成文獻回顧
03:18
and discovered發現 what we thought the salient突出的 issues問題 were
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並且發現我們認為最核心的問題
03:21
with girls女孩 and boys男孩 and playing播放 --
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和男孩、女孩以及角色扮演有關
03:24
because, after all, that's really what this is about --
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因為,無論如何,這才是問題的癥結所在
03:27
we moved移動 to the second第二 phase of our work,
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我們進行到研究工作的第二階段
03:29
where we interviewed採訪 adult成人 experts專家
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採訪學術界的成年專家
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in academia學術界, some of the people
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他們之中有些人
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who'd誰願意 produced生成 the literature文學 that we found發現 relevant相應.
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出版了相關的學術著作
03:36
Also, we did focus焦點 groups with people who were on the ground地面 with kids孩子 every一切 day,
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我們也與每天和小孩互動的人做焦點團體訪談
03:39
like playground操場 supervisors監事. We talked to them,
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像是遊樂場主管之類,跟他們聊一聊
03:41
confirmed確認 some hypotheses假設 and identified確定 some serious嚴重 questions問題
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確認了一些假設
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about gender性別 difference區別 and play.
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找出和性別差異與遊戲有關的重要問題
03:46
Then we did what I consider考慮 to be the heart of the work:
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然後我們著手我認為是核心的工作
03:50
interviewed採訪 1,100 children孩子, boys男孩 and girls女孩,
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我們訪談了1100位兒童,男女都有
03:53
ages年齡 seven to 12, all over the United聯合的 States狀態 --
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他們的年齡介於7至12歲,來自全美各地
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except for Silicon Valley, Boston波士頓 and Austin奧斯汀
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但矽谷、波斯頓及奧斯丁的兒童除外
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because we knew知道 that their little families家庭 would have millions百萬 of computers電腦 in them
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因為我們知道這些地區的小家庭電腦多到氾濫
04:03
and they wouldn't不會 be a representative代表 sample樣品.
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所以這些兒童樣本不具代表性
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And at the end結束 of those remarkable卓越 conversations對話
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這些對話真的很特別
04:09
with kids孩子 and their best最好 friends朋友 across橫過 the United聯合的 States狀態,
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跟全美各地的孩子及他們的好朋友談完
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after two years年份, we pulled together一起 some survey調查 data數據 from another另一個 10,000 children孩子,
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又過了兩年
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drew德魯 up a set up of what we thought were the key findings發現 of our research研究,
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我們又蒐集了一萬名兒童的數據,得出本研究的重要發現
04:24
and spent花費 another另一個 year transforming轉型 them into design設計 heuristics啟發式,
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再用一年時間將這些資料化為設計靈感
04:28
for designing設計 computer-based基於計算機的 products製品 --
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用以設計電腦相關產品
04:31
and, in fact事實, any kind of products製品 -- for little girls女孩, ages年齡 eight to 12.
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實際上是適用於8到12歲小女孩的各類產品
04:35
And we spent花費 that time designing設計 interactive互動 prototypes原型 for computer電腦 software軟件
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我們花時間設計互動式電腦原型軟體
04:40
and testing測試 them with little girls女孩.
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讓小女孩試玩
04:42
In 1996, in November十一月, we formed形成 the company公司 Purple紫色 Moon月亮
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1996年11月,我們成立了Purple Moon公司
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which哪一個 was a spinoff分拆 of Interval間隔 Research研究,
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作為Interval Research旗下的子公司
04:49
and our chief首席 investors投資者 were Interval間隔 Research研究, Vulcan火神 Northwest西北,
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主要投資人有Interval Research、Vulcan Northwest
04:52
Institutional制度 Venture冒險 Partners夥伴 and Allen艾倫 and Company公司.
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Institutional Venture Partners 及 Allen and Company
04:55
We launched推出 a website網站 on September九月 2ndND
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我們的網站於九月二日開通後
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that has now served提供服務 25 million百萬 pages網頁,
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至今累積了兩千五百萬網頁閱讀量
05:01
and has 42,000 registered註冊 young年輕 girl女孩 users用戶.
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並有四萬兩千名年輕女孩用戶註冊
05:06
They visit訪問 an average平均 of one and a half times a day,
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她們平均一天...造訪我們的網站一到兩次
05:10
spend an average平均 of 35 minutes分鐘 a visit訪問,
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每次平均停留35分鐘
05:13
and look at 50 pages網頁 a visit訪問.
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瀏覽50個頁面
05:15
So we feel that we've我們已經 formed形成 a successful成功 online線上 community社區 with girls女孩.
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所以我們覺得這個線上女孩社群相當成功
05:20
We launched推出 two titles標題 in October十月 --
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我們在十月份推出了兩款遊戲
05:22
"Rockett'sRockett的 New School學校" -- the first of a series系列
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"洛綺特的新學校"
05:24
of products製品 -- is about a character字符 called RockettRockett beginning開始 her first day of school學校
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這是系列產品的第一款,描述女主角洛綺特第一天上學的經歷
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in eighth第八 grade年級 at a brand new place地點, with a blank空白 slate石板,
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敘述八年級的她如何在新環境裡展開新生活
05:31
which哪一個 allows允許 girls女孩 to play with the question of, "What will I be like when I'm older舊的?"
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藉這遊戲女孩們能夠思索一些問題,像是"長大後的我會是甚麼樣子?"
05:37
"What's it going to be like to be in high school學校 or junior初級 high school學校?
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"上高中或國中後會是怎樣的生活?"
05:40
Who are my friends朋友?";
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"誰會跟我交朋友?"
05:42
to exercise行使 the love of social社會 complexity複雜
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體驗複雜社交生活
05:44
and the narrative敘述 intelligence情報 that drives驅動器 most of their play behavior行為;
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有哪些迷人之處,並享受引導遊戲的故事情節
05:48
and which哪一個 embeds嵌入視頻 in it values about noticing注意到 that we have lots of choices選擇
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遊戲情節中隱含了一種價值觀
05:54
in our lives生活 and the ways方法 that we conduct進行 ourselves我們自己.
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就是無論是生活或做人處事,我們都有很多選擇
05:57
The other title標題 that we launched推出 is called "Secret秘密 Paths路徑 in the Forest森林,"
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另一款遊戲叫做"神秘森林小徑"
06:00
which哪一個 addresses地址 the more fantasy-oriented幻想為本, inner lives生活 of girls女孩.
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描述少女夢幻的內心世界
06:03
These two titles標題 both showed顯示 up in the top最佳 50 entertainment娛樂 titles標題 in PC個人計算機 Data數據 --
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這兩款遊戲都擠進北美PC遊戲銷售榜前五十名
06:08
entertainment娛樂 titles標題 in PC個人計算機 Data數據
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PC遊戲銷售榜前五十名
06:11
in December十二月, right up there with "John約翰 Madden發怒 Football足球,"
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12月時竟然跟"約翰麥登橄欖球"這款暢銷遊戲並列
06:15
which哪一個 thrills驚險刺激 me to death死亡.
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差點沒把我給嚇死
06:17
So, we're real真實,
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是阿,我們辦到了
06:19
and we've我們已經 touched感動 several一些 hundreds數以百計 of thousands數千 of little girls女孩.
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我們成功觸動了數十萬少女的心
06:23
We've我們已經 made製作 half-a-billion半個十億 impressions印象
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我們創造五億多的曝光率
06:26
with marketing營銷 and PRPR for this brand, Purple紫色 Moon月亮.
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透過行銷與推廣Purple Moon這個品牌
06:30
Ninety-six96 percent百分 of them, roughly大致, have been positive;
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大約96%的人對我們印象不錯
06:33
four percent百分 of them have been "other."
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剩下4%的人有不同看法
06:35
I want to talk about the other,
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我想談談這4%的部分
06:37
because the politics政治 of this enterprise企業, in a way,
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因為這家企業的戰術運用就某方面而言
06:40
have been the most fascinating迷人 part部分 of it, for me.
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是最吸引我的部分
06:42
There are really two kinds of negative reviews評論 that we've我們已經 received收到.
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我們收到的負面評價分為兩大類
06:46
One kind of reviewer評論家 is a male gamer玩家
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一派是男性玩家的評論
06:50
who thinks he knows知道 what games遊戲 ought應該 to be,
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他們自以為很懂遊戲
06:52
and won't慣於 show顯示 the product產品 to little girls女孩.
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不會給女孩子玩我們的產品
06:55
The other kind of reviewer評論家 is a certain某些 flavor味道 of feminist女權主義者
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另一派帶點女性主義調調的評論家
06:59
who thinks they know what little girls女孩 ought應該 to be.
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自以為很了解小女孩該有的樣子
07:02
And so it's funny滑稽 to me that these interesting有趣, odd bedfellows同床異夢
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奇怪的是,這些奇怪又難相處的傢伙
07:08
have one thing in common共同:
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有一項共同點
07:10
they don't listen to little girls女孩.
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就是不會傾聽小女孩的心聲
07:14
They haven't沒有 looked看著 at children孩子
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他們從未好好觀察過孩子
07:17
and they're certainly當然 not demonstrating示範 any love for them.
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哪有可能做出甚麼愛孩子的舉動
07:21
I'd like to play you some voices聲音 of little girls女孩
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我想讓你們聽聽小女孩的心聲
07:24
from the two-and-a-half兩個半 years年份 of research研究 that we did --
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取材自我們過去兩年半的研究材料
07:26
actually其實, some of the voices聲音 are more recent最近.
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事實上有些部分是最近才錄製的
07:28
And these voices聲音 will be accompanied伴隨著 by photographs照片
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這些聲音將搭配照片一起播放
07:31
that they took for us of their lives生活,
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這些照片是她們拍自己的日常生活
07:33
of the things that they value and care關心 about.
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和她們珍惜的事物
07:35
These are pictures圖片 the girls女孩 themselves他們自己 never saw, but they gave to us
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這些照片她們自己也沒看過,卻交給我們
07:38
This is the stuff東東 those reviewers評審 don't know about and aren't listening to
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全是那些批評者不了解也不想了解的東西
07:43
and this is the kind of research研究 I recommend推薦 to those
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這個研究題目,我要推薦給
07:45
who want to do humanistic人文 work.
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想從事人文研究的諸位
07:47
Girl女孩 1: Yeah, my character字符 is usually平時 a tomboy假小子.
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女孩1:對阿,我的個性比較男孩子氣
07:49
Hers她的 is more into boys男孩.
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她比我還像男生
07:51
Girl女孩 2: Uh, yeah.
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女孩2:呃,沒錯。
07:53
Girl女孩 1: We have -- in the very beginning開始 of the whole整個 game遊戲, always we do this:
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女孩1:我們每次...剛開始玩遊戲時會這樣做
07:56
we each have a piece of paper; we write down our name名稱, our age年齡 --
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每人拿一張紙,寫下自己的名字、年紀
07:59
are we rich豐富, very rich豐富, not rich豐富, poor較差的, medium, wealthy富裕,
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我們有錢嗎?超有錢、不怎麼有錢、窮酸啦、小康啦、家財萬貫啦
08:05
boyfriends男朋友, dogs小狗, pets寵物 -- what else其他 -- sisters姐妹, brothers兄弟, and all those.
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男朋友啦、小狗啦、寵物啦..還有什麼?...兄弟姊妹..等等之類的
08:12
Girl女孩 2: Divorced離婚 -- parents父母 divorced離婚, maybe.
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女孩2:離婚...爸媽離婚,之類的
08:16
Girl女孩 3: This is my pretend假裝 [unclear不明] one.
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女孩3:這個是我想像出來的
08:19
Girl女孩 4: We make a school學校 newspaper報紙 on the computer電腦.
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女孩4:我們會在電腦上製作校刊
08:21
Girl女孩 5: For a girl's女孩 game遊戲 also usually平時 they'll他們會 have really pretty漂亮 scenery風景
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女孩5:給女生玩的遊戲通常場景都超華麗
08:26
with clouds and flowers花卉.
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又是雲又是花
08:28
Girl女孩 6: Like, if you were a girl女孩 and you were really adventurous愛冒險的 and a real真實 big tomboy假小子,
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譬如說,你雖然身為女生偏偏天生愛冒險又非常男孩子氣
08:32
you would think that girls'女孩 games遊戲 were kinda有點兒 sissy娘娘腔.
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你八成會覺得這種女生遊戲太女孩子氣了
08:36
Girl女孩 7: I run track跟踪, I played發揮 soccer足球,
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女孩6:我跑步、踢足球
08:40
I play basketball籃球, and I love a lot of things to do.
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也打籃球,我喜歡做的事情很多
08:43
And sometimes有時 I feel like I can't really enjoy請享用 myself unless除非 it's like a vacation假期,
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有時候我實在開心不起來,除非放假
08:51
like when I get Mondays星期一 and all those days off.
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最好放禮拜一,或者天天放假也不賴
08:55
Girl女孩 8: Well, sometimes有時 there is a lot of stuff東東 going on
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女孩7:嗯,有時候我好多事情要忙
08:58
because I have music音樂 lessons教訓 and I'm on swim游泳 team球隊 --
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因為我要學音樂,又是游泳隊隊員
09:02
all this different不同 stuff東東 that I have to do,
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一大堆亂七八糟的事情等著我
09:05
and sometimes有時 it gets得到 overwhelming壓倒.
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有時候實在忙不過來
09:08
Girl女孩 9: My friend朋友 Justine海寧
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我朋友賈斯汀
09:12
kinda有點兒 took my friend朋友 Kelly黃綠色, and now they're being存在 mean to me.
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拉攏我朋友凱莉,兩個聯手起來對付我
09:16
Girl女孩 10: Well, sometimes有時 it gets得到 annoying惱人的 when your brothers兄弟 and sisters姐妹,
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女孩8:唉,有時候家裡有兄弟姊妹超煩的
09:19
or brother哥哥 or sister妹妹, when they copy複製 you and you get your idea理念 first
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他們會抄襲你的主意,雖然明明是你先想到的
09:24
and they take your idea理念 and they do it themselves他們自己.
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他們偷了你的點子然後自己拿去用
09:30
Girl女孩 11: Because my older舊的 sister妹妹, she gets得到 everything
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女孩9:都要怪我老姊,她要什麼有什麼
09:33
and, like, when I ask my mom媽媽 for something, she'll貝殼 say, "No" -- all the time.
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我跟老媽討個東西她就說"別想",每次都這樣
09:37
But she gives my sister妹妹 everything.
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但對我老姊卻有求必應
09:39
Brenda布倫達 Laurel月桂樹: I want to show顯示 you, real真實 quickly很快, just a minute分鐘
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布蘭妲:我想很快地給各位看一下,一分鐘就好
09:41
of "Rockett'sRockett的 Tricky狡猾 Decision決策," which哪一個 went gold two days ago.
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這個遊戲叫"洛綺特的難題",兩天前才大功告成
09:44
Let's hope希望 it's really stable穩定.
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希望它很穩定
09:47
This is the second第二 day in Rockett'sRockett的 life.
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這是洛綺特生活的第二天
09:50
The reason原因 I'm showing展示 you this
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我之所以給各位看這個
09:52
is I'm hoping希望 that the scene現場 that I'm going to show顯示 you will look familiar
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是希望待會兒秀出來的場景不管看起來
09:56
and sound聲音 familiar, now that you've listened聽了 to some girls'女孩 voices聲音.
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或聽起來都有種熟悉感,尤其各位聽過女孩子的心聲後
09:59
And you can see how we've我們已經 tried試著 to incorporate合併 the issues問題 that matter to them
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各位將明白我們如何把她們關心的問題
10:04
in the game遊戲 that we've我們已經 created創建.
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融入遊戲中
10:09
Miko巫女: Hey RockettRockett! C'mereC'mere!
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(影片)蜜可:嗨 洛綺特!過來一下!
10:11
RockettRockett: Hi你好 Miko巫女! What's going on?
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洛綺特:嗨 蜜可! 怎麼了嗎?
10:13
Miko巫女: Did you hear about Nakilia'sNakilia的 big Halloween萬聖節 party派對 this weekend週末?
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蜜可:你知道娜其莉周末要辦一個大型萬聖節派對嗎?
10:16
She asked me to make sure you knew知道 about it.
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她要我問你知不知道
10:18
NakiliaNakilia invited邀請 Reuben魯本 too, but --
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娜琪莉也邀請魯本參加,不過...
10:21
RockettRockett: But what? Isn't he coming未來?
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洛綺特:不過什麼?他不來嗎?
10:23
Miko巫女: I don't think so.
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蜜可:我想他不會來了
10:25
I mean, I heard聽說 his band is playing播放 at another另一個 party派對 the same相同 night.
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聽說他的樂團當天晚上要去另一個派對表演
10:28
RockettRockett: Really? What other party派對?
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洛綺特:真的嗎?哪一個派對?
10:32
Girl女孩: Max's最大的 party派對 is going to be so cool, Whitney惠特尼.
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女孩:麥斯的派對一定很酷,惠特妮
10:36
He's invited邀請 all the best最好 people.
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他邀的人都超讚
10:38
BLBL: I'm going to fast-forward快進 to the decision決定 point
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(布蘭妲羅莉)我必須快轉到她做決定那段
10:41
because I know I don't have a lot of time.
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我知道我沒有太多時間
10:43
After this awful可怕 event事件 occurs發生, Rocket火箭 gets得到 to decide決定 how she feels感覺 about it.
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發生這麼糟糕的事之後,洛綺特必須決定她該如何應對
10:47
RockettRockett: Who'd誰願意 want to show顯示 up at that party派對 anyway無論如何?
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洛綺特:拜託,誰要去那種派對阿?
10:50
I could get invited邀請 to that party派對 any day if I wanted to.
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只要我願意,隨時都會有人邀請我去
10:54
Gee嘖嘖, I doubt懷疑 I'll make Max's最大的 best最好 people list名單.
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唉,我不確定麥斯會不會邀請我耶
10:58
BLBL: OK, so we're going to emotionally感情上 navigate導航.
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好了,接下來我們讓感情來引導
11:00
If we were playing播放 the game遊戲, that's what we'd星期三 do.
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把玩遊戲當作真實人生
11:02
If at any time during the game遊戲 we want to learn學習 more about the characters人物,
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假如玩的過程中我們想更了解遊戲主角
11:05
we can go into this hidden hallway門廳,
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我們可以走入這條隱形走廊
11:07
and I'll quickly很快 just show顯示 you the interface接口.
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我很快地給各位看一下遊戲介面
11:10
We can, for example, go find Miko's巫女的 locker更衣室
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例如,我們可以找出蜜可的儲物櫃
11:15
and get some more information信息 about her.
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獲得一些跟她有關的情報
11:18
Oops哎呀, I turned轉身 the wrong錯誤 way.
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哎呀,我轉錯邊了
11:20
But you get the general一般 idea理念 of the product產品.
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不過你們應該抓到這個產品的概念了
11:22
I wanted to show顯示 you the ways方法, innocuous無害的 as they seem似乎,
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我向各位展示的這些方法,雖然看似泛泛之談
11:25
in which哪一個 we're incorporating結合 what we've我們已經 learned學到了 about girls女孩 --
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但裡頭加入了我們對女孩子的理解
11:28
their desires慾望 to experience經驗 greater更大 emotional情緒化 flexibility靈活性,
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她們渴望體驗更細膩的情感變化
11:32
and to play around with the social社會 complexity複雜 of their lives生活.
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遊走於複雜的社交生活之間
11:38
I want to make the point that what we're giving girls女孩, I think, through通過 this effort功夫,
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我想強調的是,藉由這份努力,我們給予女孩子
11:44
is a kind of validation驗證,
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一種自我肯定
11:47
a sense of being存在 seen看到.
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一種被關注的感覺
11:49
And a sense of the choices選擇 that are available可得到 in their lives生活.
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告訴她們生活可以有各種選擇
11:52
We love them.
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我們愛她們
11:54
We see them.
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關心她們
11:56
We're not trying to tell them who they ought應該 to be.
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我們不是要告訴她們要成為什麼樣的人
11:58
But we're really, really happy快樂 about who they are.
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得知她們原本的面貌令我們開心不已
12:01
It turns out they're really great.
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她們真的很棒
12:03
I want to close by showing展示 you a videotape錄影帶
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我想用一段影片作為結尾
12:07
that's a version of a future未來 game遊戲 in the RockettRockett series系列
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這個洛綺特系列遊戲的未來版
12:11
that our graphic圖像 artists藝術家 and design設計 people put together一起,
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是我們的插畫師跟設計團隊合作的結晶
12:15
that we feel would please that four percent百分 of reviewers評審.
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我們覺得應該會讓那4%的批評者滿意
12:50
"RockettRockett 28!"
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"洛綺特28" 世界末日
12:57
RockettRockett: It's like I'm just waking醒來 up, you know?
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洛綺特:我好像剛剛醒來...
13:01
BLBL: Thanks謝謝.
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謝謝大家
Translated by Allen Li
Reviewed by Lucy Jaryen Hsu

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ABOUT THE SPEAKER
Brenda Laurel - Designer and theorist
Brenda Laurel has been part of several major revolutions in the way humans use computers: virtual reality, interactive narratives and some fresh approaches to gaming.

Why you should listen

With a PhD in theater and a focus on interactive narratives, Brenda Laurel landed in Silicon Valley at the perfect moment -- at a time when theorists and technologists were exploring new ways that our expanded computing power could link us and entertain us in ways we couldn't yet imagine. She worked as a software designer and researcher for Atari and Activision, and co-founded a telepresence company in 1990.

In 1994 she became a founding member of Paul Allen and David Liddle's Interval Research, a legendary Silicon Valley think tank studying the connection between tech and everyday life. Interval was meant to spin off profitable companies, and Laurel led one of the highest-profile spinoffs, Purple Moon, a software company devoted to making games and interactive communities for girls. In the end-of-the-'90s collapse of the CD-ROM market, Purple Moon was acquired by Mattel and killed. Laurel wrote about the experience in the monograph Utopian Entrepreneur, "a guide to doing socially positive work in the context of business."

Laurel is the chair of the Graduate Program in Design at California College of the Arts. Her paper "Designed Animism: Poetics for a New World" looks at the new field of distributed sensing and how it can help us discover patterns in nature.

Read the TED Blog's Q&A with Brenda Laurel >>

More profile about the speaker
Brenda Laurel | Speaker | TED.com

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