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?

布兰达劳莱尔谈论为女孩子们制作数码游戏

Filmed:
466,836 views

在一九九八年的TED,布兰达劳莱尔提出了一个问题:为什么所有热销的数码游戏都是针对男孩子的?她介绍了兩年多以來关于制造一款女孩子们喜爱的游戏的研究。这是一项具有前瞻性的工作,並引起了很多的共鸣。
- 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开始 working加工 for a company公司
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一九九二年,我开始在一家叫做Interval Research
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called Interval间隔 Research研究,
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的公司工作,
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which哪一个 was just then being存在 founded成立
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那间公司当时刚刚成立,
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by David大卫 LidellLidell and Paul保罗 Allen艾伦
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是由大卫李德尔和保尔艾伦
00:20
as a for-profit以营利为目的 research研究 enterprise企业 in Silicon Valley.
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创办的一家坐落于硅谷的盈利性研究机构。
00:26
I met会见 with David大卫
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我和大卫见面
00:28
to talk about what I might威力 do in his company公司.
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探讨我在他的公司要做些什么。
00:31
I was just coming未来 out of a failed失败 virtual虚拟 reality现实 business商业
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我当时刚刚从一个失败的网络生意(虚拟现实)中走出来,
00:34
and supporting支持 myself by being存在 on the speaking请讲 circuit电路
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正以教学工作和
00:36
and writing写作 books图书 --
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写书来谋生
00:38
after twenty二十 years年份 or so in the computer电脑 game游戏 industry行业
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在从事电脑游戏行业二十年之后,
00:41
having ideas思路 that people didn't think they could sell.
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我有些想法,虽然很多人都认为没有市场。
00:45
And David大卫 and I discovered发现
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大卫和我发现,
00:47
that we had a question in common共同,
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我们有一个共同的疑问
00:49
that we really wanted the answer回答 to,
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并且是我们确实很想知道的
00:51
and that was,
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那就是
00:53
"Why hasn't有没有 anybody任何人 built内置 any computer电脑 games游戏 for little girls女孩?"
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“为什么还沒有人为女孩子们设计制作游戏?”
00:56
Why is that?
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为什么会那样呢?
00:58
It can't just be a giant巨人 sexist性别歧视 conspiracy阴谋.
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这不可能仅是一个巨大的性别歧视的阴谋。
01:01
These people aren't that smart聪明.
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这些人沒有那么聪明。
01:04
There's six billion十亿 dollars美元 on the table.
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譬如说有六百万放在桌上,
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They would go for it if they could figure数字 out how.
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人们如果想出办法的话就一定会去得到它。
01:10
So, what is the deal合同 here?
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那么,问题的症结在哪里?
01:12
And as we thought about our goals目标 --
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正如我们想到的目标--
01:15
I should say that Interval间隔 is really a humanistic人文 institution机构,
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我想说Interval在传统经典意义上
01:18
in the classical古典 sense
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真的是一个人性化的机构,
01:21
that humanism人道主义, at its best最好,
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人文主义,最佳的就是,
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finds认定 a way to combine结合 clear-eyed头脑清晰 empirical经验 research研究
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找到一种能结合清晰的经验研究
01:27
with a set of core核心 values
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和一套核心价值观,
01:30
that fundamentally从根本上 love and respect尊重 people.
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基于爱和尊重人本身的方法。
01:33
The basic基本 idea理念 of humanism人道主义
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人文主义的基本概念,
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is the improvable可改善 quality质量 of life;
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是提高生活质量,
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that we can do good things,
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让我们能够做一些善事,
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that there are things worth价值 doing
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值得去做的一些事情,
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because they're good things to do,
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因为它们是好的事情。
01:45
and that clear-eyed头脑清晰 empiricism经验主义
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而且清晰的经验主义
01:47
can help us figure数字 out how to do them.
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能够帮助我们解决如何去完成那些事情。
01:50
So, contrary相反 to popular流行 belief信仰,
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那么,与流行信仰相反,
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there is not a conflict冲突 of interest利益 between之间 empiricism经验主义 and values.
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在经验论与价值间並沒有利益矛盾。
01:57
And Interval间隔 Research研究 is kind of the living活的 example
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Interval Research公司就是
02:00
of how that can be true真正.
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这两者结合与协调的活生生的例子,
02:02
So David大卫 and I decided决定 to go find out,
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大卫和我決定以我们能够做的
02:04
through通过 the best最好 research研究 we could muster鼓起,
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最好的研究去寻找(答案):
02:06
what it would take to get a little girl女孩
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什么可以令一个小女孩
02:09
to put her hands on a computer电脑,
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将她的双手放到电脑上,
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to achieve实现 the level水平 of comfort安慰 and ease缓解 with the technology技术
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去体会科技带來的舒适和放松,
02:14
that little boys男孩 have because they play video视频 games游戏.
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而这些正是男孩子们玩游戏时获得的感觉。
02:17
We spent花费 two and a half years年份 conducting开展 research研究;
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我们花费了两年半的时间进行研究
02:20
we spent花费 another另一个 year and a half in advance提前 development发展.
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然后用另外一年半的时间进行深层开发。
02:24
Then we formed形成 a spin-off分拆 company公司.
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之后我们成立了一家子公司。
02:27
In the research研究 phase of the project项目 at Interval间隔,
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关于在Interval公司的研究工作
02:31
we partnered合作 with a company公司 called CheskinCheskin Research研究,
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我们和另一家叫做Cheskin Research的公司合作,
02:34
and these people -- Davis戴维斯 Masten马斯滕 and Christopher克里斯托弗 Ireland爱尔兰 --
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包括他们的同事Davis Masten和Christopher Ireland,
02:38
changed my mind心神 entirely完全 about what market市场 research研究 was
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彻底改变了我对于市场调研是什么
02:41
and what it could be.
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和它能够做什么的看法。
02:42
They taught me how to look and see,
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他们教会我如何去观察和分析,
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and they did not do the incredibly令人难以置信 stupid thing
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而且他们并沒有愚蠢地
02:48
of saying to a child儿童,
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去询问孩子:
02:50
"Of all these things we already已经 make you,
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“在所有我们为你准备的之中,
02:52
which哪一个 do you like best最好?" --
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你最喜欢什么?”
02:53
which哪一个 gives you zero answers答案 that are usable可用.
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这种问题从不会给你有用的答案。
02:55
So, what we did for the first two and a half years年份
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我们在刚开始的两年半内
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was four things:
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做了四件事情:
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We did an extensive广泛 review评论 of the literature文学
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我们在和文学相关的领域进行了广泛的分析评论,
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in related有关 fields领域, like cognitive认知 psychology心理学,
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其中包括认知心理学,
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spatial空间的 cognition认识, gender性别 studies学习,
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空间认知,性別研究,
03:07
play theory理论, sociology社会学, primatology灵长类.
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游戏理论,社会学,动物学——
03:10
Thank you Frans弗兰斯 de Waal瓦尔, wherever哪里 you are,
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谢谢你法兰玆杜瓦尔,无论你在哪里,
03:12
I love you and I'd give anything to meet遇到 you.
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我爱你并且愿意付出一切和你见面。
03:15
After we had doneDONE that with a pretty漂亮 large team球队 of people
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当我们一个很庞大的团队完成这项工作的时候,
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and discovered发现 what we thought the salient突出的 issues问题 were
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我们发现之前认为明显的问题就是
03:21
with girls女孩 and boys男孩 and playing播放 --
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女孩、男孩和游戏——
03:24
because, after all, that's really what this is about --
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因为,无论如何,那就是问题的症结。
03:27
we moved移动 to the second第二 phase of our work,
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我们进展到了研究工作的第二阶段,
03:29
where we interviewed采访 adult成人 experts专家
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采访在学术方面的成年专家,
03:32
in academia学术界, some of the people
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他们中有一些人
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who'd谁愿意 produced生成 the literature文学 that we found发现 relevant相应.
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已经创作了我们认为相关的文学作品。
03:36
Also, we did focus焦点 groups with people who were on the ground地面 with kids孩子 every一切 day,
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同时我们对每天都和孩子相处的人进行了焦点小组调查
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like playground操场 supervisors监事. We talked to them,
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像操场的训导主任,和他们交谈,
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confirmed确认 some hypotheses假设 and identified确定 some serious严重 questions问题
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确认了关于不同性别与游戏
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about gender性别 difference区别 and play.
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的一些假设和严肃的问题。
03:46
Then we did what I consider考虑 to be the heart of the work:
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然后我们进行了我认为是这次研究的心脏工作--
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interviewed采访 1,100 children孩子, boys男孩 and girls女孩,
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采访1100个孩子,包括男孩和女孩,
03:53
ages年龄 seven to 12, all over the United联合的 States状态 --
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全美地区,7岁到12岁的孩子,
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except for Silicon Valley, Boston波士顿 and Austin奥斯汀
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除了硅谷,波士顿和奥斯汀,
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because we knew知道 that their little families家庭 would have millions百万 of computers电脑 in them
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因为我们知道那里的家庭拥有上百万的电脑,
04:03
and they wouldn't不会 be a representative代表 sample样品.
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他们不能成为具有代表性的例子。
04:06
And at the end结束 of those remarkable卓越 conversations对话
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在那些精彩的交谈最后,
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with kids孩子 and their best最好 friends朋友 across横过 the United联合的 States状态,
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和孩子们还有他们跨越全美的最好的朋友们,
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after two years年份, we pulled together一起 some survey调查 data数据 from another另一个 10,000 children孩子,
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两年之后,我们齐心协力从另外一万个孩子那里获得一些调查数据,
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drew德鲁 up a set up of what we thought were the key findings发现 of our research研究,
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建构起一套我们认为是此次研究的重要发现,
04:24
and spent花费 another另一个 year transforming转型 them into design设计 heuristics启发式,
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然后又花费一年的时间将他们转化为设计启发点,
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for designing设计 computer-based基于计算机的 products制品 --
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为了设计以电脑为基础的产品,
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and, in fact事实, any kind of products制品 -- for little girls女孩, ages年龄 eight to 12.
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事实上也适用于任何为8至12岁的女孩子的产品。
04:35
And we spent花费 that time designing设计 interactive互动 prototypes原型 for computer电脑 software软件
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我们在那一年内设计互动性原型的电脑软件,
04:40
and testing测试 them with little girls女孩.
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让女孩子们来试玩。
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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在1996年11月,我们成立了Purple Moon(紫月亮)公司,
04:47
which哪一个 was a spinoff分拆 of Interval间隔 Research研究,
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作为Interval Research公司的附属公司,
04:49
and our chief首席 investors投资者 were Interval间隔 Research研究, Vulcan火神 Northwest西北,
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首要投资者是Interval Research和Vulan Northwest,
04:52
Institutional制度 Venture冒险 Partners伙伴 and Allen艾伦 and Company公司.
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Institutional Venture Partners和艾伦及公司。
04:55
We launched推出 a website网站 on September九月 2ndND
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9月2日我们发行了自己的网页,
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that has now served提供服务 25 million百万 pages网页,
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它现在已经有两千五百万页了,
05:01
and has 42,000 registered注册 young年轻 girl女孩 users用户.
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并且有42,000个注册的年轻女性用户,
05:06
They visit访问 an average平均 of one and a half times a day,
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她们平均每天浏览1.5次(我们的网页),
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spend an average平均 of 35 minutes分钟 a visit访问,
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平均每次浏览35分钟,
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and look at 50 pages网页 a visit访问.
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50页。
05:15
So we feel that we've我们已经 formed形成 a successful成功 online线上 community社区 with girls女孩.
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所以我们认为我们成立了一个成功的网上女孩子社群。
05:20
We launched推出 two titles标题 in October十月 --
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10月的时候我们发行了两个游戏——
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"Rockett'sRockett的 New School学校" -- the first of a series系列
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“罗基特的新学校”,是系列产品中的第一个,
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of products制品 -- is about a character字符 called RockettRockett beginning开始 her first day of school学校
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关于一个叫罗基特的主角从开学第一天开始的经历
05:28
in eighth第八 grade年级 at a brand new place地点, with a blank空白 slate石板,
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八年级,在一个全新的地方,空白的石板上,
05:31
which哪一个 allows允许 girls女孩 to play with the question of, "What will I be like when I'm older旧的?"
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允许女孩子带着“我长大了会变成怎样”的问题去玩,
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"What's it going to be like to be in high school学校 or junior初级 high school学校?
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“初中或者高中的生活会是什么样子的呢?”
05:40
Who are my friends朋友?";
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“谁是我的朋友?”
05:42
to exercise行使 the love of social社会 complexity复杂
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借此来学习社会认知的复杂性,
05:44
and the narrative叙述 intelligence情报 that drives驱动器 most of their play behavior行为;
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和驱动大部分游戏行为的叙述智能,
05:48
and which哪一个 embeds嵌入视频 in it values about noticing注意到 that we have lots of choices选择
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及其本身固有的价值,提示我们有很多选择,
05:54
in our lives生活 and the ways方法 that we conduct进行 ourselves我们自己.
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在生活中以及在我们引导自己的过程中。
05:57
The other title标题 that we launched推出 is called "Secret秘密 Paths路径 in the Forest森林,"
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我们发行的另外一个游戏叫做“森林密径”,
06:00
which哪一个 addresses地址 the more fantasy-oriented幻想为本, inner lives生活 of girls女孩.
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它更为倾向于梦幻世界和女孩内心的表达。
06:03
These two titles标题 both showed显示 up in the top最佳 50 entertainment娱乐 titles标题 in PC个人计算机 Data数据 --
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这两个游戏并列于前五十名,
06:08
entertainment娱乐 titles标题 in PC个人计算机 Data数据
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在PC Data的娱乐排行榜上。
06:11
in December十二月, right up there with "John约翰 Madden发怒 Football足球,"
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12月,发行了“约翰马登足球”,
06:15
which哪一个 thrills惊险刺激 me to death死亡.
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让我非常兴奋。
06:17
So, we're real真实,
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所以,我们是真实的,
06:19
and we've我们已经 touched感动 several一些 hundreds数以百计 of thousands数千 of little girls女孩.
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我们已经接触到了成千上万的小女孩。
06:23
We've我们已经 made制作 half-a-billion半个十亿 impressions印象
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我们让半亿人对我们有了印象,
06:26
with marketing营销 and PRPR for this brand, Purple紫色 Moon月亮.
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通过为Purple Moon品牌的市场推广营销。
06:30
Ninety-six96 percent百分 of them, roughly大致, have been positive;
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96%的用户反应都是正面的,
06:33
four percent百分 of them have been "other."
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其他的有4%。
06:35
I want to talk about the other,
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我想谈谈这4%的部分,
06:37
because the politics政治 of this enterprise企业, in a way,
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因为从某种意义上来说,在企业政治上,
06:40
have been the most fascinating迷人 part部分 of it, for me.
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这部分是最吸引我的。
06:42
There are really two kinds of negative reviews评论 that we've我们已经 received收到.
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我们确实收到了两种负面的评论。
06:46
One kind of reviewer评论家 is a male gamer玩家
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一种是来自男性玩家的,
06:50
who thinks he knows知道 what games游戏 ought应该 to be,
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他认为他知道游戏应该是什么,
06:52
and won't惯于 show显示 the product产品 to little girls女孩.
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而不是给女孩子们玩的。
06:55
The other kind of reviewer评论家 is a certain某些 flavor味道 of feminist女权主义者
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另一种观点是某种加料的女性主义者,
06:59
who thinks they know what little girls女孩 ought应该 to be.
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他们认为他们知道小女生应该是什么样的。
07:02
And so it's funny滑稽 to me that these interesting有趣, odd bedfellows同床异梦
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非常有趣的是,我发现这两种人
07:08
have one thing in common共同:
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有一点是共同的:
07:10
they don't listen to little girls女孩.
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他们不会倾听女孩子的声音。
07:14
They haven't没有 looked看着 at children孩子
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他们甚至没有认真看过孩子,
07:17
and they're certainly当然 not demonstrating示范 any love for them.
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所以他们根本不会知道如何去爱孩子们。
07:21
I'd like to play you some voices声音 of little girls女孩
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我想让你来倾听小女孩的声音,
07:24
from the two-and-a-half两个半 years年份 of research研究 that we did --
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从我们所做的两年半的研究中,
07:26
actually其实, some of the voices声音 are more recent最近.
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事实上某些声音是最近发现的。
07:28
And these voices声音 will be accompanied伴随着 by photographs照片
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这些声音将会配上一些图片,
07:31
that they took for us of their lives生活,
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他们在生活上的照片,
07:33
of the things that they value and care关心 about.
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关于他们关心和关注的事情。
07:35
These are pictures图片 the girls女孩 themselves他们自己 never saw, but they gave to us
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这些照片女孩子们自己都没有看过,但他们给了我们。
07:38
This is the stuff东东 those reviewers评审 don't know about and aren't listening to
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这就是那些批评者不知道也不去知道的部分,
07:43
and this is the kind of research研究 I recommend推荐 to those
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这也是我推荐给你们的研究工作,
07:45
who want to do humanistic人文 work.
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对于那些想做人文主义工作的。
07:47
Girl女孩 1: Yeah, my character字符 is usually平时 a tomboy假小子.
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录像:女孩1:恩,我的主角通常是一个假小子,
07:49
Hers她的 is more into boys男孩.
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她比男生更男生。
07:51
Girl女孩 2: Uh, yeah.
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女孩2:嗯,是的。
07:53
Girl女孩 1: We have -- in the very beginning开始 of the whole整个 game游戏, always we do this:
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女孩1:我们有,在全部游戏的最开始,我们这样做
07:56
we each have a piece of paper; we write down our name名称, our age年龄 --
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我们每人有一张纸,我们写下自己的姓名,年龄,
07:59
are we rich丰富, very rich丰富, not rich丰富, poor较差的, medium, wealthy富裕,
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富有,非常富有,普通,贫穷,中产,有钱,
08:05
boyfriends男朋友, dogs小狗, pets宠物 -- what else其他 -- sisters姐妹, brothers兄弟, and all those.
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男朋友,狗,宠物,还有什么,姐妹,兄弟,所有这些。
08:12
Girl女孩 2: Divorced离婚 -- parents父母 divorced离婚, maybe.
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女孩2:离婚,父母离婚,可能是。
08:16
Girl女孩 3: This is my pretend假装 [unclear不明] one.
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女孩3:这是我假扮的。
08:19
Girl女孩 4: We make a school学校 newspaper报纸 on the computer电脑.
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女孩4:我们在电脑上制作了一份校报。
08:21
Girl女孩 5: For a girl's女孩 game游戏 also usually平时 they'll他们会 have really pretty漂亮 scenery风景
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女孩5:给女孩子的游戏通常需要有非常漂亮的场景,
08:26
with clouds and flowers花卉.
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有云和花朵。
08:28
Girl女孩 6: Like, if you were a girl女孩 and you were really adventurous爱冒险的 and a real真实 big tomboy假小子,
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如同,假如你是一个女孩而且你真的假小子般喜欢探险
08:32
you would think that girls'女孩 games游戏 were kinda有点儿 sissy娘娘腔.
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你会觉得女孩子的游戏有点女生气。
08:36
Girl女孩 7: I run track跟踪, I played发挥 soccer足球,
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女孩6:我开货车,我踢足球,
08:40
I play basketball篮球, and I love a lot of things to do.
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我打篮球,我有很多事情喜欢做。
08:43
And sometimes有时 I feel like I can't really enjoy请享用 myself unless除非 it's like a vacation假期,
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有时候,我觉得自己不开心,除非是在假期,
08:51
like when I get Mondays星期一 and all those days off.
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像是生活中没有周一及其他工作日。
08:55
Girl女孩 8: Well, sometimes有时 there is a lot of stuff东东 going on
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恩,有时候我有很多事情要做,
08:58
because I have music音乐 lessons教训 and I'm on swim游泳 team球队 --
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我有音乐课,我又在游泳队,
09:02
all this different不同 stuff东东 that I have to do,
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还有很多类似的很难的事情我需要做,
09:05
and sometimes有时 it gets得到 overwhelming压倒.
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甚至有时候这些事情铺天盖地那么多。
09:08
Girl女孩 9: My friend朋友 Justine海宁
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我的朋友贾斯蒂
09:12
kinda有点儿 took my friend朋友 Kelly黄绿色, and now they're being存在 mean to me.
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似乎带走了我的朋友凯利,而他们现在开始针对我。
09:16
Girl女孩 10: Well, sometimes有时 it gets得到 annoying恼人的 when your brothers兄弟 and sisters姐妹,
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女孩8:嗯,有时候有兄弟姐妹很烦,
09:19
or brother哥哥 or sister妹妹, when they copy复制 you and you get your idea理念 first
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当他们抄袭你的时候,明明是你先想到的主意,
09:24
and they take your idea理念 and they do it themselves他们自己.
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他们拿走了然后自己做。
09:30
Girl女孩 11: Because my older旧的 sister妹妹, she gets得到 everything
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女孩9:因为我的姐姐,她拥有一切,
09:33
and, like, when I ask my mom妈妈 for something, she'll贝壳 say, "No" -- all the time.
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当我和妈妈要求东西时,她总是说不。
09:37
But she gives my sister妹妹 everything.
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但是她把一切都给姐姐。
09:39
Brenda布伦达 Laurel月桂树: I want to show显示 you, real真实 quickly很快, just a minute分钟
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布兰达劳莱尔:我想很快速的给你们看,只一分钟,
09:41
of "Rockett'sRockett的 Tricky狡猾 Decision决策," which哪一个 went gold two days ago.
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“罗基特的诡计”,两天前刚刚完成的。
09:44
Let's hope希望 it's really stable稳定.
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希望很稳定。
09:47
This is the second第二 day in Rockett'sRockett的 life.
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这是罗基特生活的第二天,
09:50
The reason原因 I'm showing展示 you this
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我之所以给你们看的原因
09:52
is I'm hoping希望 that the scene现场 that I'm going to show显示 you will look familiar
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是因为我希望你们从这里看到熟悉的东西,
09:56
and sound声音 familiar, now that you've listened听了 to some girls'女孩 voices声音.
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听到熟悉的东西,现在你已经在倾听女孩的声音了。
09:59
And you can see how we've我们已经 tried试着 to incorporate合并 the issues问题 that matter to them
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你可以了解我们如何将他们关注的融入到
10:04
in the game游戏 that we've我们已经 created创建.
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我们创造的游戏。
10:09
Miko巫女: Hey RockettRockett! C'mereC'mere!
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录像:麦可:嗨,罗基特!来这儿!
10:11
RockettRockett: Hi你好 Miko巫女! What's going on?
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罗基特:嗨 麦可!什么事?
10:13
Miko巫女: Did you hear about Nakilia'sNakilia的 big Halloween万圣节 party派对 this weekend周末?
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麦可:你听说娜克利这个周末的大型万圣节晚会了么?
10:16
She asked me to make sure you knew知道 about it.
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她让我务必通知你。
10:18
NakiliaNakilia invited邀请 Reuben鲁本 too, but --
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娜克利也邀请了鲁本,但是
10:21
RockettRockett: But what? Isn't he coming未来?
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罗基特:但是什么?他不来了么?
10:23
Miko巫女: I don't think so.
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麦可:我想不是这样。
10:25
I mean, I heard听说 his band is playing播放 at another另一个 party派对 the same相同 night.
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我的意思是,我听说他的乐队同一天晚上在另外一个聚会表演。
10:28
RockettRockett: Really? What other party派对?
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罗基特:真的么?在哪个聚会?
10:32
Girl女孩: Max's最大的 party派对 is going to be so cool, Whitney惠特尼.
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女孩:马克思的聚会一定会很酷,惠特尼。
10:36
He's invited邀请 all the best最好 people.
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他邀请了所有最棒的人。
10:38
BLBL: I'm going to fast-forward快进 to the decision决定 point
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BL:我要快进到决定时刻,
10:41
because I know I don't have a lot of time.
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因为我知道我没有太多时间。
10:43
After this awful可怕 event事件 occurs发生, Rocket火箭 gets得到 to decide决定 how she feels感觉 about it.
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这件糟糕的事情发生之后,罗基特需要决定她想要什么。
10:47
RockettRockett: Who'd谁愿意 want to show显示 up at that party派对 anyway无论如何?
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录像:罗基特:到底是谁想出现在那个聚会上?
10:50
I could get invited邀请 to that party派对 any day if I wanted to.
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如果我想的话,我哪天都会受到邀请。
10:54
Gee啧啧, I doubt怀疑 I'll make Max's最大的 best最好 people list名单.
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基,我怀疑我是否要为马克斯制作最棒人员名单。
10:58
BLBL: OK, so we're going to emotionally感情上 navigate导航.
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BL:好,我们现在来从情绪上体验,
11:00
If we were playing播放 the game游戏, that's what we'd星期三 do.
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就像是我们正在玩这个游戏。
11:02
If at any time during the game游戏 we want to learn学习 more about the characters人物,
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如果,任何时候,我们在游戏中想要了解更多主角,
11:05
we can go into this hidden hallway门厅,
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我们可以进入这个隐藏的走廊,
11:07
and I'll quickly很快 just show显示 you the interface接口.
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我将快速给你们看一下界面。
11:10
We can, for example, go find Miko's巫女的 locker更衣室
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我们可以,举个例子,去寻找麦可的储物柜
11:15
and get some more information信息 about her.
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然后找到关于她的更多的信息。
11:18
Oops哎呀, I turned转身 the wrong错误 way.
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噢,我的方向错了。
11:20
But you get the general一般 idea理念 of the product产品.
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但你门已经对这个产品有了大致概念。
11:22
I wanted to show显示 you the ways方法, innocuous无害的 as they seem似乎,
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我想展示给你们一些途径,看起来无伤大雅,
11:25
in which哪一个 we're incorporating结合 what we've我们已经 learned学到了 about girls女孩 --
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在里面我们融入了我们对女孩子的了解——
11:28
their desires欲望 to experience经验 greater更大 emotional情绪化 flexibility灵活性,
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他们对经历更多情感流动的渴望,
11:32
and to play around with the social社会 complexity复杂 of their lives生活.
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和他们对体现社交生活复杂性的游戏的渴望。
11:38
I want to make the point that what we're giving girls女孩, I think, through通过 this effort功夫,
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我想指出,通过这些努力,我认为,我们要给予女孩子的,
11:44
is a kind of validation验证,
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是一种确认,
11:47
a sense of being存在 seen看到.
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一种被关注的感觉。
11:49
And a sense of the choices选择 that are available可得到 in their lives生活.
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也是一种对生活中存在选择的感觉。
11:52
We love them.
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我们爱他们。
11:54
We see them.
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我们关注他们。
11:56
We're not trying to tell them who they ought应该 to be.
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我们并不是在尝试告诉他们应该如何如何。
11:58
But we're really, really happy快乐 about who they are.
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但是,我们真的非常高兴认识他们。
12:01
It turns out they're really great.
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而且他们确实是非常棒的。
12:03
I want to close by showing展示 you a videotape录影带
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我想以一段录像来收尾,
12:07
that's a version of a future未来 game游戏 in the RockettRockett series系列
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这是未来罗基特系列游戏的一个版本,
12:11
that our graphic图像 artists艺术家 and design设计 people put together一起,
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我们的游戏设计师和美术设计师合力打造的,
12:15
that we feel would please that four percent百分 of reviewers评审.
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我们觉得可以让的那4%的批评者满意的。
12:50
"RockettRockett 28!"
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“罗基特 二十八”
12:57
RockettRockett: It's like I'm just waking醒来 up, you know?
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罗基特:我像是刚刚醒来,你知道
13:01
BLBL: Thanks谢谢.
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谢谢。
Translated by Guo Tang
Reviewed by Menglu Wang

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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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