ABOUT THE SPEAKER
Seth Priebatsch - Entrepreneur
"Proud Princeton dropout" Seth Priebatsch runs SCVNGR, a mobile start-up trying to build the game layer on top of the world.

Why you should listen

Two things you'll notice about Seth Priebatsch: One, his infectious, get-you-out-of-your-chair enthusiasm. Two, the inventory of entrepreneurial feats he's managed to accumulate at a remarkably young age. The 21-year-old founded his first startup at age 12, and by age 18, he'd founded another -- PostcardTech, which makes interactive marketing tours for CD-ROM.

Now he's working on SCVNGR, "a massive experiment in building a mobile game together." Backed by Google Ventures, SCVNGR is part game, part game platform.  Players play SCVNGR by going places, doing challenges and having fun -- outside of the office, beyond the screen, in the real world. Organizations use SCVNGR by building on the game layer by adding their own challenges to the places they care about.

More profile about the speaker
Seth Priebatsch | Speaker | TED.com
TEDxBoston 2010

Seth Priebatsch: The game layer on top of the world

Seth Priebatsch:最棒的游戏社交圈

Filmed:
933,089 views

迄今,我们已经习惯了用Facebook和Twitter获取网络上的社交关系资源——建立在真实世界上的网络社交圈。在TED波士顿,Seth Priebatsch展望了下一个正在建设中的:“游戏社交圈”,并讲述了非常强劲的,将会改变教育和商业的,行为驱动的游戏动机。
- Entrepreneur
"Proud Princeton dropout" Seth Priebatsch runs SCVNGR, a mobile start-up trying to build the game layer on top of the world. Full bio

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

00:15
My name's名字的 Seth赛斯 Priebatsch普瑞巴什. I'm the chief首席 ninja忍者 of SCVNGRSCVNGR.
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我叫Seth Priebatsch。我是SCVNGR公司的首席忍者。
00:18
I am a proud骄傲 Princeton普林斯顿 dropout退出.
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我也因普里斯顿大学辍学而感到自豪。
00:20
Also proud骄傲 to have relocated搬迁 here to Boston波士顿,
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同时也很自豪能够回到波士顿创业,
00:22
where I actually其实 grew成长 up.
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这是我长大的地方。
00:24
Yeah, Boston波士顿.
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是的,波士顿。
00:26
Easy简单 wins. I should just go and name名称 the counties that we've我们已经 got around here.
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我去过很多不同地方,阐述这种概念。
00:29
So, I'm also fairly相当 determined决心 to try and build建立
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我决定要去尝试,
00:31
a game游戏 layer on top最佳 of the world世界.
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建立一个超级棒的游戏社交圈。
00:33
And this is sort分类 of a new concept概念, and it's really important重要.
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这是一种新的概念,很重要的概念。
00:35
Because while the last decade
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因为过去十年
00:37
was the decade of social社会
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是网络社交的黄金十年,
00:39
and the decade of where the framework骨架
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这十年里
00:41
in which哪一个 we connect with other people was built内置,
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人们在网上联系彼此的平台开始出现,
00:43
this next下一个 decade will be the decade where
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下一个十年,
00:45
the game游戏 framework骨架 is built内置,
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将是游戏社交平台建立的时候,
00:47
where the motivations动机 that we use to actually其实 influence影响 behavior行为,
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影响人们行为的动机,
00:50
and the framework骨架 in which哪一个 that is constructed,
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以及游戏社交平台,
00:52
is decided决定 upon, and that's really important重要.
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都会逐渐建立起来,这很重要。
00:54
And so I say that I want to build建立 a game游戏 layer on top最佳 of the world世界,
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所以,我说我想建设一个超级棒的游戏社交圈,
00:57
but that's not quite相当 true真正
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这并不十分准确,
00:59
because it's already已经 under construction施工; it's already已经 happening事件.
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因为这个社交圈已经开始建立了:这已经在发生了。
01:01
And it looks容貌 like this right now.
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现在的情况就像这样。
01:03
It looks容貌 like the Web卷筒纸 did back in 1997, right?
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这很像1997年的电脑页面对不对?
01:06
It's not very good. It's cluttered凌乱.
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不太好。很拥挤的页面。
01:08
It's filled填充 with lots of different不同 things
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它充斥着很多信息。
01:10
that, in short, aren't that fun开玩笑.
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一句话,不怎么好。
01:12
There are credit信用 card schemes方案 and airline航空公司 mile英里 programs程式
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这有信用卡刷卡方案、飞行里程计划、
01:15
and coupon优惠券 cards and all these loyalty忠诚 schemes方案
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优惠券和其它很多提升客户忠诚度的计划。
01:18
that actually其实 do use game游戏 dynamics动力学
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它们都利用人们玩游戏的动机
01:20
and actually其实 are building建造 the game游戏 layer: they just suck吮吸.
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来建立游戏社交圈,但这些游戏动机很糟糕。
01:23
They're not very well designed设计, right?
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这种消费游戏设计的不好,对吧?
01:26
So, that's unfortunate不幸的.
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这太糟糕了。
01:28
But luckily, as my favorite喜爱 action行动 hero英雄,
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幸运的是,正如我最喜欢的动作巨星,
01:30
Bob短发 the Builder生成器, says,
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建筑师巴布(Bob the Builder欧美卡通影片)说的,
01:32
"We can do better. We can build建立 this better."
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“我们可以做的更好。我们可以盖出更好的建筑。”
01:34
And the tools工具, the resources资源
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其实,我们用来建设游戏圈的
01:36
that we use to build建立 a game游戏 layer
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工具、资源
01:38
are game游戏 dynamics动力学 themselves他们自己.
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就是玩游戏的动机。
01:40
And so, sort分类 of, the crux症结 of this presentation介绍 is going to go through通过
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所以我今天演讲的关键就是
01:42
four really important重要 game游戏 dynamics动力学, really interesting有趣 things,
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四种重要的玩游戏的动机,非常有趣,
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that, if you use consciously自觉,
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如果你意识到,
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you can use to influence影响 behavior行为,
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你就可以用这些动机来影响人们的行为,
01:50
both for good, for bad, for in-between在两者之间.
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既可以朝着好的方面施加影响,也可以带来坏的影响,或者让它们同时发生。
01:52
Hopefully希望 for good.
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当然我们希望是好的影响。
01:54
But this is sort分类 of the important重要 stages阶段
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平台建设是
01:56
in which哪一个 that framework骨架 will get built内置,
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很重要的阶段,
01:58
and so we want to all be thinking思维 about it consciously自觉 now.
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所以现在我们都要自然而然地思考这个问题。
02:01
Just before we jump into that, there's sort分类 of a question of: why is this important重要?
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当我们开始讨论这个问题之前,还有一个问题,那就是:为什么重要?
02:04
I'm sort分类 of making制造 this claim要求 that there is a game游戏 layer on top最佳 of the world世界,
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为什么我刚才说的建设最棒的游戏社交网络
02:07
and that it's very important重要 that we build建立 it properly正确.
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非常重要。
02:10
The reason原因 that it's so important重要 is that, the last decade,
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重要的原因是,最近十年,
02:12
what we've我们已经 seen看到 has been building建造 the social社会 layer,
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建立的网络社交圈,
02:15
has been this framework骨架 for connections连接,
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也就是网上人与人的联系,
02:18
and construction施工 on that layer is over, it's finished.
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这种社交网络的建设已经完成了。
02:21
There's still a lot to explore探索.
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但是还有很多值得开发的地方。
02:23
There's still a lot of people who are trying to figure数字 out social社会
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仍然有很多人试着提升这种网络平台,
02:25
and how do we leverage杠杆作用 this and how do we use this,
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摸索如何使用这个平台,
02:27
but the framework骨架 itself本身 is doneDONE,
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但是这平台本身已经搭建起来了,
02:29
and it's called FacebookFacebook的.
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叫做Facebook。
02:32
And that's okay, right? A lot of people are very happy快乐 with FacebookFacebook的.
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平台已经建成也没有关系,不是吗?很多人很喜欢Facebook。
02:35
I like it quite相当 a lot.
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我也很喜欢。
02:37
They've他们已经 created创建 this thing called the Open打开 Graph图形,
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它们搭建了所谓的“开放列表Open Graph”,
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and they own拥有 all of our connections连接.
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它可以拥有所有使用者的关系资料。
02:41
They own拥有 half a billion十亿 people.
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FACEBOOK拥有5亿人的资料。
02:43
And so when you want to build建立 on the social社会 layer,
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所以当你想建立社交关系网时,
02:45
the framework骨架 has been decided决定; it is the Open打开 Graph图形 APIAPI.
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这个平台已经搭建好了,也就是开放列表应用程序(Open Graph API)。
02:48
And if you're happy快乐 with that, fantastic奇妙.
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如果你很乐意使用它,那就太好了。
02:50
If you're not, too bad. There's nothing you can do.
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如果你不高兴用它,很可惜。我们无能为力。
02:53
But this next下一个 decade -- and that's a real真实 thing.
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但是下一个十年——一定会有事情发生。
02:56
I mean, we want to build建立 frameworks构架
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我的意思是,我们想建立一个平台-
02:58
in a way that makes品牌 it acceptable接受
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一个人人都能读取
03:01
and makes品牌 it, you know, productive生产的 down the road.
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和改变信息的平台,这个平台会不断丰富。
03:03
So, the social社会 layer is all about these connections连接.
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网络社交圈是处理人与人关系的,
03:06
The game游戏 layer is all about influence影响.
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而游戏社交圈全是有关影响力的平台。
03:08
It's not about adding加入 a social社会 fabric to the Web卷筒纸
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并不是简单地在网上增加一个社会联系
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and connecting you to other people
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而是把你和其他人联系起来,
03:12
everywhere到处 you are and everywhere到处 you go.
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无论你在哪里和要去哪里。
03:14
It's actually其实 about using运用 dynamics动力学, using运用 forces军队,
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它完全利用的是某种动力、影响力,
03:17
to influence影响 the behavior行为
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来影响人们
03:19
of where you are, what you do there, how you do it.
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在哪里,去哪里以及怎样行动的方式。
03:21
That's really, really powerful强大, and it's going to be more important重要 than the social社会 layer.
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这种方式真的很强大,比网络社交圈更加重要。
03:24
It's going to affect影响 our lives生活 more deeply
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它会更深刻地影响到人们的生活,
03:26
and perhaps也许 more invisibly无形.
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或许以更无形的方式。
03:28
And so it's incredibly令人难以置信 critical危急
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所以游戏社交圈无比重要,
03:30
that at this moment时刻, while it's just getting得到 constructed,
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此时,我们刚刚开始建立它,
03:32
while the frameworks构架 like FacebookFacebook的, like the Open打开 Graph图形,
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我们认为游戏社交圈
03:35
are being存在 created创建 for the game游戏 layer equivalent当量,
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堪与Facebook和开放列表这样的平台并驾齐驱,
03:37
that we think about it very consciously自觉,
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我们认为这是非常准确的,
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and that we do it in a way that is open打开,
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我们把它做成一个开放的、
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that is available可得到, and that can be leveraged杠杆 for good.
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每个人都能够使用的、不断提升的平台。
03:43
And so that's what I want to talk about for game游戏 dynamics动力学,
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这也就是我所提到的游戏动机,
03:45
because construction施工 has just begun开始,
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因为建设才刚刚开始,
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and the more consciously自觉 we can think about this,
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我们设想的越精确,
03:49
the better we'll be able能够 to use it
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我们就能够更好地利用它
03:51
for anything that we want.
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来做任何我们想让它实现的事情。
03:53
So like I said, the way that you go through通过 and build建立 on the game游戏 layer
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就像我刚才说的,我们建设这个游戏社交圈的方式
03:56
is not with glass玻璃 and steel and cement水泥.
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并不是用玻璃、钢筋和水泥。
03:59
And the resources资源 that we use are not this
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我们所用的资源并不是
04:01
two-dimensional二维 swath大片 of land土地 that we have.
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屏幕上的两维的平面地图。
04:04
The resources资源 are mindshare传立媒体 and the tools工具, the raw生的 materials物料 are these game游戏 dynamics动力学.
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而是俘获的人们心灵,我们的工具和原材料就是人们玩游戏的动机。
04:07
So with that, you know, a couple一对 game游戏 dynamics动力学 to talk about.
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所以今天我就主要谈一谈玩游戏的四个动机。
04:10
Four. Back at SCVNGRSCVNGR, we like to joke玩笑
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在SCVNGR的时候,我们总开玩笑说,
04:12
that with seven game游戏 dynamics动力学, you can get anyone任何人 to do anything.
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如果有7个玩游戏的动机的话,我们就能让任何人做任何事情。
04:15
And so today今天, I'm going to show显示 you four,
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今天我给大家介绍四种,
04:17
because I hope希望 to have a competitive竞争的 advantage优点 at the end结束 of this, still.
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因为我想保留一些,以保证我的相对优势。
04:20
(Laughter笑声)
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(笑声)
04:23
So the first one, it's a very simple简单 game游戏 dynamic动态.
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第一个,很简单的玩游戏的动机。
04:25
It's called the appointment约定 dynamic动态.
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它叫做约定动机appointment dynamic。
04:27
And this is a dynamic动态 in which哪一个 to succeed成功,
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要想使这种动机发挥作用,
04:29
players玩家 have to do something at a predefined预定义 time,
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参与游戏者需要在约定的时间做某种事情,
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generally通常 at a predefined预定义 place地点.
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通常也约定好了地点。
04:33
And these dynamics动力学 are a little scary害怕 sometimes有时,
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有时这种动机有些吓人,
04:35
because you think, you know,
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因为,你可以设想,
04:37
other people can be using运用 forces军队 that will manipulate操作
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其他人可能用这种力量来控制
04:39
how I interact相互作用: what I do, where I do it, when I do it.
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人们该如何交流,做什么,在什么地方做以及什么时候去做。
04:42
This sort分类 of loss失利 of free自由 will that occurs发生 in games游戏
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在游戏过程中,这种自由的丧失确实存在
04:44
can be frightening可怕的,
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有些恐怖,
04:46
so with each dynamic动态, I'm going to give three examples例子:
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每种动机我都会举三个例子——
04:48
one that shows节目 how this is already已经 being存在 used in the real真实 world世界,
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一个是已经在真实世界中应用的例子,
04:51
so you can sort分类 of rationalize理顺 it a little bit;
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所以你们可以更好地体会它,
04:53
one that shows节目 it in what we consider考虑 a conventional常规 game游戏 --
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另一个是指出它在传统游戏中表现——
04:56
I think everything is a game游戏, but this is sort分类 of
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我认为所有的事情都是游戏,
04:58
more of a what you would think is a game游戏 played发挥 on a board or on a computer电脑 screen屏幕,
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这与棋盘游戏或者电脑游戏很相似,
05:01
and then one how this can be used for good,
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最后一个例子是如何向着好的方向利用这种动机,
05:03
so we can see that these forces军队 can really be very powerful强大.
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由此我们可以看到这些力量是如何的强大。
05:05
So the first one -- the most famous著名 appointment约定 dynamic动态 in the world世界 --
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第一个例子——也就是世界上有关约定动机的最有名的例子——
05:08
is something called happy快乐 hour小时.
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被称作快乐时刻(注:欧美酒吧里的减价时段)的例子。
05:11
So I just recently最近 dropped下降 out of Princeton普林斯顿
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因为我刚刚从普林斯顿辍学,
05:14
and actually其实 ended结束 up for the first time in a bar酒吧,
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第一次在酒吧中结束学业生涯,
05:16
and I saw these happy快乐 hour小时 things all over the place地点, right.
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我发现在很多地方都有这种优惠时段。
05:19
And this is simply只是 an appointment约定 dynamic动态.
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这是一种简单的约定动机。
05:21
Come here at a certain某些 time, get your drinks饮料 half off.
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在特定的时间到这里聚会,喝一杯半价饮料。
05:23
To win赢得, all you have to do is show显示 up at the right place地点 at the right time.
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为了好处,你会在特定时间出现在特定地方。
05:27
This game游戏 dynamic动态 is so powerful强大
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这种游戏动力如此强大,
05:29
that it doesn't just influence影响 our behavior行为, it's influenced影响 our entire整个 culture文化.
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以至于它不仅影响到我们的行为,还影响了整个文化。
05:32
That's a really scary害怕 thought,
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这确实让人害怕,
05:34
that one game游戏 dynamic动态 can change更改 things so powerfully有力.
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一种玩游戏的动机居然使事情发生如此大的改变。
05:37
It also exists存在 in more conventional常规 game游戏 forms形式.
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这种动机也存在于很多传统游戏中。
05:39
I'm sure you've all heard听说 of Farmville法姆维尔 by now.
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我敢肯定你们都听说过了美国农场游戏Farmville。
05:41
If you haven't没有, I recommend推荐 playing播放 it.
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如果你没听过,我推荐你玩一下。
05:43
You won't惯于 do anything else其他 with the rest休息 of your day.
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有了它,一天的其他时间里你都不会再去做别的事了。
05:45
Farmville法姆维尔 has more active活性 users用户 than Twitter推特.
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美国农场游戏Farmville的用户比Twitter的用户还活跃。
05:48
It's incredibly令人难以置信 powerful强大, and it has this dynamic动态
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它的力量是如此的强大,能让你
05:50
where you have to return返回 at a certain某些 time
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在特定的时刻赶回来玩游戏,
05:52
to water your crops作物 -- fake crops作物 -- or they wilt枯萎.
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为你的庄稼浇水——虚拟的庄稼——否则它们就枯萎了。
05:55
And this is so powerful强大 that, when they tweak their stats统计,
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它的力量如此强大,当信息显示,
05:58
when they say your crops作物 wilt枯萎
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你的庄稼会在
06:00
after eight hours小时, or after six hours小时, or after 24 hours小时,
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8个小时、6个小时或者24个小时之后枯萎,
06:03
it changes变化 the lifecycle生命周期
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它就能改变这一天
06:05
of 70 million-some百万一些 people during the day.
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7千万人的生物钟。
06:07
They will return返回 like clockwork发条装置 at different不同 times.
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他们会像闹钟一样准时地在不同时间回来给庄稼浇水。
06:10
So if they wanted the world世界 to end结束, if they wanted productivity生产率 to stop,
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如果制定游戏的人想要农场倒闭,生产力停滞,
06:13
they could make this a 30-minute-分钟 cycle周期,
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他们可以把浇水的周期改为30分钟,
06:15
and no one could do anything else其他, right?
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所有人就无法做其他事情了。
06:17
(Laughter笑声)
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(笑声)
06:19
That's a little scary害怕.
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这有些恐怖。
06:21
But this could also be used for good.
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但是也可以用这种动机做好事。
06:23
This is a local本地 company公司 called Vitality活力, and they've他们已经 created创建 a product产品
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有一个本地的企业叫做Vitality,他们生产一种产品
06:25
to help people take their medicine医学 on time.
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来帮助人们按时吃药。
06:27
That's an appointment约定.
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这是一种约定。
06:29
It's something that people don't do very well.
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在这个方面,有时人们表现的并不好。
06:31
And they have these GlowCapsGlowCaps, which哪一个, you know, flash and email电子邮件 you
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所以他们就制造了GlowCaps,能够闪烁,还能够给你发邮件
06:34
and do all sorts排序 of cool things to remind提醒 you to take your medicine医学.
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还会做一些其他有趣的事情来提醒你吃药。
06:36
This is one that isn't a game游戏 yet然而, but really should be.
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这不太像是一种游戏,但实际上它是。
06:38
You should get points for doing this on time.
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当你按时吃药的话,你就能够得分。
06:40
You should lose失去 points for not doing this on time.
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没有做到就要被扣分。
06:42
They should consciously自觉 recognize认识
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他们应该意识到
06:44
that they've他们已经 built内置 an appointment约定 dynamic动态 and leverage杠杆作用 the games游戏.
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他们已经拥有了约定动机,提升了游戏的水平。
06:46
And then you can really achieve实现 good in some interesting有趣 ways方法.
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你确实可以巧妙地利用这一动机做些好事。
06:49
We're going to jump onto the next下一个 one, maybe. Yes.
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或许我们可以开始讨论下一个动机了。
06:51
Influence影响 and status状态.
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影响力和地位Influence and status。
06:53
So this is one of the most famous著名 game游戏 dynamics动力学.
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这是最出名的游戏动机之一。
06:55
It's used all over the place地点.
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在很多地方都可以利用它。
06:57
It's used in your wallets钱包, right now.
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你的钱包里现在就有它。
06:59
We all want that credit信用 card on the far left
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我们都想拥有最左边那张信用卡,
07:01
because it's black黑色.
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因为它是美国运通顶级黑卡。
07:03
And you see someone有人 at CVSCVS or --
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你会见到在财富五百强工作的人或者——
07:05
not CVSCVS -- at Christian基督教 Dior迪奥 or something, and then ...
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不是财富五百强——在迪奥或者别的什么精品店,这张卡会出现,
07:08
I don't know. I don't have a black黑色 card; I've got a debit借方 card.
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我不大清楚,因为我没有运通黑卡,我只有一张借记卡。
07:11
(Laughter笑声)
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(笑声)
07:14
So they whip鞭子 it out. And you see men男人, they have that black黑色 card.
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他们把卡拿出来。你会看着这个人,哇,他们有运通黑卡。
07:16
I want that because that means手段 that they're cooler冷却器 than I am,
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我也想要有这样的卡片因为这张卡意味着身份高人一等,
07:18
and I need that.
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所以我也想要一个。
07:20
And this is used in games游戏 as well.
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游戏中也有这种动机。
07:22
"Modern现代 Warfare战争," one of the most successful成功 selling销售 games游戏 of all time.
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“魔兽世界”是一款卖的最好的游戏。
07:25
I'm only a level水平 four, but I desperately拼命 want to be a level水平 10,
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我现在只玩到了4级,我特别想达到10级,
07:28
because they've他们已经 got that cool red badge徽章 thing,
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因为到达十级后就可以拿到很酷的红色勋章,
07:30
and that means手段 that I am somehow不知何故 better than everyone大家 else其他.
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意味着我比其他人都棒。
07:33
And that's very powerful强大 to me. Status状态 is really good motivator动力.
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这对我很有吸引力。地位确实是很强的动力。
07:36
It's also used in more conventional常规 settings设置
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在很传统的地方也会有地位发挥作用的情况,
07:38
and can be used more consciously自觉 in conventional常规 settings设置.
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并且可以在这些地方更加刻意地利用它。
07:41
School学校 -- and remember记得, I made制作 it through通过 one year,
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比如学校——别忘了我还上过一学年,
07:44
so I think I'm qualified合格 to talk on school学校 --
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所以我还是有资格谈论学校的——
07:46
is a game游戏, it's just not a terribly可怕 well-designed精心设计 game游戏, right.
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它就是一个游戏,是一款设计的不那么好的游戏。
07:49
There are levels水平. There are C. There are B. There is A.
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那里也有等级,包括C等,B等,A等。
07:52
There are statuses状态. I mean, what is valedictorian告别演说者, but a status状态?
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这里有地位之分。我的意思是,如果把毕业生致辞比作地位?
07:55
If we called valedictorian告别演说者 a "white白色 knight骑士 paladin武士 level水平 20,"
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如果我们把毕业生致辞的地位命名为“白爵士圣骑士二十级”,
07:59
I think people would probably大概 work a lot harder更难.
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我认为同学们会更加努力的学习。
08:02
(Laughter笑声)
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(笑声)
08:05
So school学校 is a game游戏, and there have been lots of experimentations性实验
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所以学校就是一个游戏场。我们可以做很多实验
08:08
on how we do this properly正确.
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尝试把学校办的更好。
08:10
But let's use it consciously自觉. Like why have games游戏 that you can lose失去?
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让我们自觉地利用它。比如为什么制定会输的游戏?
08:13
Why go from an A to an F or a B to a C?
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为什么会从A到F,从B到C?
08:15
That sucks. Why not level-up升级?
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这太糟了。为什么不能晋级?
08:17
And at Princeton普林斯顿, they've他们已经 actually其实 experimented试验 with this,
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在普里斯顿,他们正实验着这么做,
08:19
where they have quizzes测验 where you gain获得 experience经验 points,
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有一些可以得到经验分的小测试,
08:21
and you level水平 up from B to an A.
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可以从B等升到A等。
08:23
And it's very powerful强大.
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这种力量很强大。
08:25
It can be used in interesting有趣 ways方法.
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人们可以采取各种有趣的形式利用它。
08:28
The third第三 one I want to talk about quickly很快 is the progression级数 dynamic动态,
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第三个我想快速讲一下的是进步动机progression dynamic,
08:30
where you have to sort分类 of make progress进展,
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当你不得不进步的时候,
08:32
you have to move移动 through通过 different不同 steps脚步 in a very granular粒状 fashion时尚.
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你很规律地一步一步前进。
08:35
This is used all over the place地点, including包含 LinkedInLinkedIn,
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这种动机在各地都适用,包括Linkedln(注:Linkedln是注册者职业履历网络社交),
08:38
where I am an un-whole非全 individual个人.
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我并没有全部完成。
08:40
I am only 85 percent百分 complete完成 on LinkedInLinkedIn,
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只完成了85%,
08:43
and that bothers什么麻烦事 me.
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我很在意这个。
08:45
And this is so deep-seated根深蒂固 in our psyche精神
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这种进步的动机在每个人身上如此根深蒂固
08:48
that when we're presented呈现 with a progress进展 bar酒吧
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以至于当我们面对一个有进度条的任务,
08:50
and presented呈现 with easy简单, granular粒状 steps脚步
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它会细分成很多小的步骤,
08:52
to take to try and complete完成 that progress进展 bar酒吧, we will do it.
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让你会愿意尝试完成这个进度条,
08:55
We will find a way to move移动 that blue蓝色 line线
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我们会尽力移动那条蓝线,
08:57
all the way to the right edge边缘 of the screen屏幕.
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一直移到屏幕的最右边。
09:00
This is used in conventional常规 games游戏 as well.
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这一动机在传统的游戏中也有所体现。
09:02
I mean, you see this is a paladin武士 level水平 10,
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我的意思是,你看这是圣骑士10级,
09:04
and that's a paladin武士 level水平 20,
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那是圣骑士20级,
09:06
and if you were going to fight斗争, you know, orcs兽人 on the fields领域 of Mordor
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当各位将士准备前往摩多
09:09
against反对 the Raz拉兹 al Ghul古尔,
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攻击半兽人,
09:11
you'd probably大概 want to be the bigger one, right.
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你或许想用那个大块头,对吧。
09:13
I would.
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我会想要右边的。
09:15
And so people work very hard to level-up升级.
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所以人们拼了命想升级。
09:17
"World世界 of Warcraft魔兽" is one of the most successful成功 games游戏 of all time.
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“魔兽世界”是一款卖的很好的游戏。
09:20
The average平均 player播放机 spends something like
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平均每个玩家每天花大概
09:22
six, six-and-a-half六及半 hours小时 a day on it.
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6到6.5个小时玩这个游戏。
09:24
Their most dedicated专用 players玩家, it's like a full-time全职 job工作.
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最专注的玩家,恐怕是全职的。
09:27
It's insane. And they have these systems系统 where you can level-up升级.
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这简直是疯了。游戏系统规定可以升级。
09:30
And that's a very powerful强大 thing. Progression级数 is powerful强大.
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这个很强大。进步的驱动力是巨大的。
09:34
It can also be used in very compelling引人注目 ways方法 for good.
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这也可以被用来做好事。
09:37
One of the things that we work on at SCVNGRSCVNGR
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我们在SCVNGR做的一件事情就是
09:39
is how do you use games游戏 to drive驾驶 traffic交通 and drive驾驶 business商业 to local本地 businesses企业,
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想出利用游戏的手法,对当地企业进行操作,
09:42
to sort分类 of something that is very key to the economy经济.
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这对经济发展非常重要。
09:44
And here we have a game游戏 that people play.
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这里我们给大家设计了这样一个游戏,
09:47
They go places地方, they do challenges挑战, they earn points.
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他们到一个地方,完成挑战,赢得经验值。
09:49
And we've我们已经 introduced介绍 a progression级数 dynamic动态 into it,
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我们已经把进步动力的方式引入游戏之中,
09:51
where, by going to the same相同 place地点 over and over,
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人们通过一次次到相同的地方,
09:53
by doing challenges挑战, by engaging with the business商业,
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不断地完成挑战,参与经济活动,
09:55
you move移动 a green绿色 bar酒吧 from the left edge边缘 of the screen屏幕 to the right edge边缘 of the screen屏幕,
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会使的一根绿色的进度条从屏幕的左边不断向右边推移,
09:58
and you eventually终于 unlock开锁 rewards奖励.
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最终你能得到奖赏。
10:00
And this is powerful强大 enough足够 that we can see
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这种方法也很有效,
10:02
that it hooks挂钩 people into these dynamics动力学,
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它能够激起人们的进步动机,
10:04
pulls them back to the same相同 local本地 businesses企业,
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不断把他们拉回到同一个当地企业,
10:06
creates创建 huge巨大 loyalty忠诚, creates创建 engagement订婚,
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建立巨大的客户忠诚和亲密关系,
10:08
and is able能够 to drive驾驶 meaningful富有意义的 revenue收入
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这给企业带来了可观的收入,
10:10
and fun开玩笑 and engagement订婚 to businesses企业.
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娱乐和承诺。
10:12
These progression级数 dynamics动力学 are powerful强大
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这种进步的动机很强
10:14
and can be used in the real真实 world世界.
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可以在现实生活中使用。
10:16
The final最后 one I want to talk about -- and it's a great one to end结束 on --
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我最后想讲的是——用来结尾很好的例子是——
10:19
is this concept概念 of communal公社 discovery发现,
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社群探索的概念,
10:21
a dynamic动态 in which哪一个 everyone大家 has to work together一起
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人们需要一起工作
10:24
to achieve实现 something.
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来达到某个目标的动机。
10:26
And communal公社 discovery发现 is powerful强大 because it leverages杠杆
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社群探索有影响力的原因是因为
10:28
the network网络 that is society社会
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它能够利用人际网络
10:30
to solve解决 problems问题.
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解决各种问题。
10:33
This is used in some sort分类 of famous著名 consumer消费者 web卷筒纸 stories故事,
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它多用于著名的网上店铺,
10:36
like Digg掘客, which哪一个 I'm sure you've all heard听说 of.
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例如Digg(注:社群新闻站点),我相信你们都听说过。
10:38
Digg掘客 is a communal公社 dynamic动态
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Digg就是一个社群动力
10:40
to try to find and source资源 the best最好 news新闻,
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寻找最好的新闻,
10:42
the most interesting有趣 stories故事.
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最有趣的故事。
10:44
And they made制作 this into a game游戏, initially原来.
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起初,这就是一种游戏。
10:46
They had a leader领导 board, where, if you recommended推荐的 the best最好 stories故事,
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当你推荐的某个故事上了网站首页,
10:49
you would get points.
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你会得到加分。
10:51
And that really motivated动机 people to find the best最好 stories故事.
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这激励人们去寻找最好的故事。
10:53
But it became成为 so powerful强大 that there was actually其实 a cabal阴谋,
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这很有影响力,很像某种帮派,
10:56
a group of people, the top最佳 seven on the leader领导 board,
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也就是一群人,领袖榜的前七个,
10:59
who would work together一起 to make sure they maintained保持 that position位置.
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他们会通力合作保证他们的位置。
11:02
And they would recommend推荐 other people's人们 stories故事,
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他们会推荐彼此的故事。
11:04
and the game游戏 became成为 more powerful强大 than the goal目标.
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游戏的过程变得比目标达成的影响力更大。
11:06
And they actually其实 had to end结束 up shutting关闭 down the leader领导 board
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最后,霸占主页成为主要的目标,
11:08
because while it was effective有效,
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当这种情形发生时,
11:10
it was so powerful强大 that it stopped停止 sourcing采购 the best最好 stories故事
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社群动力就会使参与者不再推荐好故事,
11:12
and started开始 having people work to maintain保持 their leadership领导.
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并且,有些人开始专门为了维持领导地位忙活。
11:15
So we have to use this one carefully小心.
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所以我们必须谨慎使用这一动机。
11:17
It's also used in things like McDonald's麦当劳 Monopoly垄断,
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再举一个例子,像麦当劳大富翁游戏(麦当劳从1987年开始在欧美的促销活动,在麦当劳店里玩类似大富翁的游戏。),
11:19
where the game游戏 is not the Monopoly垄断 game游戏 you're playing播放,
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这不像我们平常玩的大富翁游戏,
11:21
but the sort分类 of cottage茅屋 industries行业 that form形成
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消费者会像寻找农舍一样
11:23
to try and find Boardwalk浮桥, right.
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寻找滨海长堤(Boardwalk,纽泽西州大西洋城明景)。
11:25
And now they're just looking for a little sticker贴纸 that says "Boardwalk浮桥."
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他们都希望找到一种有“滨海长堤”的小贴纸(抽中此贴纸通常都有大奖)。
11:28
But it can also be used to find real真实 things.
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这能够用于寻找真实存在的东西。
11:30
This is the DARPADARPA balloon气球 challenge挑战,
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DARPA(美国国防高级研究规划局)推出了气球挑战赛,
11:32
where they hid a couple一对 balloons气球 all across横过 the United联合的 States状态
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他们随机在美国境内放了10个气球
11:35
and said, "Use networks网络.
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他们宣布“请使用网络,
11:37
Try and find these balloons气球 fastest最快的, and the winner优胜者 will get $40,000."
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最快找到这些气球的人会得到4万美元奖金。”
11:40
And the winner优胜者 was actually其实 a group out of MITMIT,
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拿走奖金的是麻省理工的一个团队,
11:42
where they created创建 sort分类 of a pyramid金字塔 scheme方案, a network网络,
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他们制作了一个类似于老鼠会的网站,
11:44
where the first person to recommend推荐 the location位置 of a balloon气球
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第一个到网站报告气球位置的人
11:46
got $2,000 and anyone任何人 else其他 to push that recommendation建议 up
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就能拿到2000美元,并且把这个消息传给
11:49
also got a cut of it.
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其他人就能够分到一些。
11:51
And in 12 hours小时, they were able能够 to find
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12个小时后,他们发现了
11:53
all these balloons气球, all across横过 the country国家, right.
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境内的所有10个气球。
11:55
Really powerful强大 dynamic动态.
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真的是非常有效的驱动力。
11:57
And so, I've got about 20 seconds left,
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我还有20秒钟的时间,
12:00
so if I'm going to leave离开 you with anything,
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让我做个总结,
12:02
last decade was the decade of social社会.
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过去的十年是网络社交的黄金十年。
12:04
This next下一个 decade is the decade of games游戏.
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接下来的十年是游戏社交的十年。
12:06
We use game游戏 dynamics动力学 to build建立 on it. We build建立 with mindshare传立媒体.
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我们正在用这些游戏驱动力来建立。我们用的是心灵占有率。
12:08
We can influence影响 behavior行为.
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我们影响行为。
12:10
It is very powerful强大. It is very exciting扣人心弦.
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这很有影响力,这很激动人心。
12:12
Let's all build建立 it together一起, let's do it well and have fun开玩笑 playing播放.
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让我们共同打造这个游戏社交圈,让我们一起玩游戏。
Translated by Zhang Jing
Reviewed by Angelia King

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ABOUT THE SPEAKER
Seth Priebatsch - Entrepreneur
"Proud Princeton dropout" Seth Priebatsch runs SCVNGR, a mobile start-up trying to build the game layer on top of the world.

Why you should listen

Two things you'll notice about Seth Priebatsch: One, his infectious, get-you-out-of-your-chair enthusiasm. Two, the inventory of entrepreneurial feats he's managed to accumulate at a remarkably young age. The 21-year-old founded his first startup at age 12, and by age 18, he'd founded another -- PostcardTech, which makes interactive marketing tours for CD-ROM.

Now he's working on SCVNGR, "a massive experiment in building a mobile game together." Backed by Google Ventures, SCVNGR is part game, part game platform.  Players play SCVNGR by going places, doing challenges and having fun -- outside of the office, beyond the screen, in the real world. Organizations use SCVNGR by building on the game layer by adding their own challenges to the places they care about.

More profile about the speaker
Seth Priebatsch | Speaker | TED.com