Three games that will change the world

08.25.2010 by Jess Haswell | 3 Comments
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Changing the real world through the virtual- games that will change the world…

We spend over three billion hours every week (and growing) playing games- why can’t his time be spent solving the worlds most pressing problems? This is exactly the problem Jane McGonigal, founder of AvantGame,  is expressing in her extremely powerful 2010 TED talk…

Gaming transforms people into ‘super-empowered hopeful individuals’- in the virtual world people can achieve more relationships, status, money etc. than in the real world.  In games like World of Warcraft, there is always a mission to be accomplished and other players to collaborate with.  As the billions of hours spent continues to grow exponentially why can’t gamers time be spent solving real world problems in virtual worlds?

Three games doing just that…

Jane McGonigal’s introduced three games that will change the world.

  1. World Without Oil. In a reality simulated game the world is running out of oil- how do you survive? how does our world survive? This game educates users, on an entirely new level, how to manage their own resources…in real life.
  2. Superstruck! Play the game, invent the future.  Gamers face ‘super-threats’ which represent a slew of economic, social and environmental risks…the only solution- your story, your strategy- your superstruck.
  3. Evoke. A social networking game aimed to empower young people all over the world to develop creative solutions to urgent social problems. Check out the trailer.

It isn’t about these three games…it’s about what will become.  World Without Oil, Superstruck! and Evoke are just beginning to scratch the surface.  What is a game that you have thought of or played that has had an impact on you or the world?

Let the games begin.

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  1. Mark Murphy says:

    It’s a very impressive video. If it captures your fascination, you’ll probably find the new book, Fun, Inc. a good read. Along with providing an interesting history of the video games market, it describes ‘addictiveness’ and whether to worry about it. For my part, I’m interested in how to draw casual gamers into information and tools to improve their education and income.

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