Why doesn't the real world work more like a game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential allies, we get constant useful feedback, and we feel an insatiable curiosity about the world around us. That's no accident -- game developers have spent three decades figuring out how to make us happier, drive more collaboration, and satisfy our hunger for meaning and success. Isn't it about time we started applying these insights to everything we do online? In this talk, game designer Jane McGonigal explains how to adopt game developer methods and mechanics to transform any networked community, service, experience or environment -- in order to re-invent the real world as we know it. At the end of the talk, you'll be launched in a 48-hour online game to help you imagine the possibilities of re-inventing one of the most important environments in our networked future: Space.
In only forty minutes you will learn to fail and to love it. Join a master of failure on a whirlwind tour of science, computing, and business failures, and discover the secret weapon that is the strategic failure.
The Wisdom of Crowds is an economic principle (Google "James Surowiecki") that proves groups can be wise when acting in concert. So why are the comments on your site so stupid?
In this talk, Derek will explore how this principle can be applied to online communities to make us all more wise (or at least less dumb).1
by Tom Coates
New product ideas are increasingly based around the surfacing, exposing and recombination of data - and people are the biggest source of data there is. The last few years have seen us exploring the possibilities of social data and we're on the brink of the mainstreaming of location - so what's next? What parts of our lives can we track and instrument? What new product possibilities emerge? And what of data portability, ownership, brokerage and privacy?
16th–20th February 2009