In Jane McGonigal’s presentation, she gave a self-described “exuberant”
view of the future of gamers. She
hypothesized that if given the opportunity, gamers could begin solving
real-world problems if they were in a video game construct. She was optimistic about this because of the
four facets of successful game creation:
Urgent Optimism, Social Fabric,
Blissful Productivity, and Epic Meaning.
Each of these is critical to a gamer’s continued play. Gamers are surrounded by collaborating players
who believe in them; they believe that an “epic win” is always possible if they
keep trying; and they are happy to be working hard to achieve various levels of
play. If these facets could be
incorporated into learning situations, the current generation of students would
be actively involved in their own education and would likely be more amenable
to volunteering for solving real-world problems themselves.
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