ºÝºÝߣshows by User: avantgame / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: avantgame / Mon, 04 Jun 2012 11:59:39 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: avantgame Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetter /slideshow/games-for-health-2012-keynote-a-crash-course-in-getting-superbetter/13195086 gamesforhealthjanemcgonigalkeynote2012-120604115940-phpapp02
Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.]]>

Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.]]>
Mon, 04 Jun 2012 11:59:39 GMT /slideshow/games-for-health-2012-keynote-a-crash-course-in-getting-superbetter/13195086 avantgame@slideshare.net(avantgame) Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetter avantgame Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamesforhealthjanemcgonigalkeynote2012-120604115940-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Games can increase four kinds of resilience: Mental, Physical, Emotional, and Social. With increased resilience, we can bounce back faster from injury or illness, and experience greater well-being and life satisfaction.
Games for Health: 2012 Keynote: A Crash Course in Getting SuperBetter from Jane McGonigal
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ISAS Learning is an Epic Win February 2012 /slideshow/isas-learning-is-an-epic-win-february-2012/11405266 janemcgonigalhoustonkeynotejanuary2012-120203102248-phpapp01
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Fri, 03 Feb 2012 10:22:44 GMT /slideshow/isas-learning-is-an-epic-win-february-2012/11405266 avantgame@slideshare.net(avantgame) ISAS Learning is an Epic Win February 2012 avantgame <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/janemcgonigalhoustonkeynotejanuary2012-120203102248-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
ISAS Learning is an Epic Win February 2012 from Jane McGonigal
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Learning is an Epic Win - ISAS February 2012 Part 1 /slideshow/learning-is-an-epic-win-isas-february-2012-part-1/11405075 3to4formatjanemcgonigalhoustonkeynotejanuary2012part1-120203101639-phpapp02
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Fri, 03 Feb 2012 10:16:37 GMT /slideshow/learning-is-an-epic-win-isas-february-2012-part-1/11405075 avantgame@slideshare.net(avantgame) Learning is an Epic Win - ISAS February 2012 Part 1 avantgame <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/3to4formatjanemcgonigalhoustonkeynotejanuary2012part1-120203101639-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Learning is an Epic Win - ISAS February 2012 Part 1 from Jane McGonigal
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Games as a Platform for Innovation - Financial Times Global Investment Series /slideshow/games-as-a-platform-for-innovation-financial-times-global-investment-series/11123830 janemcgonigalfinancialtimesjanuary2012alt-120117222035-phpapp02
A view into how and why online games are becoming the most important platform for collaboration and innovation, and how games optimize human ability and harness the power of collective intelligence to solve real-world problems -- with a special focus on Canadian firms and the Canadian game development industry.]]>

A view into how and why online games are becoming the most important platform for collaboration and innovation, and how games optimize human ability and harness the power of collective intelligence to solve real-world problems -- with a special focus on Canadian firms and the Canadian game development industry.]]>
Tue, 17 Jan 2012 22:20:33 GMT /slideshow/games-as-a-platform-for-innovation-financial-times-global-investment-series/11123830 avantgame@slideshare.net(avantgame) Games as a Platform for Innovation - Financial Times Global Investment Series avantgame A view into how and why online games are becoming the most important platform for collaboration and innovation, and how games optimize human ability and harness the power of collective intelligence to solve real-world problems -- with a special focus on Canadian firms and the Canadian game development industry. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/janemcgonigalfinancialtimesjanuary2012alt-120117222035-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A view into how and why online games are becoming the most important platform for collaboration and innovation, and how games optimize human ability and harness the power of collective intelligence to solve real-world problems -- with a special focus on Canadian firms and the Canadian game development industry.
Games as a Platform for Innovation - Financial Times Global Investment Series from Jane McGonigal
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10 practical ways to bring gamer superpowers to the classroom /slideshow/10-practical-ways-to-bring-gamer-superpowers-to-the-classroom/9998086 10practicalwaystobringgamersuperpowerstotheclassroom-111102171923-phpapp01
A link-packed presentation with resources for any school that wants to help students learn how to change the world -- through games.]]>

A link-packed presentation with resources for any school that wants to help students learn how to change the world -- through games.]]>
Wed, 02 Nov 2011 17:19:20 GMT /slideshow/10-practical-ways-to-bring-gamer-superpowers-to-the-classroom/9998086 avantgame@slideshare.net(avantgame) 10 practical ways to bring gamer superpowers to the classroom avantgame A link-packed presentation with resources for any school that wants to help students learn how to change the world -- through games. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/10practicalwaystobringgamersuperpowerstotheclassroom-111102171923-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A link-packed presentation with resources for any school that wants to help students learn how to change the world -- through games.
10 practical ways to bring gamer superpowers to the classroom from Jane McGonigal
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The Power of Resilience - and how to get it through gameplay /slideshow/the-power-of-resilience-and-how-to-get-it-through-gameplay/9774567 blackberrydevcon2011janemcgonigal-111019125427-phpapp01
Games make us more resilient: able to become stronger in the face of challenges, rather than weaker. Find out how to harness the power of resilience through game design for work, innovation, and relationship building in this Blackberry DevCon 2011 featured talk by Jane McGonigal.]]>

Games make us more resilient: able to become stronger in the face of challenges, rather than weaker. Find out how to harness the power of resilience through game design for work, innovation, and relationship building in this Blackberry DevCon 2011 featured talk by Jane McGonigal.]]>
Wed, 19 Oct 2011 12:54:26 GMT /slideshow/the-power-of-resilience-and-how-to-get-it-through-gameplay/9774567 avantgame@slideshare.net(avantgame) The Power of Resilience - and how to get it through gameplay avantgame Games make us more resilient: able to become stronger in the face of challenges, rather than weaker. Find out how to harness the power of resilience through game design for work, innovation, and relationship building in this Blackberry DevCon 2011 featured talk by Jane McGonigal. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/blackberrydevcon2011janemcgonigal-111019125427-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Games make us more resilient: able to become stronger in the face of challenges, rather than weaker. Find out how to harness the power of resilience through game design for work, innovation, and relationship building in this Blackberry DevCon 2011 featured talk by Jane McGonigal.
The Power of Resilience - and how to get it through gameplay from Jane McGonigal
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Games for Innovation: A Five Year Forecast /slideshow/games-for-innovation-a-five-year-forecast/7658210 wellsfargojanemcgonigal-110417184426-phpapp02
Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.]]>

Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.]]>
Sun, 17 Apr 2011 18:44:23 GMT /slideshow/games-for-innovation-a-five-year-forecast/7658210 avantgame@slideshare.net(avantgame) Games for Innovation: A Five Year Forecast avantgame Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/wellsfargojanemcgonigal-110417184426-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Games provoke powerful positive emotions -- like curiosity, optimism, determination, and a desire to achieve something extraordinary. What if we could bring those same emotions to the workplace? to innovation? to customer relationships? This five-year forecast looks at the opportunity to invent new work practices and business solutions that engage customers, consumers and employees as effectively as a good game.
Games for Innovation: A Five Year Forecast from Jane McGonigal
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ZOMG It's PAX 2011! A death-defying, life-changing, epic monster keynote /slideshow/zomg-its-pax-2011-a-deathdefying-lifechanging-epic-monster-keynote/7227423 paxkeynote-110310230447-phpapp02
The top secret science of why games make us contagious vectors of awesome. Plus quite a few strange games you can play!]]>

The top secret science of why games make us contagious vectors of awesome. Plus quite a few strange games you can play!]]>
Thu, 10 Mar 2011 23:04:44 GMT /slideshow/zomg-its-pax-2011-a-deathdefying-lifechanging-epic-monster-keynote/7227423 avantgame@slideshare.net(avantgame) ZOMG It's PAX 2011! A death-defying, life-changing, epic monster keynote avantgame The top secret science of why games make us contagious vectors of awesome. Plus quite a few strange games you can play! <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/paxkeynote-110310230447-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The top secret science of why games make us contagious vectors of awesome. Plus quite a few strange games you can play!
ZOMG It's PAX 2011! A death-defying, life-changing, epic monster keynote from Jane McGonigal
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We don't need no stinkin' badges: How to re-invent reality without gamification /slideshow/we-dont-need-no-stinkin-badges-how-to-reinvent-reality-without-gamification/7080316 gdc2011janemcgonigalgamefulnotgamification-110227114635-phpapp02
(ºÝºÝߣs from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day) If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.]]>

(ºÝºÝߣs from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day) If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards.]]>
Sun, 27 Feb 2011 11:46:33 GMT /slideshow/we-dont-need-no-stinkin-badges-how-to-reinvent-reality-without-gamification/7080316 avantgame@slideshare.net(avantgame) We don't need no stinkin' badges: How to re-invent reality without gamification avantgame (ºÝºÝߣs from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day) If you hate the term gamification, you're not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they' ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You'll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin' achievement badges, or points, or leaderboards. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gdc2011janemcgonigalgamefulnotgamification-110227114635-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> (ºÝºÝߣs from Jane McGonigal at the Game Developers Conference 2011, Serious Games Summit, Gamification Day) If you hate the term gamification, you&#39;re not alone: Plenty of game developers think gamification sounds cynical and opportunistic -- a way to motivate gamers to do something they&#39; ordinarily avoid. Worse, many early adopters of gamification are creating mere shells of a game: game feedback systems stripped of any satisfying activity, meaning, story, or heart. But there is another way. What we need now is a more holistic and whole-hearted approach to using game design to transform reality. This presentation is an introduction to gameful design: how to infuse real life and real work with the true spirit, or emotional and social qualities, of gameplay. You&#39;ll learn a four-part gameful strategy that focuses on how to create the lasting positive impacts that games are famously good at generating: more positive emotions, stronger social relationships, a bigger sense of purpose, and meaningful mastery. As game desig! ners, we can do better than gamification. We owe reality more than some stinkin&#39; achievement badges, or points, or leaderboards.
We don't need no stinkin' badges: How to re-invent reality without gamification from Jane McGonigal
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3 billion hours gaming a week: Is it worth it? /slideshow/3-billion-hours-gaming-a-week-is-it-worth-it/6895082 dicesummitjanemcgonigalpowerof10000-110211122019-phpapp01
We think of games as escapist – as helping us forget about real lives – rather than as adding to our real lives. We think of games as something we play to forget about our problems – not to help us solve real problems. We think of games as fundamentally separate from reality – and I am here to say that this is not only completely wrong, it’s actually the most dangerous idea we have about games today. Why is it a dangerous idea? Because the biggest obstacle to industry growth is the perception that games are a waste of time. Meanwhile, the biggest source of criticism of videogames is that they are addicting and a distraction from what really matters: real life. The great challenge for the next decade of games is to battle this perception – AND to do a better job of making games that clearly and powerfully connect with our real lives. ]]>

We think of games as escapist – as helping us forget about real lives – rather than as adding to our real lives. We think of games as something we play to forget about our problems – not to help us solve real problems. We think of games as fundamentally separate from reality – and I am here to say that this is not only completely wrong, it’s actually the most dangerous idea we have about games today. Why is it a dangerous idea? Because the biggest obstacle to industry growth is the perception that games are a waste of time. Meanwhile, the biggest source of criticism of videogames is that they are addicting and a distraction from what really matters: real life. The great challenge for the next decade of games is to battle this perception – AND to do a better job of making games that clearly and powerfully connect with our real lives. ]]>
Fri, 11 Feb 2011 12:20:13 GMT /slideshow/3-billion-hours-gaming-a-week-is-it-worth-it/6895082 avantgame@slideshare.net(avantgame) 3 billion hours gaming a week: Is it worth it? avantgame We think of games as escapist – as helping us forget about real lives – rather than as adding to our real lives. We think of games as something we play to forget about our problems – not to help us solve real problems. We think of games as fundamentally separate from reality – and I am here to say that this is not only completely wrong, it’s actually the most dangerous idea we have about games today. Why is it a dangerous idea? Because the biggest obstacle to industry growth is the perception that games are a waste of time. Meanwhile, the biggest source of criticism of videogames is that they are addicting and a distraction from what really matters: real life. The great challenge for the next decade of games is to battle this perception – AND to do a better job of making games that clearly and powerfully connect with our real lives. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/dicesummitjanemcgonigalpowerof10000-110211122019-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We think of games as escapist – as helping us forget about real lives – rather than as adding to our real lives. We think of games as something we play to forget about our problems – not to help us solve real problems. We think of games as fundamentally separate from reality – and I am here to say that this is not only completely wrong, it’s actually the most dangerous idea we have about games today. Why is it a dangerous idea? Because the biggest obstacle to industry growth is the perception that games are a waste of time. Meanwhile, the biggest source of criticism of videogames is that they are addicting and a distraction from what really matters: real life. The great challenge for the next decade of games is to battle this perception – AND to do a better job of making games that clearly and powerfully connect with our real lives.
3 billion hours gaming a week: Is it worth it? from Jane McGonigal
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Creating City-Scale Collaboration with Games /slideshow/creating-cityscale-collaboration-with-games/5463666 icmajanemcgonigaloct2010-101016234454-phpapp01
A keynote for the ICMA Conference on October 17, 2010 in San Jose, CA.]]>

A keynote for the ICMA Conference on October 17, 2010 in San Jose, CA.]]>
Sat, 16 Oct 2010 23:44:47 GMT /slideshow/creating-cityscale-collaboration-with-games/5463666 avantgame@slideshare.net(avantgame) Creating City-Scale Collaboration with Games avantgame A keynote for the ICMA Conference on October 17, 2010 in San Jose, CA. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/icmajanemcgonigaloct2010-101016234454-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A keynote for the ICMA Conference on October 17, 2010 in San Jose, CA.
Creating City-Scale Collaboration with Games from Jane McGonigal
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An Epic Win for Education /slideshow/an-epic-win-for-education/5463660 pingjanemcgonigal-101016234129-phpapp02
A talk for the Poverty is Not a Game conference on October 20, 2010 in Brussels.]]>

A talk for the Poverty is Not a Game conference on October 20, 2010 in Brussels.]]>
Sat, 16 Oct 2010 23:41:23 GMT /slideshow/an-epic-win-for-education/5463660 avantgame@slideshare.net(avantgame) An Epic Win for Education avantgame A talk for the Poverty is Not a Game conference on October 20, 2010 in Brussels. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/pingjanemcgonigal-101016234129-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A talk for the Poverty is Not a Game conference on October 20, 2010 in Brussels.
An Epic Win for Education from Jane McGonigal
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Inspiring World-Changing Creativity with Games /slideshow/inspiring-worldchanging-creativity-with-games/5463655 creativyforumjanemcgonigal-101016233859-phpapp01
A talk for the Flanders DC Creativity Forum on October 21, 2010 in Antwerp.]]>

A talk for the Flanders DC Creativity Forum on October 21, 2010 in Antwerp.]]>
Sat, 16 Oct 2010 23:38:49 GMT /slideshow/inspiring-worldchanging-creativity-with-games/5463655 avantgame@slideshare.net(avantgame) Inspiring World-Changing Creativity with Games avantgame A talk for the Flanders DC Creativity Forum on October 21, 2010 in Antwerp. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/creativyforumjanemcgonigal-101016233859-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A talk for the Flanders DC Creativity Forum on October 21, 2010 in Antwerp.
Inspiring World-Changing Creativity with Games from Jane McGonigal
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SuperBetter Health /slideshow/superbetter-health/5408098 superbetterforcerner-101010180550-phpapp01
How do we inspire and empower as many people as possible to become truly engaged in achieving their own positive health outcomes? This talk explores the power of games to change how we participate in our own health.]]>

How do we inspire and empower as many people as possible to become truly engaged in achieving their own positive health outcomes? This talk explores the power of games to change how we participate in our own health.]]>
Sun, 10 Oct 2010 18:05:46 GMT /slideshow/superbetter-health/5408098 avantgame@slideshare.net(avantgame) SuperBetter Health avantgame How do we inspire and empower as many people as possible to become truly engaged in achieving their own positive health outcomes? This talk explores the power of games to change how we participate in our own health. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/superbetterforcerner-101010180550-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> How do we inspire and empower as many people as possible to become truly engaged in achieving their own positive health outcomes? This talk explores the power of games to change how we participate in our own health.
SuperBetter Health from Jane McGonigal
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Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 AD /slideshow/born-to-play-games-a-talk-by-jane-mcgonigal-about-human-destiny-circa-2020-ad/5027073 borntoplaygamesjanemcgonigalimageonly-100821171320-phpapp02
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.]]>

How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.]]>
Sat, 21 Aug 2010 17:13:09 GMT /slideshow/born-to-play-games-a-talk-by-jane-mcgonigal-about-human-destiny-circa-2020-ad/5027073 avantgame@slideshare.net(avantgame) Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 AD avantgame How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/borntoplaygamesjanemcgonigalimageonly-100821171320-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 AD from Jane McGonigal
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Design Intersections: How Games Can Help Us Solve the World's Biggest Problems /slideshow/design-intersections-how-games-can-help-us-solve-the-worlds-biggest-problems/3451882 mcgonigaljanedesignintersections2010-100316210206-phpapp01
Game design can be a platform for re-inventing reality and designing our future. Presented on March 18, 2010 at the Design Intersections Symposium on Disruptive Effects, at the University of Minnesota.]]>

Game design can be a platform for re-inventing reality and designing our future. Presented on March 18, 2010 at the Design Intersections Symposium on Disruptive Effects, at the University of Minnesota.]]>
Tue, 16 Mar 2010 21:01:57 GMT /slideshow/design-intersections-how-games-can-help-us-solve-the-worlds-biggest-problems/3451882 avantgame@slideshare.net(avantgame) Design Intersections: How Games Can Help Us Solve the World's Biggest Problems avantgame Game design can be a platform for re-inventing reality and designing our future. Presented on March 18, 2010 at the Design Intersections Symposium on Disruptive Effects, at the University of Minnesota. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mcgonigaljanedesignintersections2010-100316210206-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Game design can be a platform for re-inventing reality and designing our future. Presented on March 18, 2010 at the Design Intersections Symposium on Disruptive Effects, at the University of Minnesota.
Design Intersections: How Games Can Help Us Solve the World's Biggest Problems from Jane McGonigal
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Games as a platform for city-scale collaboration /slideshow/games-as-a-platform-for-cityscale-collaboration/3081378 mcgonigaljanecitymanagers-100205102829-phpapp02
If you're a city manager, how can you get more creative help to achieve your city's most urgent goals? How can you get massively more people involved in tackling your city's toughest challenges? An alternate reality game may be the solution -- and it may be easier to pull off than you think.]]>

If you're a city manager, how can you get more creative help to achieve your city's most urgent goals? How can you get massively more people involved in tackling your city's toughest challenges? An alternate reality game may be the solution -- and it may be easier to pull off than you think.]]>
Fri, 05 Feb 2010 10:28:16 GMT /slideshow/games-as-a-platform-for-cityscale-collaboration/3081378 avantgame@slideshare.net(avantgame) Games as a platform for city-scale collaboration avantgame If you're a city manager, how can you get more creative help to achieve your city's most urgent goals? How can you get massively more people involved in tackling your city's toughest challenges? An alternate reality game may be the solution -- and it may be easier to pull off than you think. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mcgonigaljanecitymanagers-100205102829-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> If you&#39;re a city manager, how can you get more creative help to achieve your city&#39;s most urgent goals? How can you get massively more people involved in tackling your city&#39;s toughest challenges? An alternate reality game may be the solution -- and it may be easier to pull off than you think.
Games as a platform for city-scale collaboration from Jane McGonigal
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V Congreso Internacional de Educared - Games to make the future /slideshow/v-congreso-internacional-de-educared-games-to-make-the-future/2596890 mcgonigaltelefonicanov09-091127090232-phpapp02
Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future]]>

Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future]]>
Fri, 27 Nov 2009 09:02:29 GMT /slideshow/v-congreso-internacional-de-educared-games-to-make-the-future/2596890 avantgame@slideshare.net(avantgame) V Congreso Internacional de Educared - Games to make the future avantgame Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research & Development, Institute for the Future <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mcgonigaltelefonicanov09-091127090232-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Games can help us make a better future and change the real world -- by harnessing our collaboration superpowers and collective intelligence skills to solve real problems. A keynote by Jane McGonigal, Director of Game Research &amp; Development, Institute for the Future
V Congreso Internacional de Educared - Games to make the future from Jane McGonigal
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Epic Win - Why Gaming is the Future of Learning /slideshow/epic-win-why-gaming-is-the-future-of-learning/1382667 mcgonigalenrichinglearningepicwinmay09-090504082219-phpapp01
Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it. Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.]]>

Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it. Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California.]]>
Mon, 04 May 2009 08:22:13 GMT /slideshow/epic-win-why-gaming-is-the-future-of-learning/1382667 avantgame@slideshare.net(avantgame) Epic Win - Why Gaming is the Future of Learning avantgame Why doesn't the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we're surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we're playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you'll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it. Dr. McGonigal is the Director of Game Research & Development at the Institute for the Future in Palo Alto, California. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mcgonigalenrichinglearningepicwinmay09-090504082219-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Why doesn&#39;t the real world seem more like an online game? In the best-designed games, our human experience is perfectly optimized: we have important work to do, we&#39;re surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we&#39;re playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent three decades figuring out how to make us happier and more collaborative, how to make learning more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. In this talk, you&#39;ll learn how online game methods and mechanics can transform our learning communities - and help re-invent higher education as we know it. Dr. McGonigal is the Director of Game Research &amp; Development at the Institute for the Future in Palo Alto, California.
Epic Win - Why Gaming is the Future of Learning from Jane McGonigal
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Game Studies Download 2009 - Top 10 Research Findings /slideshow/game-studies-download-2009-top-10-research-findings/1217647 gamestudiesdownload4-090329125954-phpapp02
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference]]>

Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference]]>
Sun, 29 Mar 2009 12:59:47 GMT /slideshow/game-studies-download-2009-top-10-research-findings/1217647 avantgame@slideshare.net(avantgame) Game Studies Download 2009 - Top 10 Research Findings avantgame Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamestudiesdownload4-090329125954-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
Game Studies Download 2009 - Top 10 Research Findings from Jane McGonigal
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https://cdn.slidesharecdn.com/profile-photo-avantgame-48x48.jpg?cb=1522780639 alternate reality designer, gamer, future forecaster www.avantgame.com https://cdn.slidesharecdn.com/ss_thumbnails/gamesforhealthjanemcgonigalkeynote2012-120604115940-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/games-for-health-2012-keynote-a-crash-course-in-getting-superbetter/13195086 Games for Health: 2012... https://cdn.slidesharecdn.com/ss_thumbnails/janemcgonigalhoustonkeynotejanuary2012-120203102248-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/isas-learning-is-an-epic-win-february-2012/11405266 ISAS Learning is an Ep... https://cdn.slidesharecdn.com/ss_thumbnails/3to4formatjanemcgonigalhoustonkeynotejanuary2012part1-120203101639-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/learning-is-an-epic-win-isas-february-2012-part-1/11405075 Learning is an Epic Wi...