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WWO’s particular friend Jane McGonigal has announced a presentation at the EducaRed conference in Madrid, Spain beginning November 26. Her subject: serious games – i.e., games that are actually about something, that connect people to real-world problems, and that give its players useful knowledge and skills. What kind of games should young people be playing more of? What kinds of collaboration skills and collective intelligence will they learn by playing the right games? One of the serious games she cites is World Without Oil (the other is SuperStruct). Inspiring stuff. Watch her 7-min video.
Jane McGonigal blogged recently about “experience grenades” – games like World Without Oil that can be worldview-changing for their players. Why “grenade”? Experiencing the game is like pulling the pin, she says. Playing the game isn’t necessarily any big thing. It’s sometime later that the “experience” goes off and your worldview gets changed.
This of course is nothing new: I think many of us have had a “grenade” experience with a really great book, movie or other work of art. But I believe the game experience inherently packs a more powerful explosion. Books and movies put a layer of abstraction between you and the experience that games don’t; in some sense you are always “in” a game in a way that you never are with a book or movie. And ARGs in particular really enhance being “in the game.” (There’s no avatar, for one thing; it’s really you.) When there’s no set narrative except the one being created by the players – a la Superstruct or SF0 or World Without Oil – the immersion gets stronger still.
This concept is important for decisionmakers to internalize as they ponder funding for a game. Traditional metric structures for assessing impact do not carry over well to the game sphere, precisely because of phenomena such as the experience grenade. Just as socially collaborative projects such as Wikipedia are revolutionizing how business gets done, alternate reality games are revolutionizing what activism is and what brands do – and yeah, that change is arriving right now, with explosive force. Photo by Stephen Poff via Flickr.
WWO’s own Participation Architect, Jane McGonigal, continues her business-of-ARGs evangelism in this article in Businessweek, and answers five questions posed by Businessweek about Alternate Reality Games in this 6-min video. As Jane notes, it’s important for businesses to take note of and get involved with the sort of massively peer-peer learning, collaborative brainstorming, and shaping of win-win futures that alternate reality games can spark – not just for their own business success but for the improvement of quality of life in general. Or as Jane puts it, “increasing the odds of us collaboratively inventing a future that we all want to live in.” Go Jane!
The World Without Oil idea of using an “alternate reality” to help us grapple with real-world problems resonated with a lot of people, starting on the day we announced the game. Now projects inspired by WWO are beginning to pop into public view. Here are four… more to come:
EARTH 2100 by ABC News. Leap ahead in time to the year 2015 (or 2050), and bear witness to the concatenating catastrophes in climate, energy, and water, based on science forecasts… A contest to support a two-hour report airing this fall.
SCORCHED, a TV drama for TCN Nine in Australia. It’s 2012, and Cassie’s worried: there are eight weeks of water left in Bourne, Australia… A game to support a drama series, airing this fall.
BLACK CLOUD, an alternate reality learning experience focusing on pollution and air quality, by a UC Berkeley team, running now. A game funded by the MacArthur Foundation’s digital learning initiative (and the least apocalyptic of the four).
The worthiest and most immersive successor to World Without Oil looks to be SUPERSTRUCT, put on by Kathi Vian, Jamais Cascio and WWO’s own Jane McGonigal and funded by the Ten-Year Team at the Institute For The Future. Jump ahead to September 2019 (two months before Blade Runner, heh) when a supercomputer crunches the data and announces that unless radical changes are made, human civilization has got only 23 more years to live. Holy Doomsday Clock! Gamestart is set for September 22, but you can get in game now on the practice blog.
Speaking of crises, I’m trying to clean up my desk. Here’s something easy to pitch out: a letter from Newt Gingrich. According to the envelope he needs my help to send a message to Congress:
Drill Here. Drill Now. Pay Less.
Strangely, he doesn’t mention that Drilling Here will net a nationally insignificant amount of oil, Drilling Now won’t yield that insignificant amount of oil for 8 or 10 years, and the Less we would be Paying would be about six cents per gallon. He also neglects to mention that we would be drilling in ecologically sensitive areas and all the profit from drilling would go to oil companies. Too bad this isn’t the World Without Oil game, where our hardheaded players put a natural check on unsupported, unsupportable emotional fantasizing.
And now I pick up a letter from the CEO of United Airlines, urging me as an airline customer to support efforts to curb oil speculators, whom the airline industries define as people who don’t actually use oil, i.e. people who are not them. I guess I can understand why the airlines would want to get the other bidders in the room out of the room, but would that really lower oil prices? Oil futures are different from other commodities futures: owners can’t sit on oil, to drive up its value; just because you pay more doesn’t mean it’s worth more; when the contracts come due, speculators need to sell their oil futures to someone who actually uses oil. If at that point the speculator paid too much for the oil, they take a loss. (We may see speculators taking such losses later this year, in fact, if oil prices don’t rise again.) Again, too bad this isn’t the World Without Oil game, which naturally invoked collective intelligence to examine claims such as the United Airlines letter for accuracy. But then again, maybe this letter actually supports the World Without Oil results; in the game, the airlines couldn’t adapt to the abrupt rise in oil prices, made bad decisions and went bankrupt.
At this point I am reminded of Jane McGonigal’s keynote at SXSW: Reality Is Broken: Games Can Fix It. In it, she listed four ways in which games do better than reality in generating happiness. I think that World Without Oil adds a fifth point to her roster: Games don’t reward people for sloppy play. Photo by Now and Here via Flickr.
If you want to get a solid picture of what World Without Oil signified to the world, listen to WWO’s participation architect, Jane McGonigal, at the New Yorker conference earlier this month, “Stories from the Near Future.”
What Jane’s saying is that games have turned a corner from Escapism to Engagement (not just WWO, but it’s perhaps the most potent example) and… well, she tells it way better than I do, so check out the vid.
This just in from Jane McGonigal (otherwise known as mPathyTest) who’s in New York for the Stories From The Near Future conference: an article in the New York Times titled “Gas Prices Send Surge of Riders To Mass Transit.” Apparently, gas prices are motivating people to take transit in record numbers, catching transit planners by surprise. “Nobody believed that people would actually give up their cars to ride public transportation,” says the executive director of the South Florida Regional Transportation Authority. “The whole NYT article reads like a KalWithoutOil report,” Jane says.
The biggest surges are occurring in metro areas in the South and West – the very strongholds of American driving culture. The article says Denver ridership is up 8%, for example, and several routes now run at capacity at rush hour.
Now this is no surprise to WWO players. Player Ararejul explicated this very situation in her video posted from Denver, titled “Is Public Transportation Ready?” Posted over a year ago, I might add. “This was the first thing our players predicted and documented when gas hit $4 a gallon,” Jane notes. “Dude, WWO seriously worked as a forecasting device.” One that looked not to the past for answers, nor to experts, but to the future and the collective imagination.
An article by John Wilen in the Business section today talks about how airlines are slowing down to save fuel. Meanwhile, Gary Richards, our local reporter on commute and traffic, advises his readers to stop whining about fuel prices and slow down – by his calculation, dropping one’s speed from 75 to 60 mph is like paying 30 cents less per gallon at the pump.
These articles bring out another finding of the World Without Oil game – that oil = speed. Americans consume an inordinate amount of oil largely because we don’t like to wait – for the bus or the train, for example, or for that cool new weight machine we ordered online. 747s fly everywhere loaded with cargo that could be sent vastly more efficiently by boat or train.
But of course, paradoxically, we also don’t like to be forced to rush all the bloody time. WWO people were quick to pick up on this silver lining to the dark cloud. Here, listen as Avantgame explains it in a phone call from Berkeley – recorded during Week 17 of the Oil Crisis of 2007. Or download the MP3:
Photo by Lex in the City via Flickr.
Games make us happy. A simple enough premise when the game is football or soccer or chess or Monopoly. Can the idea be extended? Can it get serious? Can it get real? Can it go global on the Internets? Why not?
In case you haven’t seen it…
Jane McGonigal has exciting news – she’s announcing “The X2 Club” this week, a massively multiplayer science game. She says X2 is “an alternate reality game, light on fiction and heavy on real-world data, that scientists will play” and that the game “combines collaborative forecasting (World Without Oil-style) and prediction markets with RSS feeds of scientific journals and popular science publications.” Should be the sort of thing that many WWO players can get their teeth into: a fiction with fact close underneath.
World Without Oil has been nominated for a number of web awards, and yesterday we got word that it’s a Top Five finalist in the 2008 South By Southwest Interactive competition, in the “Activism” category. You can see the list of finalists here (some pretty cool sites, yow). Plus WWO sponsor ITVS has its Independent Lens website as a finalist in the “Classic” category… plus WWO’s participation architect Jane McGonigal (some of you know her as mpathytest) will be a keynote speaker at SXSW Interactive on Tuesday, March 11. So we look to be well represented at SXSW – let me know if you’re gonna be around.