Jane McGonigal – More, More, Massively More

Pleasure, Play, and High Performance

 the new glue that can scale learning communities beyond the 150 connections we thought we could manage

It used to be grooming – then it was language — now it is PLAY.

     Jane takes us through an analysis of how human beings connect to mobilize bigger and bigger communities to get things done.   My take-away: when we can’t physically touch each other, we can talk to each other.  When talking isn’t good enough = we can make a game together! YO.  This is very good news for us, since there are at least 550,000 nonprofit social entrepreneurs in the U.S. alone.

     janemcgonigalscreenshot_edited.JPGLike any good researcher, Jane’s postulations are based on experiential evidence.  Presently, she is lead game designer at 42 Entertainment; a Go Game and I Love Bees player.  Find out more about Jane and read her writings.

Massively more is a vision of digital social networks designed and deployed to produce more pleasure, more emergence, and more superpower, through community formation on a massive scale.  

More Pleasure

     Unfortunately for me/us – Jane leaves the “more pleasure” component as “intuitive.”  Sorta along the lines of Mae West “too much of a good thing is better.”  But then, grooming/caring physical touch we understand is pleasurable.  Playing games is pleasurable.  Got it.  But as community-building glue, I’d like to explore this component much more deeply.  This is at the core of why I think making a learning game together is a good idea!  Making a game together is much more pleasurable than ‘same old-same old’ knowledge management. Right? Tell me what YOU think.

More Emergence

     Jane points out that “emergence” is at the heart of all game play.  You can describe all the rules, but not all the products of the rules.  Surprise (that’s what makes learning FUN!)  We don’t know yet what we can learn together.  And so making a game together is an especially effective way for 550,000 people to learn together and discover what is hidden in our collective experience.

It is for this reason that ludic [game] structures are so well poised to produce more emergence of massively more; …supergaming examples… produced results by distributing the same rule set to massively multiple players and observing the “variety, novelty and surprise.”

More SuperPower

     The massive multiplayer community is capable of massively parallel problem-solving.  This is pretty dense, but point is we can think together in a virtual world and change each other’s performance in the real world, and change our own reality.  Change-making = Our discovery of common questions are the springboard for our discovery of our common solutions in our virtual game-making world.  We can apply those solutions to change our real-world.

virtuality is not limited to the digital realm of cyberspace – virtuality also exists as a networked mode of thinking and interacting in the material environment. “The virtual is a kind of problematic complex, the knot of tendencies or forces that accompanies a situation, event, object, or entity, and which invokes a process of resolution: In other words, the virtual is a suggested cause for and potential mode of engagement, which tends toward actual action and engagement. Virtualization, furthermore, is a “change in identity,” so that the virtualized entity “now finds its essential consistency within a problematic field. The virtualization of a given entity consists in determining the general question to which it responds, in mutating the entity in the direction of this question and redefining the initial actuality as the response to a specific question” This question, once discovered, can then be used as a springboard for further investigation and problem-solving; the virtualized entity may suggest “correspondences” to other entities, correspondences that enable the same question to be used as a primary cause for and mode of engagement, detached from the initial object. …virtualization is one of the principal vectors in the creation of reality”

So — looks like there is some theoretical and evidential basis for this idea of making a game together to solve the mystery of nonprofit earned income venture profitability!!!!  We CAN meaningfully connect on a large enough scale to discover strategic meta-patterns.  BECAUSE it is FUN.

mcgonigalwhirling_edited.JPGIF 450 people can digitially arrange to meet on specific street corners at the same time and whirl around when the lights change — SURELY nonprofit social entrepreneurs can build an elearning game-making community to make MORE MONEY to serve social missions.

Thank you Jane, for the reinforcement and re-inspiration.

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One Response to “Jane McGonigal – More, More, Massively More”

  1. kudrjash666 Says:

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