TED演讲之游戏的力量:游戏奖励大脑的7种方式(5)
As you probably know, the neurotransmitter associated with learning is called dopamine.
你知道,神经递质伴随学习产生的神经递质叫做多巴胺。
It's associated with reward-seeking behavior.
它与寻找奖励的行为相关联
And something very exciting is just beginning to happen
有些非常激动人心的事要开始发生在
in places like the University of Bristol in the U.K.,
像英国布里斯托尔大学这样的地方
where we are beginning to be able to model mathematically dopamine levels in the brain.
那里我们开始能用数学模型模拟大脑中多巴胺的水平
And what this means is we can predict learning,
这意味着我们能够预测学习过程
we can predict enhanced engagement,
我们能预测加强型活动
these windows, these windows of time, in which the learning is taking place at an enhanced level.
这些机会期,这段时间学习的过程在其中一个更高的水平上进行
And two things really flow from this.
随之而来的是两样东西
The first has to do with memory, that we can find these moments.
首先一定是关于记忆我们能发现这些时候
When someone is more likely to remember, we can give them a nugget in a window.
当一些人更容易记忆时,我们可以给他们提供机会期这一宝贵的资源
And the second thing is confidence, that we can see how game-playing and reward structures
第二样东西是自信,我们能看见游戏的运行和奖励结构
make people braver, make them more willing to take risks,
如何使人更勇敢,让他们更愿意去冒险
more willing to take on difficulty, harder to discourage.
更愿意承担困难,更难被打击
This can all seem very sinister.
这些都看来好像很险恶
But you know, sort of "our brains have been manipulated; we're all addicts."
但你知道,有些“我们的大脑被控制了,我们都沉迷了”的说法
The word "addiction" is thrown around.
沉迷这个字眼总萦绕周围
There are real concerns there.
那有些真正的忧虑
But the biggest neurological turn-on for people is other people.
但激发人类神经的最大因素是他人
This is what really excites us.
这才是真正让我们兴奋的
In reward terms, it's not money;
在奖励方面,不是金钱
it's not being given cash–that's nice–
不是获得现金–那也不错–
it's doing stuff with our peers, watching us, collaborating with us.
而是与我们的同伴一起共事,看着我们,与我们合作
And I want to tell you a quick story about 1999 — a video game called EverQuest.
我想说一个小故事,在1999年–有一个游戏名为《无尽的任务》
And in this video game, there were two really big dragons,
在这个游戏中有两条巨大的龙,
and you had to team up to kill them–42 people, up to 42 to kill these big dragons.
而你需要组建起队伍去屠戮它们–42人–总共42人去屠龙
That's a problem because they dropped two or three decent items.
那是个问题,因为他们落下了两到三个合适的项目
So players addressed this problem
所以玩家为了设法解决这个问题
by spontaneously coming up with a system to motivate each other, fairly and transparently.
自发地形成了一个系统,公平地,公开地,激励彼此
What happened was, they paid each other a virtual currency they called "dragon kill points."
事情是这样的,他们相互偿付一种虚拟的货币,他们称之为弑龙点
And every time you turned up to go on a mission, you got paid in dragon kill points.
每次你出现去进行一项任务,你被得到弑龙点数作为报酬
They tracked these on a separate website.
他们在另一个网站上对此进行追踪
So they tracked their own private currency,
所以玩家们能搜索自己私人的货币
and then players could bid afterwards
于是他们可以在此之后竞价
for cool items they wanted — all organized by the players themselves.
以获得他们想要的东西–这些所有都由玩家自己安排
Now the staggering system, not just that this worked in EverQuest,
现在这个惊人的系统已经不只是像《无尽的任务》那样了
but that today, a decade on,
在今天,十年之后
every single video game in the world with this kind of task uses a version of this system — tens of millions of people.
每个具有这种任务的单机游戏,使用这样一个版本的系统–依靠成千上万的人
And the success rate is at close to 100 percent.
而成功率接近百分之百
This is a player-developed, self-enforcing, voluntary currency,
这是基于玩家开发的,自我实施的,自愿的货币
and it's incredibly sophisticated player behavior.
这真是难以置信的复杂的玩家行为
And I just want to end by suggesting a few ways in which these principles could fan out into the world.
作为结束,我想提出一些方法使得这些原则可以在引入真实的世界
Let's start with business.
我将从商业开始
I mean, we're beginning to see some of the big problems
我的意思是,我们开始看见一些难题
around something like business are recycling and energy conservation.
围绕在,比如商业回收和能源保护的周围
We're beginning to see the emergence of wonderful technologies like real-time energy meters.
我们开始看见对优秀技术的亟待需求,比如实时能源表
演讲简介:
我们正将游戏性融入生活的诸多方面,花费无数个小时–和金钱–去探索虚拟世界中想象的宝藏。这些是因为什么?正如汤姆查特菲尔德所演示的,游戏正在完美地变为调动大脑参与活动,促使我们保持不断探索的动力。
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