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TED 테드로 영어공부 하기 Gaming can make a better world by Jane Mcgonigal

by ★√★ 2020. 6. 14.

 안녕하세요, Davey 입니다. 오늘 Posting 할 TED 강연은, 우리가 가장 흥미를 빨리 가지게 만드는 매체죠! 게임과 관련한 내용입니다. 일단 speaker가 onlie game maker 입니다. 그래서 game을 하면 우리가에게 많은 이로운 점이 있다라고 말하는 거 일지도 모모른다는 생각을 가지고 보기 봤습니다.

일단 Title은 Gaming can make a better world 입니다. 본문 내용은 아래 Link를 참조 하시면 됩니다.

 

https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world

 

Gaming can make a better world

Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

www.ted.com


본문 script와 필수 참조해야 할 단어에 대해서 애기하기전에, 내용은 간단하게 summary 해드리도록 하겠습니다. 제가 이번에도 애기 드렸지만, TED 영상을 고르는 기준은, 첫째는 발음이 Clear 해야 됩니다. 그리고 내가 일상생활에서 도움이 되는 정보이냐 입니다.


 아무리 내용이 너무나도 유용하고 관심 있지만, 발음이 clear하지 않고, 영어 공부에 도움이 되지 않으면 저는 pass 하는 경향이 있습니다. (다른 분들의 취향은 저와 다를 수 있다고 생각합니다. 그래서 취향별로 TED 영상을 골라서 공부하시면 될 듯 합니다. 정답은 없잖아요 ㅎㅎ ). 그래서 발음은 좋습니다. 그래서 듣기에도 좋고, 신뢰성이 좀 들면서 듣게 되었습니다. 처음에 speaker가 소개를 합니다. 이름, 직업 등등.. 목표를 가지는 것을 좋아한다고 하네요! 그리고 큰 주제를 하나 던집니다. 게임하는 시간을 늘리면, 실제 생활에서의 문제도 해결 할 수 있는 방법을 찾을 수 있다는 거죠. 다들 웃지만, 자신만은 진지하다고 애기를 합니다. 정말 진지해보입니다. Gamer들이 게임을 하고 있을 때 보여지는 표정과 "epic win" (사전전 의미 : 장엄한 승리)이라는 단어를 사용하며, 이야기를 이어 나갑니다.

 

 그리고 자신은 Gamer들이 게임상의 세계에서 발휘하는 능력이, 실제 현실 세계에서 발휘하는 능력보다 더 높다는 사항에 대해서, 연구도 했다고 하네요. 그 이유는 딱 그 수준에 맞게 퀘스트를 주고, 항상 협업 할 수 있는 동지가 사방에 깔려 있다는 거죠. 그리고 그 사람들이랑 협업하는 것에 대해서 전혀 꺼림김이 없다는 겁니다. 저는 이 부분에서, 당연히 그렇지 않나?! 라는 생각이 들었습니다. 왜냐하면, 이 게임이라는 가상 공간에서는, 이해관계가 얽히지 않기 때문입니다. 우리는현실 세계에서는 저희가 스스로 판단할 수 있는게 생각보다 제한적이기기 때문입니다. (너무 cynical 했나요?!) 저의 의견을 넣는 것보다는 직접 내용을 보시고 판단하시는게 좋을 거 같아서, 여기까지 설명드리고 아래와 같이 script와단어 정리해 드리도록 하겠습니다. 아래 script는 TED 홈페이지 해당 speech의 Transcript 내용 참조하였습니다.

 

- Gaming can make a better world script & words. (이번에 참고로 좀 깁니다;;;)

 

 

TED 영상 사진 참조


I'm Jane McGonigal. I'm a game designer. I've been making games online now for 10 years, and my goal for the next decade is to try to make it as easy to save the world in real life as it is to save the world in online games. Now, I have a plan for this, and it entails convincing more people, including all of you, to spend more time playing bigger and better games.

 

entails 수반하다 


Right now we spend three billion hours a week playing online games. Some of you might be thinking, "That's a lot of time to spend playing games. Maybe too much time, considering how many urgent problems we have to solve in the real world." But actually, according to my research at the Institute for the Future, actually the opposite is true. Three billion hours a week is not nearly enough game play to solve the world's most urgent problems.

In fact, I believe that if we want to survive the next century on this planet, we need to increase that total dramatically. I've calculated the total we need at 21 billion hours of game play every week. So, that's probably a bit of a counter-intuitive idea, so I'll say it again, let it sink in: If we want to solve problems like hunger, poverty, climate change, global conflict, obesity, I believe that we need to aspire to play games online for at least 21 billion hours a week, by the end of the next decade.
(Laughter)

 

counter-intuitive 직관에 반대되는 
sink in 충분히 이해된다

No. I'm serious. I am.

Here's why. This picture pretty much sums up why I think games are so essential to the future survival of the human species. (Laughter)

Truly. This is a portrait by photographer Phil Toledano. He wanted to capture the emotion of gaming, so he set up a camera in front of gamers while they were playing. And this is a classic gaming emotion. Now, if you're not a gamer, you might miss some of the nuance in this photo. You probably see the sense of urgency, a little bit of fear, but intense concentration, deep, deep focus on tackling a really difficult problem.

If you are a gamer, you will notice a few nuances here: the crinkle of the eyes up, and around the mouth is a sign of optimism, and the eyebrows up is surprise. This is a gamer who's on the verge of something called an "epic win."

(Laughter)

 

tackle 씨름하다
crinkle 잔주름 



Oh, you've heard of that. OK, good, so we have some gamers among us. An epic win is an outcome that is so extraordinarily positive, you had no idea it was even possible until you achieved it. It was almost beyond the threshold of imagination, and when you get there, you're shocked to discover what you're truly capable of. That's an epic win. This is a gamer on the verge of an epic win. And this is the face that we need to see on millions of problem-solvers all over the world as we try to tackle the obstacles of the next century -- the face of someone who, against all odds, is on the verge of an epic win.


threshold 한계점

on the verge of something 막 ~ 하려는 

Now, unfortunately this is more of the face that we see in everyday life now as we try to tackle urgent problems. This is what I call the "I'm Not Good At Life" face. This is actually me making it. Can you see? Yes. Good. This is me making the "I'm Not Good At Life" face. This is a piece of graffiti in my old neighborhood in Berkeley, California, where I did my PhD on why we're better in games than we are in real life. And this is a problem that a lot of gamers have. We feel that we are not as good in reality as we are in games.

graffiti 낙서 그래피티


I don't mean just good as in successful, although that's part of it. We do achieve more in game worlds. But I also mean good as in motivated to do something that matters -- inspired to collaborate and to cooperate. And when we're in game worlds, I believe that many of us become the best version of ourselves -- the most likely to help at a moment's notice, the most likely to stick with a problem as long at it takes, to get up after failure and try again. And in real life, when we face failure, when we confront obstacles, we often don't feel that way. We feel overcome, we feel overwhelmed, we feel anxious, maybe depressed, frustrated or cynical. We never have those feelings when we're playing games, they just don't exist in games. So that's what I wanted to study when I was a graduate student.

What about games makes it impossible to feel that we can't achieve everything? How can we take those feelings from games and apply them to real-world work? So I looked at games like World of Warcraft, which is really the ideal collaborative problem-solving environment. And I started to notice a few things that make epic wins so possible in online worlds.

The first thing is whenever you show up in one of these online games, especially in World of Warcraft, there are lots and lots of different characters who are willing to trust you with a world-saving mission, right away. But not just any mission, it's a mission that is perfectly matched with your current level in the game. Right? So you can do it. They never give you a challenge you can't achieve. But it is on the verge of what you're capable of, so you have to try hard. But there's no unemployment in World of Warcraft; no sitting around, wringing your hands -- there's always something specific and important to be done. There are also tons of collaborators. Everywhere you go, hundreds of thousands of people ready to work with you to achieve your epic mission.

wringing your hands ~을 손을 꽉 움쳐 잡다

That's not something we have in real life that easily, this sense that at our fingertips are tons of collaborators. And there's this epic story, this inspiring story of why we're there, and what we're doing, and we get all this positive feedback. You guys have heard of leveling up, +1 strength, +1 intelligence. We don't get that kind of constant feedback in real life. When I get off this stage, I'm not going to have +1 speaking, and +1 crazy idea, +20 crazy idea. I don't get that feedback in real life.

Now, the problem with collaborative online environments like World of Warcraft is that it's so satisfying to be on the verge of an epic win all the time, we decide to spend all our time in these game worlds. It's just better than reality. So, so far, collectively all the World of Warcraft gamers have spent 5.93 million years solving the virtual problems of Azeroth. Now, that's not necessarily a bad thing. It might sound like it's a bad thing. But to put that in context: 5.93 million years ago was when our earliest primate human ancestors stood up. That was the first upright primate.

to put that in context 설명하다
primate 영장류


So when we talk about how much time we're currently investing in playing games, the only way it makes sense to even think about it is to talk about time at the magnitude of human evolution, which is an extraordinary thing. But it's also apt, because it turns out that by spending all this time playing games, we're actually changing what we are capable of as human beings. We're evolving to be a more collaborative and hearty species. This is true. I believe this.

So, consider this really interesting statistic; it was recently published by a researcher at Carnegie Mellon University: The average young person today in a country with a strong gamer culture will have spent 10,000 hours playing online games by the age of 21. Now 10,000 hours is a really interesting number for two reasons. First of all, for children in the United States, 10,080 hours is the exact amount of time you will spend in school, from fifth grade to high school graduation, if you have perfect attendance.

(Laughter)

apt 적절한, ~하는 경향이 있는, 소실을 타고난 사람


So, we have an entire parallel track of education going on, where young people are learning as much about what it takes to be a good gamer as they're learning about everything else in school. Some of you have probably read Malcolm Gladwell's new book "Outliers," so you would have heard of his theory of success, the "10,000 hours" theory of success. It's based on this great cognitive-science research that says if we can master 10,000 hours of effortful study at anything by the age of 21, we will be virtuosos at it. We will be as good at whatever we do as the greatest people in the world. And so, now what we're looking at is an entire generation of young people who are virtuoso gamers.

Outliers 기준에서 벗어난 사람들
virtuoso 거장, 명연주자



So, the big question is, "What exactly are gamers getting so good at?" Because if we could figure that out, we would have a virtually unprecedented human resource on our hands. This is how many people we now have in the world who spend at least an hour a day playing online games. These are our virtuoso gamers, 500 million people who are extraordinarily good at something. And in the next decade, we're going to have another billion gamers who are extraordinarily good at whatever that is. If you don't know it already, this is coming. The game industry is developing consoles that are low-energy and that work with the wireless phone networks instead of broadband Internet, so that gamers all over the world, particularly in India, China, Brazil, can get online. They expect one billion more gamers in the next decade. It will bring us up to 1.5 billion gamers.

console 콘솔, 제어반

So I've started to think about what these games are making us virtuosos at. Here are the four things I came up with. The first is urgent optimism. OK, think of this as extreme self-motivation. Urgent optimism is the desire to act immediately to tackle an obstacle, combined with the belief that we have a reasonable hope of success. Gamers always believe that an epic win is possible, and that it's always worth trying, and trying now. Gamers don't sit around. Gamers are virtuosos at weaving a tight social fabric. There's a lot of interesting research that shows we like people better after we play a game with them, even if they've beaten us badly. And the reason is, it takes a lot of trust to play a game with someone. We trust that they will spend their time with us, that they will play by the same rules, value the same goal, stay with the game until it's over.



And so, playing a game together actually builds up bonds and trust and cooperation. And we actually build stronger social relationships as a result. Blissful productivity. I love it. You know, there's a reason why the average World of Warcraft gamer plays for 22 hours a week -- kind of a half-time job. It's because we know, when we're playing a game, that we're actually happier working hard than we are relaxing, or hanging out. We know that we are optimized as human beings, to do hard and meaningful work. And gamers are willing to work hard all the time, if they're given the right work.

blissful 더없이 행복한

Finally: epic meaning. Gamers love to be attached to awe-inspiring missions to human planetary-scale stories. So, just one bit of trivia that helps put that into perspective: So, you all know Wikipedia, biggest wiki in the world. Second biggest wiki in the world, with nearly 80,000 articles, is the World of Warcraft wiki. Five million people use it every month. They have compiled more information about World of Warcraft on the Internet than any other topic covered on any other wiki in the world. They are building an epic story. They are building an epic knowledge resource about the World of Warcraft.

awe-inspiring 경외심을 불러 일으키는
planetary-scale 행선 규모
trivia 사소한, 하찮은
put that into perspective ~을 넓게 보다

 


Okay, so these are four superpowers that add up to one thing: Gamers are super-empowered hopeful individuals. These are people who believe that they are individually capable of changing the world. And the only problem is, they believe that they are capable of changing virtual worlds and not the real world. That's the problem that I'm trying to solve.

There's an economist named Edward Castronova. His work is brilliant. He looks at why people are investing so much time and energy and money in online worlds. And he says, "We're witnessing what amounts to no less than a mass exodus to virtual worlds and online game environments." And he's an economist, so he's rational. And he says --

(Laughter)

exodus 탈출



Not like me, I'm a game designer; I'm exuberant. But he says that this makes perfect sense, because gamers can achieve more in online worlds than they can in real life. They can have stronger social relationships in games than they can have in real life; they get better feedback and feel more rewarded in games than they do in real life. So he says, for now it makes perfect sense for gamers to spend more time in virtual worlds than the real world. Now, I also agree that that is rational, for now. But it is not, by any means, an optimal situation. We have to start making the real world work more like a game.

exuberant 활기 넘치는, 무성한

I take my inspiration from something that happened 2,500 years ago. These are ancient dice, made out of sheep's knuckles. Before we had awesome game controllers, we had sheep's knuckles. And these represent the first game equipment designed by human beings, and if you're familiar with the work of the ancient Greek historian Herodotus, you might know this history, which is the history of who invented games and why. Herodotus says that games, particularly dice games, were invented in the kingdom of Lydia, during a time of famine.

knuckle 손가락 관절

Apparently, there was such a severe famine that the king of Lydia decided they had to do something crazy. People were suffering. People were fighting. It was an extreme situation, they needed an extreme solution. So, according to Herodotus, they invented dice games, and they set up a kingdom-wide policy: On one day, everybody would eat, and on the next day, everybody would play games. And they would be so immersed in playing the dice games, because games are so engaging, and immerse us in such satisfying, blissful productivity, they would ignore the fact that they had no food to eat. And then on the next day, they would play games; and on the next day, they would eat.

immersed ~에 몰두한 

And according to Herodotus, they passed 18 years this way, surviving through a famine, by eating on one day, and playing games on the next. Now, this is exactly, I think, how we're using games today. We're using games to escape real-world suffering -- we're using games to get away from everything that's broken in the real environment, everything that's not satisfying about real life, and we're getting what we need from games.


But it doesn't have to end there. This is really exciting. According to Herodotus, after 18 years the famine wasn't getting better, so the king decided they would play one final dice game. They divided the entire kingdom in half. They played one dice game, and the winners of that game got to go on an epic adventure. They would leave Lydia, and they would go out in search of a new place to live, leaving behind just enough people to survive on the resources that were available, and hopefully to take their civilization somewhere else where they could thrive.

thrive 번창하다

Now, this sounds crazy, right? But recently, DNA evidence has shown that the Etruscans, who then led to the Roman Empire, actually share the same DNA as the ancient Lydians. And so, recently, scientists have suggested that Herodotus' crazy story is actually true. And geologists have found evidence of a global cooling that lasted for nearly 20 years, that could have explained the famine. So this crazy story might be true. They might have actually saved their culture by playing games, escaping to games for 18 years, and then been so inspired, and knew so much about how to come together with games, that they actually saved the entire civilization that way.
Okay, we can do that.
(Laughter)

Etruscan 에트루리아인

We've been playing Warcraft since 1994. That was the first real-time strategy game from the World of Warcraft series. That was 16 years ago. They played dice games for 18 years, we've been playing Warcraft for 16 years. I say we are ready for our own epic game. Now, they had half the civilization go off in search of a new world, so that's where I get my 21 billion hours a week of game-play from. Let's get half of us to agree to spend an hour a day playing games, until we solve real-world problems.

Now, I know you're asking, "How are we going to solve real-world problems in games?" Well, that's what I've devoted my work to over the past few years, at the Institute for the Future. We have this banner in our offices in Palo Alto, and it expresses our view of how we should try to relate to the future. We do not want to try to predict the future. What we want to do is make the future. We want to imagine the best-case scenario outcome, and then we want to empower people to make that outcome a reality. We want to imagine epic wins, and then give people the means to achieve the epic win.

I'm just going to very briefly show you three games that I've made that are an attempt to give people the means to create epic wins in their own futures. This is World Without Oil. We made this game in 2007. This is an online game in which you try to survive an oil shortage. The oil shortage is fictional, but we put enough online content out there for you to believe that it's real, and to live your real life as if we've run out of oil. So when you come to the game, you sign up, tell us where you live, and then we give you real-time news videos, data feeds that show you exactly how much oil costs, what's not available, how food supply is being affected, how transportation is being affected, if schools are closed, if there's rioting, and you have to figure out how you would live your real life as if this were true. And then we ask you to blog about it, to post videos, to post photos.

fictional 허구적인
rioting 폭동

We piloted this game with 1,700 players in 2007, and we've tracked them for the three years since. And I can tell you that this is a transformative experience. Nobody wants to change how they live, just because it's good for the world, or because we're supposed to. But if you immerse them in an epic adventure and tell them, "We've run out of oil. This is an amazing story and adventure for you to go on. Challenge yourself to see how you would survive," most of our players have kept up the habits that they learned in this game.

keep up ~을 계속하다 

So for the next world-saving game, we decided to aim higher -- bigger problem than just peak oil. We did a game called Superstruct at the Institute for the Future. And the premise was, a supercomputer has calculated that humans have only 23 years left on the planet. This supercomputer was called the Global Extinction Awareness System, of course. We asked people to come online -- almost like a Jerry Bruckheimer movie. You know Jerry Bruckheimer movies, you form a dream team -- you've got the astronaut, the scientist, the ex-convict, and they all have something to do to save the world.

(Laughter)

ex-convict 전과자

But in our game, instead of just having five people on the dream team, we said, "Everybody's on the dream team, and it's your job to invent the future of energy, the future of food, the future of health, the future of security and the future of the social safety net." We had 8,000 people play that game for eight weeks. They came up with 500 insanely creative solutions that you can go online, Google "Superstruct," and see.

So, finally, the last game, we're launching it March 3rd. This is a game done with the World Bank Institute. If you complete the game, you will be certified by the World Bank Institute as a Social Innovator, class of 2010. Working with universities all over sub-Saharan Africa, and we are inviting them to learn social innovation skills. We've got a graphic novel, we've got leveling up in skills like local insight, knowledge networking, sustainability, vision and resourcefulness. I would like to invite all of you to please share this game with young people, anywhere in the world, particularly in developing areas, who might benefit from coming together to try to start to imagine their own social enterprises to save the world.

graphic novel 만화소설

So, I'm going to wrap up now. I want to ask a question. What do you think happens next? We've got all these amazing gamers, we've got these games that are kind of pilots of what we might do, but none of them have saved the real world yet. Well I hope you will agree with me that gamers are a human resource that we can use to do real-world work, that games are a powerful platform for change. We have all these amazing superpowers: blissful productivity, the ability to weave a tight social fabric, this feeling of urgent optimism and the desire for epic meaning.

I really hope that we can come together to play games that matter, to survive on this planet for another century. That's my hope, that you will join me in making and playing games like this. When I look forward to the next decade, I know two things for sure: that we can make any future we can imagine, and we can play any games we want, so I say: Let the world-changing games begin.

Thank you.

(Applause)

 


이상입니다. 이번 TED script는 좀 길어어서, 저 조차도 좀 해석하는데 시간이 오래 걸렸습니다. 책을 읽거나 문서를 읽을 때는 시간이 정말 많이 걸리는 구나 라는 생각이 많이 들었습니다.

그럼 이만 마무리 하도록 하겠습니다. 제 Posting이 조금이나마 정보 전달에 도움이 되셨길 빌며, 되셨다면, 구독, 댓글, 공감 3종 세트 부탁 드립니다. 감사합니다.

[저작권이나, 권리를 침해한 사항이 있으면 언제든지 Comment 부탁 드립니다. 검토 후 수정 및 삭제 조치 하도록 하겠습니다. 그리고, 기재되는 내용은 개인적으로 습득한 내용이므로, 혹 오류가 발생할 수 있을 가능성이 있으므로, 기재된 내용은 참조용으로만 봐주시길 바랍니다. 게시물에, 오류가 있을때도, Comment 달아 주시면, 검증 결과를 통해, 수정하도록 하겠습니다.]

 

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