David Perry: Will videogames become better than life?

TED
10 Oct 200822:33

Summary

TLDRIn this TED Talk, David Perry shares his journey from growing up in Northern Ireland to becoming a renowned video game developer. He humorously recounts his early experiences with primitive gaming systems like the Sinclair ZX80 and ZX81, leading to a career crafting popular games. Perry discusses the rapid evolution of the gaming industry, highlighting its economic impact, diverse demographics, and the potential for games to evoke deep emotions. He also presents a student's perspective on the blurred lines between reality and gaming, emphasizing the power of video games to influence and educate, while urging developers to consider their creations' impact on society.

Takeaways

  • 😀 The speaker humorously describes growing up in Northern Ireland and the limited career options, including the military, which he found unappealing.
  • 🎓 Attending school in Belfast, the speaker found the curriculum dull, with mandatory subjects like Latin, and chose rowing as a sport, which he excelled at until a memorable incident.
  • 💻 The introduction of the Research Machine 3DZ at school and the Sinclair ZX80 at home sparked the speaker's interest in programming, leading him to learn BASIC and later Assembly language.
  • 👨‍💻 Sir Clive Sinclair is credited as a pioneer in the European video game industry, with his inventions like the ZX80 and ZX81 influencing the speaker's early programming experiences.
  • 🕹️ The speaker reminisces about the early days of video games, where imagination was key due to the limited graphics and technology, and the transition to more sophisticated games.
  • 📈 The video game industry has seen significant growth, with the speaker providing statistics that show it becoming a multi-billion dollar business, surpassing other entertainment industries.
  • 👩‍👧‍👦 The demographic of gamers is diverse, with 43% being female and the average age being 30, challenging the stereotype of gamers being young males.
  • 🌐 Online gaming has created a substantial economy, with games like 'World of Warcraft' generating substantial revenue and players investing significant time and money into virtual worlds.
  • 🎶 The popularity of video games extends to their music, with concerts featuring video game soundtracks being well-received by audiences.
  • 📊 The speaker predicts that video game graphics will continue to improve dramatically, and emphasizes the importance of emotion and storytelling in games, not just technology.
  • 🌟 The future of video games is seen as potentially transformative, with the potential to educate, influence emotions, and change perceptions of reality, as expressed by a student's video shared by the speaker.

Q & A

  • Where did the speaker grow up and what was the climate like?

    -The speaker grew up in Northern Ireland, specifically in the very north end, where it was described as 'absolutely freezing cold'.

  • What career paths were considered obvious for the speaker in Ireland?

    -In Ireland, the military was considered an obvious career choice, but the speaker found it unappealing.

  • What was the speaker's mother's desired career path for him?

    -The speaker's mother wanted him to become a dentist.

  • Why did the speaker find the school he attended in Belfast boring?

    -The school was described as boring because they forced students to learn subjects like Latin, and the sports were either dirty or painful.

  • What sport did the speaker choose in school and why?

    -The speaker chose rowing because he got very good at it, although he had a fateful day when he flipped over in front of the entire school.

  • What significant computer did the speaker's school receive from a government grant?

    -The school received an incredible computer called the Research Machine 3DZ from a government grant.

  • What was the first computer the speaker used at home and how did it work?

    -The first computer the speaker used at home was the Sinclair ZX80, a 1K computer where programs were bought on cassette tape.

  • What programming languages did the speaker learn to create games?

    -The speaker learned BASIC initially, but later moved on to Assembly language to have better control over the hardware.

  • What was the significance of Sir Clive Sinclair in the speaker's narrative?

    -Sir Clive Sinclair was the inventor of the Sinclair ZX80 and ZX81, and he is recognized as the father of video games in Europe.

  • What notable video games did the speaker work on during his career?

    -The speaker worked on notable video games such as 'The Terminator,' 'Aladdin,' and 'Teenage Mutant Hero Turtles.'

  • What was the speaker's last game project about and what was its goal?

    -The speaker's last game project aimed to get the video game industry and Hollywood to collaborate on projects rather than just licensing from each other.

  • What were some of the surprising statistics the speaker shared about the video game industry?

    -In 2005, the video game industry was a 29 billion dollar business, with 43% of gamers being female, and the average age of gamers being 30 years old.

  • How did the speaker describe the evolution of video game graphics from the past to the future?

    -The speaker showed a timeline video illustrating the improvement in video game graphics and encouraged the audience to think about the curve of progress, suggesting that games will continue to become more realistic and immersive.

  • What was the student's perspective on video games as expressed in the video shared by the speaker?

    -The student expressed that video games have become an integral part of his life, blurring the line between reality and virtual existence, and that they have the potential to be both addictive and emotionally impactful.

Outlines

00:00

🌍 Growing Up in Northern Ireland and Discovering Video Games

The speaker recounts his childhood in Northern Ireland, highlighting the cold climate and his indecisiveness about a career path. He humorously dismisses the military and dental professions due to the political unrest and personal inclinations. His education in Belfast, amidst a backdrop of conflict, exposed him to the world of computing through a government-granted research machine and the Sinclair ZX80 computer at home. His early experiences with these machines, including an embarrassing rowing incident and the limitations of BASIC programming, led him to learn Assembly language. He also reflects on the early video game industry, its growth, and the statistics of the gaming demographic, emphasizing the industry's potential to surpass the music industry in revenue and the significant presence of female gamers.

05:01

🎮 The Evolution of Video Games and Their Economic Impact

This section delves into the economic aspects of video games, discussing the self-created market by gamers trading virtual items and accounts, which has grown to an estimated 800 million dollars annually. The speaker provides examples of virtual property sales and the popularity of games, such as the L.A. Philharmonic performing video game music to a sold-out Hollywood Bowl. He also presents a timeline video showcasing the rapid improvement in video game graphics and speculates on the future of gaming, emphasizing the industry's focus on emotional engagement and storytelling. A student's video is introduced, which offers a personal perspective on the impact of video games on identity and reality perception.

10:01

🧠 The Psychological and Social Effects of Video Game Addiction

The student's video presented in this paragraph explores the psychological impact of video game addiction. It describes the speaker's personal journey from childhood exposure to video games to a point where the line between virtual and real experiences begins to blur. The video discusses the emotional investment in games and the life-altering experiences they can provide, leading to a craving for more despite the awareness of losing grip on reality. It also touches on the potential for video games to serve as tools for education and social change, as well as the responsibility game developers have in shaping these virtual worlds.

15:03

🚗 The Convergence of Virtual and Real-World Experiences

The speaker continues with a personal narrative about how video games have influenced his real-life skills and perceptions. He discusses the overlap between the physics and experiences in video games and real life, using driving as an example. He expresses concern about the potential for video games to be used for brainwashing and social control but also acknowledges their potential for positive impact. The speaker calls for responsibility in game development, considering the power of games to shape player's emotions and behaviors. He concludes by reflecting on the future of video games and the importance of being mindful of their influence on society.

20:05

👶 The Future of Video Games and Their Impact on the Next Generation

In the final paragraph, the speaker looks forward to the future, considering the experiences his young daughter, Emma, will have with video games. He envisions a world where interactive gaming is ubiquitous, graphics are stunningly realistic, and games are emotionally impactful. The speaker expresses hope that his daughter will appreciate video games and reflects on the potential of video games to open new creative frontiers. He ends with a call to the TED audience to consider the transformative power of video games and the opportunities they present for innovation and emotional engagement.

Mindmap

Keywords

💡Northern Ireland

Northern Ireland is a region in the northeast of the island of Ireland. In the video, the speaker mentions growing up in Northern Ireland, which sets the geographical and cultural context for his upbringing. The reference to the cold climate adds a personal touch to the narrative, illustrating the environmental conditions that shaped his early experiences.

💡Career choice

Career choice refers to the decision one makes regarding their profession or occupation. The speaker humorously discusses the limited career options in Ireland, highlighting the societal pressures and personal inclinations that influence such decisions. This concept is central to understanding the speaker's journey and the various paths he considered before finding his passion.

💡Belfast

Belfast is the capital and largest city of Northern Ireland. The video mentions the speaker attending school in Belfast, which was a significant period in his life. The city is also noted for being 'where all the action happened,' suggesting a period of social or political unrest, which may have influenced the speaker's formative years.

💡Rowing

Rowing is a sport that involves propelling a boat using oars. The speaker mentions choosing rowing as a school sport, which he became good at, until a humorous incident where he flipped over in front of the entire school. This anecdote illustrates the speaker's early engagement with sports and the challenges and embarrassments that come with it.

💡Programming

Programming refers to the process of creating a set of instructions for a computer to follow. The video discusses how the speaker and his peers learned to program a government-granted computer, the research machine 3DZ, during their school years. This experience was foundational to the speaker's later career in video game development.

💡Sinclair ZX80

The Sinclair ZX80 is an early home computer introduced in 1980. The speaker recalls the ZX80 as a significant part of his early exposure to computers, which were a novelty at the time. The mention of buying programs on cassette tape illustrates the technological limitations and the evolution of computing during that era.

💡BASIC

BASIC is a programming language known for its simplicity and ease of learning. The speaker mentions programming in BASIC, which he describes as 'pretty awful' for game development. This led him to learn Assembly language, highlighting the evolution of programming skills necessary for more advanced tasks like creating video games.

💡Video game industry

The video game industry encompasses the development, marketing, and sale of video games. The speaker provides statistics about the industry's growth, indicating its economic significance and cultural impact. The industry's evolution from a niche market to a multi-billion-dollar business is a key theme in the video.

💡Online gaming

Online gaming refers to playing video games over the internet. The video discusses 'World of Warcraft' and its massive player base, highlighting the social and economic aspects of online gaming. The speaker also touches on the virtual economy within games, where players can earn real money, showcasing the blurred lines between virtual and real-world value.

💡Emotion in video games

Emotion in video games refers to the ability of games to evoke feelings and emotional responses from players. The speaker emphasizes that modern game developers are focusing on creating emotional experiences, rather than just improving graphics and audio. This concept is illustrated through the student video, which discusses the emotional impact and addictive nature of video games.

💡Virtual reality

Virtual reality (VR) is a computer-generated simulation of an environment that can be interacted with in a seemingly real or physical way. The video touches on the idea of VR as a boundary-blurring experience, where the line between the real and the virtual world becomes less distinct. The speaker's closing thoughts suggest that the future of video games may involve even more immersive and realistic VR experiences.

Highlights

Grew up in Northern Ireland, where the weather was freezing cold even in mid-summer.

Considered military or dentistry as career options, but shifted focus due to the political violence and instability in Ireland.

Attended school in Belfast, where there was a lot of political tension and exposure to violence.

Chose rowing as a school sport, had an embarrassing incident where he flipped his boat in front of the entire school.

Discovered programming through a government-funded computer in school, which left programming manuals lying around.

Became captivated by the Sinclair ZX80 computer, learning to program and eventually create games in BASIC and Assembly language.

Worked on various significant games, including 'The Terminator,' 'Aladdin,' and 'Teenage Mutant Hero Turtles,' though the UK version changed 'ninja' to 'hero' for being too violent.

By 2005, the video game industry was a $29 billion business, projected to surpass the music industry by 2008 and hit $42 billion by 2010.

43% of gamers are female, debunking the myth that gaming is predominantly a male pastime.

Average gamer age is 30, with the largest game buyers being 37 years old.

Only 17% of video games contain mature content, contradicting common media narratives about violent games.

'World of Warcraft' generated $80 million a month in subscriptions and reached 5.5 million players.

Discussed the growing market for virtual goods, mentioning someone who bought a virtual island for $26,500 in 'Project Entropia.'

Highlighted a student video, explaining how games can deeply influence emotions, alter perceptions of reality, and shape life experiences.

Future of video games lies in creating emotional depth, meaningful experiences, and pushing the boundaries of imagination and creativity.

Transcripts

play00:18

I grew up in Northern Ireland, right up in the

play00:20

very, very north end of it there,

play00:22

where it's absolutely freezing cold.

play00:25

This was me running around in the back garden mid-summer.

play00:28

(Laughter)

play00:29

I couldn't pick a career.

play00:30

In Ireland the obvious choice is the military,

play00:32

but to be honest it actually kind of sucks.

play00:36

(Laughter)

play00:37

My mother wanted me to be a dentist.

play00:40

But the problem was that people kept blowing everything up.

play00:42

So I actually went to school in Belfast,

play00:44

which was where all the action happened.

play00:46

And this was a pretty common sight.

play00:48

The school I went to was pretty boring.

play00:50

They forced us to learn things like Latin.

play00:53

The school teachers weren't having much fun,

play00:55

the sports were very dirty or very painful.

play00:57

So I cleverly chose rowing, which I got very good at.

play01:00

And I was actually rowing for my school here

play01:02

until this fateful day, and I flipped over right in front

play01:05

of the entire school.

play01:06

And that was the finishing post right there.

play01:08

(Laughter)

play01:09

So this was extremely embarrassing.

play01:10

But our school at that time got a grant from the government,

play01:13

and they got an incredible computer -- the research machine 3DZ --

play01:15

and they left the programming manuals lying around.

play01:19

And so students like myself with nothing to do,

play01:21

we would learn how to program it.

play01:23

Also around this time, at home,

play01:25

this was the computer that people were buying.

play01:26

It was called the Sinclair ZX80. This was a 1K computer,

play01:29

and you'd buy your programs on cassette tape.

play01:32

Actually I'm just going to pause for one second,

play01:34

because I heard that there's a prerequisite to speak here at TED --

play01:36

you had to have a picture of yourself from the old days with big hair.

play01:39

So I brought a picture with big hair.

play01:41

(Laughter).

play01:42

I just want to get that out of the way.

play01:44

So after the Sinclair ZX80 came along the very cleverly named

play01:48

Sinclair ZX81.

play01:50

(Laughter)

play01:51

And -- you see the picture at the bottom?

play01:52

There's a picture of a guy doing homework with his son.

play01:54

That's what they thought they had built it for.

play01:57

The reality is we got the programming manual

play01:59

and we started making games for it.

play02:00

We were programming in BASIC,

play02:01

which is a pretty awful language for games,

play02:03

so we ended up learning Assembly language

play02:05

so we could really take control of the hardware.

play02:08

This is the guy that invented it, Sir Clive Sinclair,

play02:10

and he's showing his machine.

play02:11

You had this same thing in America,

play02:13

it was called the Timex Sinclair1000.

play02:16

To play a game in those days you had to have an imagination

play02:18

to believe that you were really playing "Battlestar Galactica."

play02:21

The graphics were just horrible.

play02:24

You had to have an even better imagination to play this game,

play02:26

"Death Rider."

play02:27

But of course the scientists couldn't help themselves.

play02:29

They started making their own video games.

play02:32

This is one of my favorite ones here, where they have rabbit breeding,

play02:36

so males choose the lucky rabbit.

play02:39

It was around this time we went from 1K to 16K,

play02:41

which was quite the leap.

play02:43

And if you're wondering how much 16K is,

play02:45

this eBay logo here is 16K.

play02:47

And in that amount of memory someone programmed

play02:50

a full flight simulation program.

play02:52

And that's what it looked like.

play02:54

I spent ages flying this flight simulator,

play02:57

and I honestly believed I could fly airplanes by the end of it.

play03:00

Here's Clive Sinclair now launching his color computer.

play03:04

He's recognized as being the father of video games in Europe.

play03:07

He's a multi-millionaire, and I think that's why he's

play03:09

smiling in this photograph.

play03:11

So I went on for the next 20 years or so

play03:13

making a lot of different games.

play03:15

Some of the highlights were things like "The Terminator,"

play03:17

"Aladdin," the "Teenage Mutant Hero Turtles."

play03:20

Because I was from the United Kingdom,

play03:21

they thought the word ninja was a little too mean for children,

play03:25

so they decided to call it hero instead.

play03:27

I personally preferred the Spanish version,

play03:29

which was "Tortugas Ninja."

play03:31

That was much better.

play03:33

(Laughter)

play03:35

Then the last game I did was based on trying to get the video game industry

play03:39

and Hollywood to actually work together on something --

play03:42

instead of licensing from each other, to actually work.

play03:45

Now, Chris did ask me to bring some statistics with me,

play03:47

so I've done that.

play03:49

The video game industry in 2005 became a 29 billion dollar business.

play03:53

It grows every year.

play03:54

Last year was the biggest year.

play03:56

By 2008, we're going to kick the butt of the music industry.

play03:59

By 2010, we're going to hit 42 billion.

play04:03

43 percent of gamers are female.

play04:05

So there's a lot more female gamers than people are really aware.

play04:07

The average age of gamers?

play04:09

Well, obviously it's for children, right?

play04:11

Well, no, actually it's 30 years old.

play04:12

And interestingly, the people who buy the most games are 37.

play04:16

So 37 is our target audience.

play04:19

All video games are violent.

play04:20

Of course the newspapers love to beat on this.

play04:23

But 83 percent of games don't have any mature content whatsoever,

play04:27

so it's just not true.

play04:29

Online gaming statistics.

play04:31

I brought some stuff on "World of Warcraft." It's 5.5 million players.

play04:34

It makes about 80 million bucks a month in subscriptions.

play04:37

It costs 50 bucks just to install it on your computer,

play04:40

making the publisher about another 275 million.

play04:44

The game costs about 80 million dollars to make,

play04:46

so basically it pays for itself in about a month.

play04:48

A player in a game called "Project Entropia"

play04:51

actually bought his own island for 26,500 dollars.

play04:55

You have to remember that this is not a real island.

play04:57

He didn't actually buy anything, just some data.

play04:59

But he got great terms on it.

play05:01

This purchase included mining and hunting rights,

play05:04

ownership of all land on the island, and a castle

play05:06

with no furniture included.

play05:08

(Laughter)

play05:09

This market is now estimated at over 800 million dollars annually.

play05:13

And what's interesting about it is the market was actually created

play05:15

by the gamers themselves.

play05:17

They found clever ways to trade items

play05:19

and to sell their accounts to each other

play05:21

so that they could make money while they were playing their games.

play05:23

I dove onto eBay a couple of days ago

play05:25

just to see what was gong on, typed in World of Warcraft, got 6,000 items.

play05:29

I liked this one the best:

play05:31

a level 60 Warlock with lots of epics for 174,000 dollars.

play05:35

It's like that guy obviously had some pain while making it.

play05:40

So as far as popularity of games,

play05:42

what do you think these people are doing here?

play05:44

It turns out they're actually in Hollywood Bowl in Los Angeles

play05:49

listening to the L.A. Philharmonic playing video game music.

play05:52

That's what the show looks like.

play05:53

You would expect it to be cheesy, but it's not.

play05:55

It's very, very epic and a very beautiful concert.

play05:57

And the people that went there absolutely loved it.

play06:00

What do you think these people are doing?

play06:01

They're actually bringing their computers so they can play games

play06:03

against each other.

play06:05

And this is happening in every city around the world.

play06:07

This is happening in your local cities too,

play06:09

you're probably just not aware of it.

play06:10

Now, Chris told me that you had a timeline video a few years ago

play06:13

here just to show how video game graphics have been improving.

play06:17

I wanted to update that video and give you a new look at it.

play06:20

But what I want you to do is to try to understand it.

play06:22

We're on this curve, and the graphics are getting

play06:24

so ridiculously better.

play06:26

And I'm going to show you up to maybe 2007.

play06:29

But I want you to try and think about what games could look like

play06:31

10 years from now.

play06:33

So we're going to start that video.

play06:36

Video: Throughout human history people have played games.

play06:39

As man's intellect and technology have evolved

play06:42

so too have the games he plays.

play06:45

(Music)

play09:05

(Applause)

play09:08

David Perry: The thing again I want you to think about is,

play09:10

don't look at these graphics and think of that's the way it is.

play09:12

Think about that's where we are right now,

play09:14

and the curve that we're on means that this is going to continue

play09:16

to get better.

play09:18

This is an example of the kind of graphics you need to be able to draw

play09:20

if you wanted to get a job in the video game industry today.

play09:23

You need to be really an incredible artist.

play09:25

And once we get enough of those guys, we're going to want

play09:27

more fantasy artists that can create places

play09:28

we've never been to before, or characters that

play09:31

we've just never seen before.

play09:33

So the obvious thing for me to talk about today is graphics and audio.

play09:36

But if you were to go to a game developers conference,

play09:38

what they're all talking about is emotion, purpose,

play09:40

meaning, understanding and feeling.

play09:42

You'll hear about talks like, can a video game make you cry?

play09:45

And these are the kind of topics we really actually care about.

play09:48

I came across a student who's absolutely excellent

play09:51

at expressing himself, and this student agreed

play09:54

that he would not show his video to anybody until

play09:58

you here at TED had seen it.

play09:59

So I'd like to play this video.

play10:01

So this is a student's opinion on what his experience of games are.

play10:05

Video: I, like many of you, live somewhere between

play10:08

reality and video games.

play10:10

Some part of me -- a true living, breathing person --

play10:14

has become programmed, electronic and virtual.

play10:18

The boundary of my brain that divides real from fantasy

play10:20

has finally begun to crumble.

play10:23

I'm a video game addict and this is my story.

play10:26

(Music)

play10:42

In the year of my birth

play10:43

the Nintendo Entertainment System also went into development.

play10:52

I played in the backyard, learned to read,

play10:54

and even ate some of my vegetables.

play10:56

Most of my childhood was spent playing with Legos.

play11:01

But as was the case for most of my generation,

play11:03

I spent a lot of time in front of the TV.

play11:06

Mr. Rogers, Walt Disney, Nick Junior,

play11:09

and roughly half a million commercials have undoubtedly

play11:12

left their mark on me.

play11:15

When my parents bought my sister and I our first Nintendo,

play11:17

whatever inherent addictive quality this early interactive

play11:21

electronic entertainment possessed quickly took hold of me.

play11:32

At some point something clicked.

play11:35

(Music)

play11:41

With the combination of simple, interactive stories

play11:43

and the warmth of the TV set, my simple 16-bit Nintendo

play11:47

became more than just an escape.

play11:49

It became an alternate existence, my virtual reality.

play11:53

(Music)

play12:11

I'm a video game addict, and it's not because of

play12:13

a certain number of hours I have spent playing,

play12:14

or nights I have gone without sleep to finish the next level.

play12:18

It is because I have had life-altering experiences in virtual space,

play12:21

and video games had begun to erode my own understanding

play12:24

of what is real and what is not.

play12:28

I'm addicted, because even though I know I'm losing my grip on reality,

play12:31

I still crave more.

play12:34

(Music)

play12:44

From an early age I learned to invest myself emotionally

play12:47

in what unfolded before me on screen.

play12:50

Today, after 20 years of watching TV geared to make me emotional,

play12:54

even a decent insurance commercial can bring tears to my eyes.

play13:02

I am just one of a new generation that is growing up.

play13:05

A generation who may experience much more meaning

play13:08

through video games than they will through the real world.

play13:12

Video games are nearing an evolutionary leap,

play13:14

a point where game worlds will look and feel just as real

play13:17

as the films we see in theatres, or the news we watch on TV.

play13:20

And while my sense of free will in these virtual worlds

play13:22

may still be limited, what I do learn applies to my real life.

play13:27

Play enough video games and eventually you will

play13:29

really believe you can snowboard, fly a plane,

play13:32

drive a nine-second quarter mile, or kill a man.

play13:36

I know I can.

play13:43

Unlike any pop culture phenomenon before it,

play13:46

video games actually allow us to become part of the machine.

play13:48

They allow us to sublimate into the culture of interactive,

play13:51

downloaded, streaming, HD reality.

play13:55

We are interacting with our entertainment.

play13:58

I have come to expect this level of interaction.

play14:00

Without it, the problems faced in the real world --

play14:03

poverty, war, disease and genocide -- lack the levity they should.

play14:09

Their importance blends into the sensationalized drama

play14:11

of prime time TV.

play14:14

But the beauty of video games today lies not in the lifelike graphics,

play14:17

the vibrating joysticks or virtual surround sound.

play14:21

It lies in that these games are beginning to make me emotional.

play14:25

I have fought in wars, feared for my own survival,

play14:28

watched my cohorts die on beaches and woods that look and feel

play14:32

more real than any textbook or any news story.

play14:36

The people who create these games are smart.

play14:38

They know what makes me scared, excited, panicked, proud or sad.

play14:42

Then they use these emotions to dimensionalize the worlds they create.

play14:46

A well-designed video game will seamlessly

play14:48

weave the user into the fabric of the virtual experience.

play14:51

As one becomes more experienced

play14:53

the awareness of physical control melts away.

play14:56

I know what I want and I do it.

play14:58

No buttons to push, no triggers to pull, just me and the game.

play15:03

My fate and the fate of the world around me lie inside my hands.

play15:11

I know violent video games make my mother worry.

play15:14

What troubles me is not that video game violence

play15:16

is becoming more and more like real life violence,

play15:19

but that real life violence is starting to look more and more

play15:22

like a video game.

play15:24

(Music)

play15:31

These are all troubles outside of myself.

play15:34

I, however, have a problem very close to home.

play15:36

Something has happened to my brain.

play15:39

(Music)

play15:50

Perhaps there is a single part of our brain that holds

play15:52

all of our gut instincts, the things we know to do

play15:54

before we even think.

play15:56

While some of these instincts may be innate, most are learned,

play15:59

and all of them are hardwired into our brains.

play16:02

These instincts are essential for survival in both real and virtual worlds.

play16:12

Only in recent years has the technology behind video games

play16:14

allowed for a true overlap in stimuli.

play16:18

As gamers we are now living by the same laws of physics

play16:21

in the same cities and doing many of the same things

play16:23

we once did in real life, only virtually.

play16:27

Consider this --

play16:29

my real life car has about 25,000 miles on it.

play16:32

In all my driving games, I've driven a total of 31,459 miles.

play16:37

To some degree I've learned how to drive from the game.

play16:40

The sensory cues are very similar.

play16:42

It's a funny feeling when you have spent more time

play16:44

doing something on the TV than you have in real life.

play16:48

When I am driving down a road at sunset all I can think is,

play16:51

this is almost as beautiful as my games are.

play16:54

For my virtual worlds are perfect.

play16:56

More beautiful and rich than the real world around us.

play16:59

I'm not sure what the implications of my experience are,

play17:02

but the potential for using realistic video game stimuli in repetition

play17:06

on a vast number of loyal participants is frightening to me.

play17:10

Today I believe Big Brother would find much more success

play17:13

brainwashing the masses with video games

play17:15

rather than just simply TVs.

play17:18

Video games are fun, engaging, and leave your brain

play17:21

completely vulnerable to re-programming.

play17:25

But maybe brainwashing isn't always bad.

play17:28

Imagine a game that teaches us to respect each other,

play17:30

or helps us to understand the problems we're all facing

play17:33

in the real world.

play17:34

There is a potential to do good as well.

play17:38

It is critical, as these virtual worlds continue to mirror

play17:40

the real world we live in, that game developers realize

play17:43

that they have tremendous responsibilities before them.

play17:46

I'm not sure what the future of video games holds

play17:49

for our civilization.

play17:50

But as virtual and real world experiences increasingly overlap

play17:54

there is a greater and greater potential for other people

play17:56

to feel the same way I do.

play18:00

What I have only recently come to realize

play18:02

is that beyond the graphics, sound, game play and emotion

play18:06

it is the power to break down reality that is so fascinating

play18:09

and addictive to me.

play18:11

I know that I am losing my grip.

play18:13

Part of me is just waiting to let go.

play18:20

I know though, that no matter how amazing video games may become,

play18:23

or how flat the real world may seem to us,

play18:26

that we must stay aware of what our games are teaching us

play18:29

and how they leave us feeling when we finally do unplug.

play18:37

(Applause)

play18:38

DP: Wow.

play18:39

(Applause)

play18:46

I found that video very, very thought provoking,

play18:49

and that's why I wanted to bring it here for you guys to see.

play18:51

And what was interesting about it is the obvious choice

play18:53

for me to talk about was graphics and audio.

play18:56

But as you heard, Michael talked about all these other elements as well.

play19:00

Video games give an awful lot of other things too,

play19:02

and that's why people get so addicted.

play19:03

The most important one being fun.

play19:05

The name of this track is "The Magic To Come."

play19:07

Who is that going to come from?

play19:08

Is it going to come from the best directors in the world

play19:10

as we thought it probably would?

play19:11

I don't think so.

play19:12

I think it's going to come from the children who are growing up now

play19:15

that aren't stuck with all of the stuff that we remember from the past.

play19:20

They're going to do it their way, using the tools that we've created.

play19:22

The same with students or highly creative people,

play19:25

writers and people like that.

play19:28

As far as colleges go, there's about 350 colleges around the world

play19:30

teaching video game courses.

play19:33

That means there's literally thousands of new ideas.

play19:36

Some of the ideas are really dreadful and some of them are great.

play19:39

There's nothing worse than having to listen to someone

play19:41

try and pitch you a really bad video game idea.

play19:43

(Laughter)

play19:49

Chris Anderson: You're off, you're off. That's it.

play19:51

He's out of time.

play19:54

DP: I've just got a little tiny bit more if you'll indulge me.

play19:56

CA: Go ahead. I'm going to stay right here though.

play19:58

(Laughter)

play19:59

DP: This is just a cool shot, because this is students coming to school after class.

play20:02

The school is closed; they're coming back at midnight

play20:05

because they want to pitch their video game ideas.

play20:07

I'm sitting at the front of the class,

play20:08

and they're actually pitching their ideas.

play20:10

So it's hard to get students to come back to class,

play20:12

but it is possible.

play20:13

This is my daughter, her name's Emma, she's 17 months old.

play20:16

And I've been asking myself, what is Emma going to experience

play20:19

in the video game world?

play20:21

And as I've shown here, we have the audience.

play20:24

She's never going to know a world where you can't press a button

play20:27

and have millions of people ready to play.

play20:29

You know, we have the technology.

play20:31

She's never going to know a world where the graphics just aren't

play20:33

stunning and really immersive.

play20:35

And as the student video showed, we can impact and move.

play20:38

She's never going to know a world where video games

play20:40

aren't incredibly emotional and will probably make her cry.

play20:43

I just hope she likes video games.

play20:45

(Laughter)

play20:46

So, my closing thought.

play20:47

Games on the surface seem simple entertainment,

play20:49

but for those that like to look a little deeper,

play20:51

the new paradigm of video games could open entirely new frontiers

play20:54

to creative minds that like to think big.

play20:57

Where better to challenge those minds than here at TED?

play20:59

Thank you.

play21:00

Chris Anderson: David Perry. That was awesome.

Rate This

5.0 / 5 (0 votes)

Ähnliche Tags
Video GamesCultural ImpactGaming IndustryEvolution of GamesGaming StatisticsInteractive EntertainmentVirtual RealityGame DevelopmentGaming AddictionCreative Minds
Benötigen Sie eine Zusammenfassung auf Englisch?