下載App 希平方
攻其不背
App 開放下載中
下載App 希平方
攻其不背
App 開放下載中
IE版本不足
您的瀏覽器停止支援了😢使用最新 Edge 瀏覽器或點選連結下載 Google Chrome 瀏覽器 前往下載

免費註冊
! 這組帳號已經註冊過了
Email 帳號
密碼請填入 6 位數以上密碼
已經有帳號了?
忘記密碼
! 這組帳號已經註冊過了
您的 Email
請輸入您註冊時填寫的 Email,
我們將會寄送設定新密碼的連結給您。
寄信了!請到信箱打開密碼連結信
密碼信已寄至
沒有收到信嗎?
如果您尚未收到信,請前往垃圾郵件查看,謝謝!

恭喜您註冊成功!

查看會員功能

註冊未完成

《HOPE English 希平方》服務條款關於個人資料收集與使用之規定

隱私權政策
上次更新日期:2014-12-30

希平方 為一英文學習平台,我們每天固定上傳優質且豐富的影片內容,讓您不但能以有趣的方式學習英文,還能增加內涵,豐富知識。我們非常注重您的隱私,以下說明為當您使用我們平台時,我們如何收集、使用、揭露、轉移及儲存你的資料。請您花一些時間熟讀我們的隱私權做法,我們歡迎您的任何疑問或意見,提供我們將產品、服務、內容、廣告做得更好。

本政策涵蓋的內容包括:希平方學英文 如何處理蒐集或收到的個人資料。
本隱私權保護政策只適用於: 希平方學英文 平台,不適用於非 希平方學英文 平台所有或控制的公司,也不適用於非 希平方學英文 僱用或管理之人。

個人資料的收集與使用
當您註冊 希平方學英文 平台時,我們會詢問您姓名、電子郵件、出生日期、職位、行業及個人興趣等資料。在您註冊完 希平方學英文 帳號並登入我們的服務後,我們就能辨認您的身分,讓您使用更完整的服務,或參加相關宣傳、優惠及贈獎活動。希平方學英文 也可能從商業夥伴或其他公司處取得您的個人資料,並將這些資料與 希平方學英文 所擁有的您的個人資料相結合。

我們所收集的個人資料, 將用於通知您有關 希平方學英文 最新產品公告、軟體更新,以及即將發生的事件,也可用以協助改進我們的服務。

我們也可能使用個人資料為內部用途。例如:稽核、資料分析、研究等,以改進 希平方公司 產品、服務及客戶溝通。

瀏覽資料的收集與使用
希平方學英文 自動接收並記錄您電腦和瀏覽器上的資料,包括 IP 位址、希平方學英文 cookie 中的資料、軟體和硬體屬性以及您瀏覽的網頁紀錄。

隱私權政策修訂
我們會不定時修正與變更《隱私權政策》,不會在未經您明確同意的情況下,縮減本《隱私權政策》賦予您的權利。隱私權政策變更時一律會在本頁發佈;如果屬於重大變更,我們會提供更明顯的通知 (包括某些服務會以電子郵件通知隱私權政策的變更)。我們還會將本《隱私權政策》的舊版加以封存,方便您回顧。

服務條款
歡迎您加入看 ”希平方學英文”
上次更新日期:2013-09-09

歡迎您加入看 ”希平方學英文”
感謝您使用我們的產品和服務(以下簡稱「本服務」),本服務是由 希平方學英文 所提供。
本服務條款訂立的目的,是為了保護會員以及所有使用者(以下稱會員)的權益,並構成會員與本服務提供者之間的契約,在使用者完成註冊手續前,應詳細閱讀本服務條款之全部條文,一旦您按下「註冊」按鈕,即表示您已知悉、並完全同意本服務條款的所有約定。如您是法律上之無行為能力人或限制行為能力人(如未滿二十歲之未成年人),則您在加入會員前,請將本服務條款交由您的法定代理人(如父母、輔助人或監護人)閱讀,並得到其同意,您才可註冊及使用 希平方學英文 所提供之會員服務。當您開始使用 希平方學英文 所提供之會員服務時,則表示您的法定代理人(如父母、輔助人或監護人)已經閱讀、了解並同意本服務條款。 我們可能會修改本條款或適用於本服務之任何額外條款,以(例如)反映法律之變更或本服務之變動。您應定期查閱本條款內容。這些條款如有修訂,我們會在本網頁發佈通知。變更不會回溯適用,並將於公布變更起十四天或更長時間後方始生效。不過,針對本服務新功能的變更,或基於法律理由而為之變更,將立即生效。如果您不同意本服務之修訂條款,則請停止使用該本服務。

第三人網站的連結 本服務或協力廠商可能會提供連結至其他網站或網路資源的連結。您可能會因此連結至其他業者經營的網站,但不表示希平方學英文與該等業者有任何關係。其他業者經營的網站均由各該業者自行負責,不屬希平方學英文控制及負責範圍之內。

兒童及青少年之保護 兒童及青少年上網已經成為無可避免之趨勢,使用網際網路獲取知識更可以培養子女的成熟度與競爭能力。然而網路上的確存有不適宜兒童及青少年接受的訊息,例如色情與暴力的訊息,兒童及青少年有可能因此受到心靈與肉體上的傷害。因此,為確保兒童及青少年使用網路的安全,並避免隱私權受到侵犯,家長(或監護人)應先檢閱各該網站是否有保護個人資料的「隱私權政策」,再決定是否同意提出相關的個人資料;並應持續叮嚀兒童及青少年不可洩漏自己或家人的任何資料(包括姓名、地址、電話、電子郵件信箱、照片、信用卡號等)給任何人。

為了維護 希平方學英文 網站安全,我們需要您的協助:

您承諾絕不為任何非法目的或以任何非法方式使用本服務,並承諾遵守中華民國相關法規及一切使用網際網路之國際慣例。您若係中華民國以外之使用者,並同意遵守所屬國家或地域之法令。您同意並保證不得利用本服務從事侵害他人權益或違法之行為,包括但不限於:
A. 侵害他人名譽、隱私權、營業秘密、商標權、著作權、專利權、其他智慧財產權及其他權利;
B. 違反依法律或契約所應負之保密義務;
C. 冒用他人名義使用本服務;
D. 上載、張貼、傳輸或散佈任何含有電腦病毒或任何對電腦軟、硬體產生中斷、破壞或限制功能之程式碼之資料;
E. 干擾或中斷本服務或伺服器或連結本服務之網路,或不遵守連結至本服務之相關需求、程序、政策或規則等,包括但不限於:使用任何設備、軟體或刻意規避看 希平方學英文 - 看 YouTube 學英文 之排除自動搜尋之標頭 (robot exclusion headers);

服務中斷或暫停
本公司將以合理之方式及技術,維護會員服務之正常運作,但有時仍會有無法預期的因素導致服務中斷或故障等現象,可能將造成您使用上的不便、資料喪失、錯誤、遭人篡改或其他經濟上損失等情形。建議您於使用本服務時宜自行採取防護措施。 希平方學英文 對於您因使用(或無法使用)本服務而造成的損害,除故意或重大過失外,不負任何賠償責任。

版權宣告
上次更新日期:2013-09-16

希平方學英文 內所有資料之著作權、所有權與智慧財產權,包括翻譯內容、程式與軟體均為 希平方學英文 所有,須經希平方學英文同意合法才得以使用。
希平方學英文歡迎你分享網站連結、單字、片語、佳句,使用時須標明出處,並遵守下列原則:

  • 禁止用於獲取個人或團體利益,或從事未經 希平方學英文 事前授權的商業行為
  • 禁止用於政黨或政治宣傳,或暗示有支持某位候選人
  • 禁止用於非希平方學英文認可的產品或政策建議
  • 禁止公佈或傳送任何誹謗、侮辱、具威脅性、攻擊性、不雅、猥褻、不實、色情、暴力、違反公共秩序或善良風俗或其他不法之文字、圖片或任何形式的檔案
  • 禁止侵害或毀損希平方學英文或他人名譽、隱私權、營業秘密、商標權、著作權、專利權、其他智慧財產權及其他權利、違反法律或契約所應付支保密義務
  • 嚴禁謊稱希平方學英文辦公室、職員、代理人或發言人的言論背書,或作為募款的用途

網站連結
歡迎您分享 希平方學英文 網站連結,與您的朋友一起學習英文。

抱歉傳送失敗!

不明原因問題造成傳送失敗,請儘速與我們聯繫!
希平方 x ICRT

「Jane McGonigal:電玩讓世界更美好」- Gaming Can Make a Better World

觀看次數:2472  • 

框選或點兩下字幕可以直接查字典喔!

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.

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.

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.

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."

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.

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 actually 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.

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; there's 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.

That's not something we have in real life that easily, this sense that at our fingertips are tons of collaborators. And also 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 that 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.

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.

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.

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.

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, they'll 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.

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.

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... 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

播放本句

登入使用學習功能

使用Email登入

HOPE English 播放器使用小提示

  • 功能簡介

    單句重覆、重複上一句、重複下一句:以句子為單位重覆播放,單句重覆鍵顯示綠色時為重覆播放狀態;顯示白色時為正常播放狀態。按重複上一句、重複下一句時就會自動重覆播放該句。
    收錄佳句:點擊可增減想收藏的句子。

    中、英文字幕開關:中、英文字幕按鍵為綠色為開啟,灰色為關閉。鼓勵大家搞懂每一句的內容以後,關上字幕聽聽看,會發現自己好像在聽中文說故事一樣,會很有成就感喔!
    收錄單字:框選英文單字可以收藏不會的單字。
  • 分享
    如果您有收錄很優秀的句子時,可以分享佳句給大家,一同看佳句學英文!