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We've been playing games since humanity had civilization - there is something primal about our desire and our ability to play games. It's so deep-seated that it can bypass latter-day cultural norms and biases.
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The idea of the 'lone gamer' is really not true anymore. Up to 65 percent of gaming now is social, played either online or in the same room with people we know in real life.
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'SuperBetter' is fundamentally about a mind shift. It's about claiming your power to be in charge of how you spend your time and energy, and focusing it on the things that matter the most to you. Focusing on things that will bring real happiness, real well-being.
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There is no problem that doesn't have some underlying need for more optimism, stamina, resilience and collaboration. And games are, I believe, the best platform we have for providing that.
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In entertainment, we have a comfort level with crisis.
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Games are work. There are economies popping up in games now because people value them.
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I don't want a gamer to feel like they have to commit their whole life to changing the world.
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'Superbetter' looks more like a social media platform or a social network than a typical video game. You know, there aren't any 3-d spaces to explore. You don't have this avatar that you're building up. It's more about thinking like a gamer.
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Evidence shows that having even weak social connections in a stressful situation is really good for your health and your ability to handle that situation.
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Positive health means becoming whole-heartedly engaged with our own health care. It means not outsourcing our health to the health care system. It means getting rid of the fear and paralysis we too often feel, and instead cultivating a sense of agency.
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In the future, I think it's pretty plausible that collective intelligence tools and skills will be important in order to be a part of global dialog, global business, and global creativity. People who know how to negotiate collective intelligence networks are going to be in a good position to contribute to global society.
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When parents or gamers ask me, 'What's the best game to play?' I say that playing face-to-face is more beneficial than playing online.
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There's no reason why the 'Lost' alternate reality game had to be officially made by the 'Lost' production crew.
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We are moving towards a new form of collective intelligence.
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Urgent optimism is the desire to act immediately to tackle an obstacle, combined with the belief that we have a reasonable hope of success.
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We can boost our immune systems by strengthening our social networks and decreasing stress.
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Every game designer should make one explicitly world-changing game. Lawyers do pro bono work, why can't we?
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I remember the first year at the Game Developers Conference I wore these big red giant knee-high boots. Nobody cared. You can wear anything you love, because that's what you do in games. You make yourself who you want to be.
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A dramatic decrease in oil availability is not at all far-fetched.
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It seems like what happens when we play games is that we go into a psychological state called eustress, or positive stress. It's basically the same as negative stress in the sense that we get our adrenaline up, you know, our breathing rate quickens, our pulse quickens.
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If you make it a game, gamers will play it no matter what your motivation is in making it.
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The single biggest misconception about games is that they're an escapist waste of time.
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I'm not a fan of simulations. Where, 'Oh, we'll go play a simulation of world peace and figure out how to make peace' and then somehow magically that will get translated into the real world. No, that's not the kind of games that I make.
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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 as it takes. To get up after failure and try again.