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TomChatfield_2010G-_游戏奖励大脑的7种方式_

I love video games. 我爱电子游戏
I'm also slightly in awe of them. 也对它抱有些许敬畏
slightly:adv.些微地,轻微地;纤细地; awe:vt.使敬畏;使畏怯;n.敬畏;
I'm in awe of their power in terms of imagination , in terms of technology , in terms of concept. 我敬畏它们 想象力,技术 概念方面的力量
imagination:n.想象;想象力;创造力;想象的事物; technology:n.技术;工艺;术语;
But I think, above all, 但是最重要的是
I'm in awe at their power to motivate , to compel us, to transfix us, like really nothing else we've ever invented has quite done before. 我所敬畏它们能够 激励着,迫使着我们 让我们目瞪口呆, 这是人类其它发明 所不能企及的。
motivate:v.激励;激发;成为…的动机;是…的原因; compel:v.强迫;迫使;使必须;引起(反应); transfix:vt.钉住;刺穿;使呆住;
And I think that we can learn some pretty amazing things by looking at how we do this. 我们从观察玩电子游戏 中学到一些非常了不起的东西
And in particular , I think we can learn things about learning. 特别是,我想我们能学习关于 学习的本质
in particular:尤其,特别;
Now the video games industry is far and away the fastest growing of all modern media . 现在电子游戏产业 超速发展,远远领先于 所有现代媒体
far and away:无疑地;显然地; media:n.媒体;媒质(medium的复数);血管中层;浊塞音;中脉;
From about 10 billion in 1990, it's worth 50 billion dollars globally today, and it shows no sign of slowing down. 从1990年代的大约100亿美元 到今天在全球范围内值500亿美元 它没有显示出放缓的迹象
In four years' time, it's estimated it'll be worth over 80 billion dollars. 在未来的四年里 据估计它的价值会超过800亿美元
estimated:adj.估计的;预计的;估算的;
That's about three times the recorded music industry. 这大约是唱片行业的三倍
This is pretty stunning , but I don't think it's the most telling statistic of all. 真的很惊人 但我不认为这就是所有统计数据中最据说服力的
stunning:adj.惊人的; v.使昏迷; (stun的现在分词) statistic:n.统计学;统计数字;统计资料;(一项)统计数据;adj.统计(上)的;
The thing that really amazes me is that, today, people spend about eight billion real dollars a year buying virtual items that only exist inside video games. 最使我惊讶的 就是,今天 人们每年花费 大约80亿美元现金 用于购买仅存于 电子游戏里的 虚拟iTunes服务
virtual:adj.[计]虚拟的;实质上的,事实上的(但未在名义上或正式获承认); items:n.项目;一件商品(或物品);一则,一条(新闻)(item的复数)
This is a screenshot from the virtual game world, Entropia Universe. 这是一个虚拟游戏世界的截图,来自《安特罗皮亚世界》
screenshot:n.屏幕截图(截图软件名称);
Earlier this year, a virtual asteroid in it sold for 330,000 real dollars. 今年的早些时候 在里面一个虚拟的小行星 卖到了33万美元现金
asteroid:n.[天]小行星;[无脊椎]海盘车;小游星;adj.星状的;
And this is a Titan class ship in the space game, EVE Online. 这是 是一艘泰坦級的宇宙飛船 来自太空游戏《星战前夜Online》
Titan:n.巨人;提坦;太阳神; EVE:n.前夕;夜晚;
And this virtual object takes 200 real people about 56 days of real time to build, plus countless thousands of hours of effort before that. 这个虚拟的物体 需要200个真人 大约56个天建成 还加上此前无数成千小时 的前期工作
real time:adj.实时的;接到指示立即执行的; countless:adj.无数的;数不尽的;
And yet, many of these get built. 類似這樣被造出的還有很多
At the other end of the scale , the game Farmville that you may well have heard of, has 70 million players around the world and most of these players are playing it almost every day. 而另一方面 游戏《虚拟农场》,你也许早有耳闻 在全世界范围内 拥有700亿玩家 玩家中的绝大多数 几乎每天都在玩
scale:n.规模;比例;鳞;刻度;天平;数值范围;v.衡量;攀登;剥落;生水垢;
This may all sound really quite alarming to some people, an index of something worrying or wrong in society. 这也许听起来 对一些人来说,这是一个很令人警惕的 令人担忧的 社会问题的象征
index:n.指标;指数;索引;指针;v.做索引;指出;编入索引中;
But we're here for the good news, and the good news is that I think we can explore why this very real human effort, this very intense generation of value, is occurring . 但我们在这里讨论一些好消息 好消息就是 我们可以去探索 为什么这种真实的人类劳动 这么巨大的价值的创造会得以出现
explore:v.探索:探测:探险: intense:adj.强烈的;紧张的;非常的;热情的; occurring:n.事件;事故;事变;
And by answering that question, 借回答这个问题
I think we can take something extremely powerful away. 我觉得我们可以从中得到 极其强大的信息。
extremely:adv.非常,极其;极端地;
And I think the most interesting way to think about how all this is going on is in terms of rewards . 我想最有趣的方式 思考这些问题的角度 就是奖赏。
rewards:n.[劳经]奖励; v.[劳经]奖赏;
And specifically , it's in terms of the very intense emotional rewards that playing games offers to people both individually and collectively . 更具体来说, 就是非常密集的情感奖赏, 通过玩游戏提供给人们, 既是个人的, 也有集体的。
specifically:adv.特别地;明确地; emotional:adj.情绪的;易激动的;感动人的; individually:adv.个别地,单独地; collectively:adv.共同地,全体地;
Now if we look at what's going on in someone's head when they are being engaged , two quite different processes are occurring. 如果我们观察一下某人的大脑, 当他们忙碌时是怎样运作的, 两个相当不同的进程同时发生着。
engaged:adj.已订婚的; v.吸引住; (engage的过去分词和过去式) processes:n.过程; v.处理(process的第三人称单数形式);
On the one hand , there's the wanting processes. 在一方面,有一个期望过程
On the one hand:一方面;
This is a bit like ambition and drive -- I'm going to do that. I'm going to work hard. 有点像野心和驱动力--我要去做那件事,我要努力
ambition:n.追求的目标;野心;志向;抱负;
On the other hand , there's the liking processes, fun and affection and delight and an enormous flying beast with an orc on the back. 在另一方面,有趣味的过程 乐趣,感情 和愉悦-- 一个庞大的飞行动物背上骑着兽人
On the other hand:另一方面; delight:n.高兴;vi.高兴;vt.使高兴; enormous:adj.庞大的,巨大的;凶暴的,极恶的;
It's a really great image. It's pretty cool. 真是一个绝佳的图像,真的太酷了
It's from the game World of Warcraft with more than 10 million players globally, one of whom is me, another of whom is my wife. 它来自游戏《魔兽世界》,在全球拥有超过100万玩家 其中有一个就是我,还有一个是我妻子
Warcraft:n.军舰;战略;军用飞机;
And this kind of a world, this vast flying beast you can ride around, shows why games are so very good at doing both the wanting and the liking. 这是一种世界 有大量的飞行动物你可以骑着到处跑 而这正显示出为什么游戏是多么善于 让人同时做要做和喜欢做的事。
Because it's very powerful. It's pretty awesome . 因为它功能强大,它棒极了
awesome:adj.令人敬畏的;使人畏惧的;可怕的;极好的;
It gives you great powers. 它给予你强大的力量
Your ambition is satisfied , but it's very beautiful. 你的野心被满足,同时它也是美好的
satisfied:adj.满意的:满足的:v.使满意:使满足;(satisfy的过去分词和过去式)
It's a very great pleasure to fly around. 能够飞来飞去多妙啊
And so these combine to form a very intense emotional engagement . 所以所有这些东西结合起来构造了 一个非常强烈的情感活动
engagement:n.婚约;约会;交战;诺言;n.参与度;
But this isn't the really interesting stuff . 但这并非真正有趣的东西
stuff:n.东西:物品:基本特征:v.填满:装满:标本:
The really interesting stuff about virtuality is what you can measure with it. 真正有趣的东西是它的虚拟性 是用它你能度量一些东西
Because what you can measure in virtuality is everything. 因为在虚拟世界你可以度量 任何东西
Every single thing that every single person who's ever played in a game has ever done can be measured . 在游戏里玩过的每个人 做的每件事情,都可以被测量
measured:adj.缓慢谨慎的; v.测量; (measure的过去分词和过去式)
The biggest games in the world today are measuring more than one billion points of data about their players, about what everybody does -- far more detail than you'd ever get from any website. 目前全世界最大的游戏 所测量的数据超过数十亿份 关于它的玩家,关于每个人的行动 远远超过你从任何一个网站上所获得的细节
And this allows something very special to happen in games. 这就使一些特殊的东西 在游戏中发生
It's something called the reward schedule . 这些东西名为奖励量表
schedule:工作计划,日程安排
And by this, I mean looking at what millions upon millions of people have done and carefully calibrating the rate, the nature, the type, the intensity of rewards in games to keep them engaged over staggering amounts of time and effort. 说到这,我的意思是 看着亿万人做了什么 然后仔细校准在游戏中的 频率,性质,类型和奖励力度 以保持他们参与 以这惊人数量的时间和努力
calibrating:v.标定;校正(calibrate的ing形式);校检读定; intensity:n.强度;强烈;[电子]亮度;紧张; staggering:adj.惊人的; v.蹒跚; (stagger的现在分词)
Now, to try and explain this in sort of real terms, 现在,为了尝试做些 实例性解释
I want to talk about a kind of task that might fall to you in so many games. 我想谈谈在很多游戏里 一种任务极可能降临到你身上
Go and get a certain amount of a certain little game-y item. 去寻找一定数量的某些游戏小玩意
Let's say, for the sake of argument, my mission is to get 15 pies and I can get 15 pies by killing these cute, little monsters. 比方说,为了便于讨论 我的任务是去找15个馅饼 我可以得到15个馅饼 就靠去杀掉这些可爱的小怪物
for the sake of:为了;为了…的利益; mission:n.使命,任务;代表团;布道;v.派遣;向…传教;
Simple game quest . 很简单的游戏要求
quest:n.追求;寻找;vi.追求;寻找;vt.探索;
Now you can think about this, if you like, as a problem about boxes. 现在你可以把这个当做,如果你愿意 一个关于箱子的问题
I've got to keep opening boxes. 我要一直打开箱子
I don't know what's inside them until I open them. 在打开它们之前我并不知道里面有什么
And I go around opening box after box until I've got 15 pies. 所以我四处走,打开一个又一个箱子,直到我得到15个饼
Now, if you take a game like Warcraft, you can think about it, if you like, as a great box-opening effort. 现在,如果你玩像魔兽这类游戏 你可以把它当做,如果你愿意的话 一个庞大的开箱子工程
The game's just trying to get people to open about a million boxes, getting better and better stuff in them. 游戏只是尽可能地让人们打开成千上万的箱子 从中获得越来越好的装备
This sounds immensely boring but games are able to make this process incredibly compelling . 这听起来非常无聊 但游戏却有能力 将这一过程变得 异常地有吸引力
immensely:adv.极大地;无限地;广大地;庞大地; boring:adj.无聊的;令人厌烦的;n.钻孔;v.使厌烦;钻孔;(bore的现在分词) incredibly:adv.难以置信地;非常地; compelling:adj.引人入胜的; v.强迫; (compel的现在分词)
And the way they do this is through a combination of probability and data. 而他们做到这些的方法就是 通过结合概率和数理统计
combination:n.结合;组合;联合;[化学]化合; probability:n.可能性;机率;[数]或然率;
Let's think about probability. 让我们先想想概率吧
If we want to engage someone in the process of opening boxes to try and find pies, we want to make sure it's neither too easy, nor too difficult, to find a pie. 如果我想让某人参与进 这个为了寻找馅饼去开箱子的过程中 我想要保证这一过程既不太简单 也不会太难
in the process of:在…的过程中;
So what do you do? Well, you look at a million people -- no, 100 million people, 100 million box openers -- and you work out, if you make the pie rate about 25 percent -- that's neither too frustrating , nor too easy. 所以你会怎么做?好的,你看着一百万人 不,一亿人,一亿个开箱者 然后你计算,如果你使得到馅饼的几率成 大约25%-- 那就既不太让人丧气,又不会太简单
frustrating:adj.令人沮丧的;v.使沮丧;(frustrate的现在分词)
It keeps people engaged. 它能使人持续参与
But of course, that's not all you do -- there's 15 pies. 当然,这还不是全部, 这只是 15 个馅饼。
Now, I could make a game called Piecraft, where all you had to do was get a million pies or a thousand pies. 现在,我可以做一个游戏名为《馅饼争霸》 在里面你要做的所有事就是得到一百万个馅饼 或者一千个馅饼
That would be very boring. 那会变得很无趣
Fifteen is a pretty optimal number. 15是个最佳的数字
optimal:adj.最佳的;最理想的;
You find that -- you know, between five and 20 is about the right number for keeping people going. 你得到--你知道,在5和20之间 这是维持人们进行的恰当的数字
But we don't just have pies in the boxes. 但我们在箱子里找到的不只是馅饼。
There's 100 percent up here. 这点我敢百分百肯定。
And what we do is make sure that every time a box is opened, there's something in it, some little reward that keeps people progressing and engaged. 我们要做的就是保证每次一个箱子被打开 都有一些东西在里面,一些小奖励 它能促使人们前进并参与活动
In most adventure games, it's a little bit in-game currency , a little bit experience. 在大多数冒险游戏中 会是一些游戏币,一些经验值
adventure:n.冒险;奇遇;经历;冒险游戏;v.探险;以…冒险;大胆进行;闯; currency:n.货币;通货;
But we don't just do that either. 但我们也并不只做这些
We also say there's going to be loads of other items of varying qualities and levels of excitement . 我们还说将会加载其他物品 它们具备各种属性和等级
varying:adj.不同的;变化的;v.变化,改变(vary的现在分词); excitement:n.兴奋;刺激;令人兴奋的事物;
There's going to be a 10 percent chance you get a pretty good item. 你得到一个非常好的东西的几率是百分之十
There's going to be a 0.1 percent chance you get an absolutely awesome item. 将会有千分之一的几率 你能得到一个绝对超棒的物品
absolutely:adv.绝对地;完全地;
And each of these rewards is carefully calibrated to the item. 每一个奖励都被仔细和物品校准
calibrated:v.标定,校准(刻度,以使测量准确);(calibrate的过去式和过去分词)
And also, we say, "Well, how many monsters? Should I have the entire world full of a billion monsters?" 并且,我们假设 “好的,需要多少怪物?我要用十亿个怪物把整个世界装满吗?”
No, we want one or two monsters on the screen at any one time. 不,我们每次在屏幕场景中放一或两个怪物
So I'm drawn on. It's not too easy, not too difficult. 所以我描述了,这既不很简单,也不很难
So all this is very powerful. 所以这一切都非常有力
But we're in virtuality. These aren't real boxes. 但我们在虚拟世界里,那些不是真的箱子
So we can do some rather amazing things. 所以我们可以做 一些更加令人惊奇的事
We notice, looking at all these people opening boxes, that when people get to about 13 out of 15 pies, their perception shifts , they start to get a bit bored , a bit testy . 我们发现,看着所有这些人打开箱子 当人们得到大约13到15个馅饼的时候 他们的感觉变化了,他们开始觉得有点无趣,有点急躁
perception:n.感知;知觉;看法;洞察力; shifts:n.转移; v.转移; (shift的第三人称单数) bored:adj.无聊的;厌倦的;烦闷的;v.使厌烦;钻,凿,挖;(bore的过去分词和过去式) testy:adj.易怒的;暴躁的;
They're not rational about probability. 他们对待概率并不理性
rational:n.理性;人类;合理的事物;[数]有理数;adj.合理的;理性的;明智的;理智的;
They think this game is unfair. 他们觉得这个游戏不公平
It's not giving me my last two pies. I'm going to give up. 它仍没有给我最后两个馅饼,我要放弃了
If they're real boxes, there's not much we can do, but in a game we can just say, "Right, well. 如果这些箱子都是真的的,我们就无能为力 但是在游戏中我们可以就这样说,“是的,好吧”
When you get to 13 pies, you've got 75 percent chance of getting a pie now." 当你得到13个馅饼的时候,你得到馅饼的机率会成为75%
Keep you engaged. Look at what people do -- adjust the world to match their expectation . 让你继续前进,观察人们如何玩游戏— — 调整世界以符合他们的期望
adjust:v.调整;调节;适应;习惯; expectation:n.预料;预期;期待;希望;指望;
Our games don't always do this. 我们的游戏并不一直做这些事情
And one thing they certainly do at the moment is if you got a 0.1 percent awesome item, they make very sure another one doesn't appear for a certain length of time to keep the value, to keep it special. 但眼下有一件事情是他们必定做的 就是,如果你得到了千分之一几率的超棒物品 它们绝对保证在一段时间里不会出现另一个 以保持它的价值,保证它的独特性
And the point is really that we evolved to be satisfied by the world in particular ways. 关键在于 我们进化去适应世界的需要 以一种特殊的方式
evolved:v.(使)逐渐形成;进化;进化形成;(evolve的过去分词和过去式)
Over tens and hundreds of thousands of years, we evolved to find certain things stimulating , and as very intelligent , civilized beings, we're enormously stimulated by problem solving and learning. 历经了几千几万年 我们进化去找一些刺激的事 作为高等智能,社会化的人 我们受到解决问题和学习过程极大地激发
stimulating:adj.激励人的; v.促进; (stimulate的现在分词) intelligent:adj.有才智的;悟性强的;聪明的;有智力的 civilized:adj.文明的; v.教化; (civilize的过去式和过去分词) enormously:adv.巨大地,庞大地;非常地,在极大程度上; stimulated:adj.受激的;v.刺激(stimulate的过去式和过去分词);
But now, we can reverse engineer that and build worlds that expressly tick our evolutionary boxes. 但现在,我们可以逆反这一过程 并建造世界 明确地对我们的进化发展进行评估
reverse:n.反面; v.颠倒; adj.相反的; expressly:adv.清楚地,明显地;特别地,专门地; evolutionary:adj.进化的;发展的;渐进的;
So what does all this mean in practice ? 所有这些对现实有什么意义?
in practice:在实践中;实际上,事实上;
Well, I've come up with seven things that, I think, show how you can take these lessons from games and use them outside of games. 好的,我将提出 7件事 我觉得能体现 从游戏中你怎样学到这些经验 然后把它们运用到游戏之外
come up with:提出;想出;赶上;
The first one is very simple: experience bars measuring progress -- something that's been talked about brilliantly by people like Jesse Schell earlier this year. 首先看一个简单的: 用经验值条量度进程— — 它曾经被人精彩地讨论过 比如杰西谢尔,在今年的早些时候
brilliantly:adv.灿烂地;辉煌地;光亮地;
It's already been done at the University of Indiana in the States, among other places. 它已经被美国印第安纳大学做到了,也在其他的地方
It's the simple idea that instead of grading people incrementally in little bits and pieces , you give them one profile character avatar which is constantly progressing in tiny, tiny, tiny little increments which they feel are their own. 这个朴素的理念是,取代用零碎的方式 将人们逐步分级 你给他们一个人物轮廓 一个可以不断进步的 以非常,非常小的增量,一种他们感觉是自己的东西
incrementally:adv.递增地;增值地; bits and pieces:零星小玩意;零碎;零碎东西;星星点点; profile:n.轮廓;简介;形象;外形;v.扼要介绍;概述;写简介; avatar:n.电影《阿凡达》; constantly:adv.不断地;时常地; increments:n.[数]增量(incremment的复数);增加数;
And everything comes towards that, and they watch it creeping up, and they own that as it goes along. 然后所有事都向其发展 他们看着其攀升,然后他们的自我也随之提升
creeping:adj.爬行的; n.爬行; v.爬行; (creep的现在分词);
Second, multiple long and short-term aims -- 5,000 pies, boring, 15 pies, interesting. 第二点,长期与短期目标 5000个馅饼,无趣 15个,有趣
multiple:adj.数量多的;多种多样的;n.倍数; short-term:adj.短期的;
So, you give people lots and lots of different tasks. 所以你给人们 很多很多不同的任务
You say, it's about doing 10 of these questions, but another task is turning up to 20 classes on time, but another task is collaborating with other people, another task is showing you're working five times, another task is hitting this particular target. 你说,这个是 解决其中的10个问题 但另一个任务 是在规定时间里上升20个等级 另一个任务是和其他人一起合作的 另一个任务要求你工作量提高五倍 还有一个任务是达到某个特定目标
collaborating:v.合作;协作;通敌;勾结敌人;(collaborate的现在分词)
You break things down into these calibrated slices that people can choose and do in parallel to keep them engaged and that you can use to point them towards individually beneficial activities. 你把事情分成这些可计量的小部分 人们可以选择然后同时进行 以让他们持续参与 并将它们和 个人的获利行为挂钩。
slices:n.切片,切割(slice的复数形式);v.切成薄片(slice的三单形式); parallel:adj.平行的; v.与…相似; n.极其相似的人(或情况、事件等); beneficial:adj.有益的,有利的;可享利益的;
Third, you reward effort. 第三,奖励成就
It's your 100 percent factor . Games are brilliant at this. 这是你百分之百的要素,游戏在此很明确
factor:n.因素;要素;[物]因数;代理人;v.做代理商;v.把…作为因素计入;
Every time you do something, you get credit; you get a credit for trying. 每次你做一些事,你得到功劳,你因尽力而为获得认可
You don't punish failure. You reward every little bit of effort -- a little bit of gold, a little bit of credit. You've done 20 questions -- tick. 你不惩罚失败,你奖励每一个小小的努力 你的一点金子,你的一点功劳--你解决了20个问题--打上勾
It all feeds in as minute reinforcement . 这些都是通过小小的鼓励实现的。
reinforcement:n.加固;增援;援军;加强;
Fourth, feedback . 第四,反馈
feedback:n.反馈;反馈意见;回授;[电子]反馈;
This is absolutely crucial , and virtuality is dazzling at delivering this. 这绝对关键 虚拟世界以眼花缭乱的方式传递这一信息
crucial:adj.重要的;决定性的;定局的;决断的; dazzling:adj.耀眼的; v.(强光等)使目眩; (dazzle的现在分词)
If you look at some of the most intractable problems in the world today that we've been hearing amazing things about, it's very, very hard for people to learn if they cannot link consequences to actions. 如果你看看今天世界上一些最棘手的问题 我们所听到的一些惊人的事情 非常,非常难为人们所领会 如果他们不能把结果与行为连接起来
intractable:adj.棘手的;难治的;倔强的;不听话的; consequences:n.后果,结果;影响(consequence的复数);
Pollution, global warming , these things -- the consequences are distant in time and space. 污染,全球变暖,这些事情 结果的产生在时间和空间上都是久远的
global warming:n.全球(气候)变暖;地球大气层变暖; distant:adj.遥远的;远处的;久远的;
It's very hard to learn, to feel a lesson. 这非常难以学习或者体会经验
But if you can model things for people, if you can give things to people that they can manipulate and play with and where the feedback comes, then they can learn a lesson, they can see, they can move on, they can understand. 但是如果你能模拟东西给人们看 如果你给予人们一些东西,他们可以操作 可以演示,可以收集反馈 人们就可以学到经验,他们能看 他们能行动,他们能明白
manipulate:vt.操纵;操作;巧妙地处理;篡改;
And fifth, the element of uncertainty . 第五点 不确定性因素
element:n.元素;要素;原理;成分;自然环境; uncertainty:n.不确定,不可靠;
Now this is the neurological goldmine , if you like, because a known reward excites people, but what really gets them going is the uncertain reward, the reward pitched at the right level of uncertainty, that they didn't quite know whether they were going to get it or not. 现在这是个神经学金矿 如果你愿意的话 因为一个已知的奖励 会激发人们 但是真正能让他们前进下去的 是未知的奖励 带着适当不确定性的奖励 也就是人们不知道是否能得到的奖励
neurological:adj.神经病学的,神经学上的; goldmine:n.金矿;大财源;宝库; pitched:adj.倾斜的;v.用力扔;投;抛;投球;当投手;触地;(pitch的过去分词和过去式)
The 25 percent. This lights the brain up. 比如25%的获奖机率,会使大脑兴奋
And if you think about using this in testing, in just introducing control elements of randomness in all forms of testing and training, you can transform the levels of people's engagement by tapping into this very powerful evolutionary mechanism . 如果你想把它 运用到测验中 引入控制随机变量 到任何形式的检测和训练里 你能够改变人们的投入程度 通过引进这种非常有力的 进化机制
elements:n.要素;基本部分;少量;一群;(element的复数) randomness:n.随意;无安排;不可测性; transform:v.使改变;使改观;使转换;n.[数]变换式;[化]反式; mechanism:n.机制;原理,途径;进程;机械装置;技巧;
When we don't quite predict something perfectly, we get really excited about it. 当我们不能完全预测某事时 我们为之十分兴奋
predict:v.预报;预言;预告;
We just want to go back and find out more. 我们就想追溯出更多东西
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。
neurotransmitter:n.[生理]神经递质;[生理]神经传递素; associated:adj.有关联的; v.联想; (associate的过去分词和过去式) dopamine:n.[生化]多巴胺(一种治脑神经病的药物);
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 in places like the University of Bristol in the U.K., where we are beginning to be able to model mathematically dopamine levels in the brain. 有些非常激动人心的事要开始发生在 像英国布里斯托尔大学这样的地方 那里我们开始能用数学模型 模拟大脑中多巴胺的水平
mathematically:adv.算术地,数学上地;
And what this means is we can predict learning, we can predict enhanced engagement, these windows, these windows of time, in which the learning is taking place at an enhanced level. 这意味着我们能够预测学习过程 我们能预测加强型活动 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
enhanced:adj.加强的;增大的;v.提高;加强(enhance的过去分词);
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
nugget:n.天然金块,矿块;珍闻,珍品;
And the second thing is confidence , that we can see how game-playing and reward structures make people braver, make them more willing to take risks, more willing to take on difficulty, harder to discourage . 第二样东西是自信 我们能看见游戏的运行和奖励结构 如何使人更勇敢,让他们更愿意去冒险 更愿意承担困难 更难被打击
confidence:n.信心;信任;秘密;adj.(美)诈骗的;骗得信任的; game-playing:博弈; structures:n.结构; v.建造(structure的第三人称单数形式); discourage:v.阻止;劝阻;阻拦;使灰心;
This can all seem very sinister . 这些都看来好像很险恶
sinister:adj.阴险的;凶兆的;灾难性的;左边的;
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
addicts:有瘾的人;对...入迷的人(addict的复数);
The word " addiction " is thrown around. 沉迷这个字眼总萦绕周围
addiction:n.瘾;嗜好;入迷;
There are real concerns there. 那有些真正的忧虑
concerns:n.关注; v.使关心(concern的三单形式);
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
turn-on:n.刺激;引起性欲的人或物;
This is what really excites us. 这才是真正让我们兴奋的
In reward terms, it's not money; it's not being given cash -- that's nice -- it's doing stuff with our peers , watching us, collaborating with us. 在奖励方面,不是金钱 不是获得现金--那也不错-- 而是与我们的同伴一起共事 看着我们,与我们合作
peers:n.平辈,同事(peer的复数);v.凝视;比得上(peer的三单形式);
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》
video game:n.电子游戏;
And in this video game, there were two really big dragons , and you had to team up to kill them -- 42 people, up to 42 to kill these big dragons. 在这个游戏中 有两条巨大的龙,而你需要组建起队伍去屠戮它们-- 42人--总共42人去屠龙
dragons:n.龙;悍妇;母夜叉;(dragon的复数)
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
decent:adj.正派的;得体的;相当好的;
So players addressed this problem by spontaneously coming up with a system to motivate each other, fairly and transparently . 所以玩家为了设法解决这个问题 自发地形成了一个系统 公平地,公开地 激励彼此
addressed:v.写(收信人)姓名地址:致函:演说:演讲:向…说话; (address的过去分词和过去式) spontaneously:adv.自发地;自然地;不由自主地; fairly:adv.相当地;公平地;简直; transparently:adv.显然地,易觉察地;明亮地;
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
tracked:v.跟踪;追踪;(track的过去分词和过去式)
So they tracked their own private currency, and then players could bid afterwards for cool items they wanted -- all organized by the players themselves. 所以玩家们能搜索自己私人的货币 于是他们可以在此之后竞价 以获得他们想要的东西-- 这些所有都由玩家自己安排
organized:adj.有组织的; v.组织; (organize的过去分词和过去式)
Now the staggering system, not just that this worked in EverQuest, but that today, a decade on, every single video game in the world with this kind of task uses a version of this system -- tens of millions of people. 现在这个惊人的系统已经不只是像《无尽的任务》那样了 在今天,十年之后 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, and it's incredibly sophisticated player behavior. 这是基于玩家开发的 自我实施的,自愿的货币 这真是难以置信的复杂的 玩家行为
voluntary:adj.自愿的;志愿的;自发的;故意的;n.志愿者;自愿行动; sophisticated:adj.复杂的;老练的;见多识广的;水平高的;
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
principles:n.原则;主义;本质;政策;(principle的复数)
Let's start with business. 我将从商业开始
I mean, we're beginning to see some of the big problems around something like business are recycling and energy conservation . 我的意思是,我们开始看见一些难题 围绕在,比如商业 回收和能源保护的周围
recycling:n.(资源,垃圾的)回收利用;v.回收;再循环利用(recycle的现在分词); conservation:n.保存,保持;保护;
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
emergence:n.出现,浮现;发生;露头; technologies:n.技术;科技(technology的复数); real-time:adj.实时的;接到指示立即执行的;
And I just look at this, and I think, yes, we could take that so much further by allowing people to set targets by setting calibrated targets, by using elements of uncertainty, by using these multiple targets, 看到这些,我想,是的 我们能可以把它带到更广阔的境界 以让人们去设定目标的方式 以设置校准目标的方式 以使用不确定因素的方式 以使用这些多重目标的方式
by using a grand, underlying reward and incentive system, by setting people up to collaborate in terms of groups, in terms of streets to collaborate and compete , to use these very sophisticated group and motivational mechanics we see. 以一个浩大的,潜在的奖励和激励系统 依靠建立合作 以群体形式,路边组合形式 协作,竞争 以这些我们看到的 非常复杂的群体和激励机制
underlying:adj.根本的; v.构成…的基础; (underlie的现在分词) incentive:n.动机;刺激;adj.激励的;刺激的; collaborate:vi.合作;勾结,通敌; compete:v.竞争;对抗;参加比赛(或竞赛); motivational:adj.动机的;激发性的;有关动机的;动机说明; mechanics:n.机械师;机械修理工;技工;力学;机械学;(mechanic的复数)
In terms of education, perhaps most obviously of all, we can transform how we engage people. 这在教育方面 大概显然是最有效的 就是我们可以改变和人共事的方式
We can offer people the grand continuity of experience and personal investment . 我们可以提供人们在经历和 个人投资上浩大的连续性
continuity:n.连续性;一连串;分镜头剧本; personal:adj.个人的;身体的;亲自的;n.人事消息栏;人称代名词; investment:n.投资;投入;封锁;
We can break things down into highly calibrated small tasks. 我们可以把事情拆分 为可高度校准的小任务
highly:adv.高度地;非常;非常赞许地;
We can use calculated randomness. 我们能用数理随机性
We can reward effort consistently as everything fields together. 我们能持续奖励努力 正如所有东西传递承接在一起
consistently:adv.一贯地;一致地;坚实地;
And we can use the kind of group behaviors that we see evolving when people are at play together, these really quite unprecedentedly complex cooperative mechanisms . 并且我们能用这种群体行为 我们看到它在人们共同游戏时演变 这些极空前复杂的 合作机制
evolving:v.(使)逐渐形成,逐渐演变;进化形成;(evolve的现在分词) complex:adj.复杂的;合成的;n.复合体;综合设施; cooperative:adj.合作的;协作的;同心协力的;协助的;n.合作企业;合作社组织; mechanisms:n.机制;[机]机构(mechanism的复数);机械;[机]机构学;
Government, well, one thing that comes to mind is the U.S. government, among others, is literally starting to pay people to lose weight. 政府,有件事在我脑海中浮现 那就是美国政府,是所有政府中 首次书面声明支付费用给人们 用于减肥
literally:adv.按字面:字面上:确实地:
So we're seeing financial reward being used to tackle the great issue of obesity . 所以我们在谈论财政激励被用于 解决肥胖症的巨大问题
financial:adj.金融的;财政的,财务的; tackle:v.处理; n.用具; issue:n.重要议题;争论的问题;v.宣布;公布;发出;发行; obesity:n.肥大,肥胖;
But again, those rewards could be calibrated so precisely if we were able to use the vast expertise of gaming systems to just jack up that appeal , to take the data, to take the observations , of millions of human hours and plow that feedback into increasing engagement. 但,那些激励 能够被如此精确地标量 如果我们能够用游戏系统中庞大的 专门技术来支持这种需要 去积累数据,执行观察分析 代替百万人工作量 和艰苦劳动来反馈 提升人的参与度
expertise:n.专门知识;专门技术;专家的意见; appeal:n.上诉;吸引力;申诉;魅力;v.上诉;呼吁;申诉;恳求; observations:n.观察,观察值;观察结果;(observation的复数形式); plow:vi.[农机]犁; vt.[农机]犁; n.[农机]犁;
And in the end, it's this word, "engagement," 最后,关键词是,参与度
that I want to leave you with. 这是我要留给大家的
It's about how individual engagement can be transformed by the psychological and the neurological lessons we can learn from watching people that are playing games. 这是关于如何用心理学和神经学的经验 来转换 个人的参与行为 我们可以从观察人的游戏中学习
transformed:v.使改变形态;使改变外观(或性质);(transform的过去分词和过去式) psychological:adj.心理的;心理学的;精神上的;
But it's also about collective engagement and about the unprecedented laboratory for observing what makes people tick and work and play and engage on a grand scale in games. 这同时也是关于集体参与 这是前所未有的实验室 我们通过游戏世界这个平台 观察什么让人行动 什么让人工作,游戏和投入
unprecedented:adj.空前的;无前例的; laboratory:n.实验室,研究室; observing:adj.观察的;注意的;观察力敏锐的;v.观察;遵守(observe的现在分词);
And if we can look at these things and learn from them and see how to turn them outwards , then I really think we have something quite revolutionary on our hands. 如果我们观察这些并从中学习 并找到将它通用到游戏之外的方法 那么我真的任务我们正在做的士一件具有革命性的事情
outwards:adv.向外地; revolutionary:adj.革命性的;革命的;彻底变革的;n.改革者;革命者;
Thank you very much. 非常感谢
(Applause) (掌声)