British - Author | 1980 -
I spoke at TED Global 2010 about the ways that video games engage the brain, and in particular, the idea of reward structures: how a challenge or task can be broken down and presented to make it as engaging as possible.
Tom Chatfield
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The really interesting stuff about virtuality is what you can measure with it. Because what you can measure in virtuality is everything. Every single thing that every single person who's ever played in a game has ever done can be measured.
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As commentators like the American psychologist Gary Marcus have noted, it's extremely difficult to teach a computer to recognise cats. And that's not for want of trying.
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Mass literacy is a phenomenon of the past few centuries, and one that has reached the majority of the world's adult population only within the past 75 years.
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The earliest known writing probably emerged in southern Mesopotamia around 5,000 years ago, but for most of recorded history, reading and writing remained among the most elite human activities: the province of monarchs, priests and nobles who reserved for themselves the privilege of lasting words.
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As a medium, electronic screens possess infinite capacities and instant interconnections, turning words into a new kind of active agent in the world.
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Vast volumes of mixed media surround us, from music to games and videos. Yet almost all of our online actions still begin and end with writing: text messages, status updates, typed search queries, comments and responses, screens packed with verbal exchanges and, underpinning it all, countless billions of words.
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We are all amateur attention economists, hoarding and bartering our moments - or watching them slip away down the cracks of a thousand YouTube clips.
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For all the sophistication of a world in which most of our waking hours are spent consuming or interacting with media, we have scarcely advanced in our understanding of what attention means.
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Time, presence and physical attentiveness are our most basic proxies for something ultimately unprovable: that we are understood.
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Even when they're not causing injury, human-controlled cars are often driven inefficiently, ineptly, antisocially, or in other ways additive to the sum of human misery.
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For the moment, machines able to 'think' in anything approaching a human sense remain science-fiction. How we should prepare for their potential emergence, however, is a deeply unsettling question - not least because intelligent machines seem considerably more achievable than any consensus around their programming or consequences.
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