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And the point is really that we evolved to be satisfied by the world in particular ways.
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而關鍵就在於 我們適應了以某種特定的方式 從周圍的世界獲得滿足感。
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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.
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通過幾百萬年, 我們演化成尋找某種刺激性的事物, 並且作為非常智能和文明化的生物, 我們通過解決問題和學習知識獲得巨大的刺激。
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But now, we can reverse engineer that and build worlds that expressly tick our evolutionary boxes.
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但是現在,我們能反向設計這一行為 構造出遊戲世界 很明顯地突出我們的演化特徵。
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So what does all this mean in practice?
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那麼所有這些在實踐中有什麽意義?
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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.
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我總結出 七個要點 我認為表明了 你如何從遊戲中有所學習 并將它們應用到遊戲以外。
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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.
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第一點很簡單: 用經驗值條量度進程—— 有人已經很出色地討論過這個問題 如今年年初時的Jesse Schell 。
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It's already been done at the University of Indiana in the States, among other places.
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在美國的印第安那大學和其他一些地方已經這樣去做了。
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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.
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很簡單的道理就是,不用增量的方式給人打分, 不要去算計那些點點滴滴, 你給他們一個角色化身 這個化身會持續地發展 一點一點地,以非常微弱的量發展,他們會感同身受。
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And everything comes towards that, and they watch it creeping up, and they own that as it goes along.
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然後一切都朝向那個目標前進, 他們會看著它不斷增長,然後隨著它的發展他們對之認同。
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Second, multiple long and short-term aims -- 5,000 pies, boring, 15 pies, interesting.
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第二,多進程的長短期目標—— 五千個餡餅,太煩了, 十五個,有意思。
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So, you give people lots and lots of different tasks.
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因此你要給人們 很多很多不同的任務。
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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.
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你要說,這是 解決10個這樣的問題, 而另一個任務 是在規定時間內升20級, 但再另外一個任務是和別人合作, 再另一個任務是展示你的工作五次, 再一個任務是擊中這個特定的標靶。
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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.
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你把任務拆分成這些經過調校的小塊, 人們可以挑選,以及並行處理 以令他們保持投入 并將它們和 個人的獲利行為掛鉤。
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Third, you reward effort.
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第三,獎賞努力工作。
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It's your 100 percent factor. Games are brilliant at this.
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這是你的萬靈丹。遊戲在這點上極其擅長。
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Every time you do something, you get credit; you get a credit for trying.
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每次你做點什麽事時,你都得到分數,從嘗試中得分。
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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.
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你不會懲罰失敗;你會獎勵每一點微小的努力—— 一小塊金子,一小點分數——你已經做完了20個問題了——完成。
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It all feeds in as minute reinforcement.
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這些都是通過小小的鼓勵實現的。
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Fourth, feedback.
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第四,反饋。
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This is absolutely crucial, and virtuality is dazzling at delivering this.
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這絕對是個關鍵, 而虛擬世界為實現這一點做的讓人眼花繚亂。
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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.
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如果你看那些當今世界上最難解決的一些問題, 關於這些問題我們已經聽到很多驚人的東西, 人們很難有所長進 如果他們無法將結果與行為聯繫起來。
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Pollution, global warming, these things -- the consequences are distant in time and space.
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污染,全球暖化,這些問題, 其後果從時間空間上看都還很遙遠。
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It's very hard to learn, to feel a lesson.
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結果就很難學到,感受到其中的教訓。
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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.
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但如果你可以給人們一些這類事情的模型, 如果你可以給一些東西他們可以操控 玩耍并從中獲得反饋, 那麼他們就能從中有所學習,他們就能看到, 他們就能進步,能理解。
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And fifth, the element of uncertainty.
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第五, 不確定性因素。
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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.
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目前這是神經科學的寶庫, 你可以這麼說, 因為一個已知的獎勵 會讓人們興奮, 但真正驅動他們的 是不確定的獎勵, 帶著適當程度的不確定性的獎勵, 也就是說人們不太知道是否能得到。
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The 25 percent. This lights the brain up.
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四分之一的概率。這就能使大腦興奮。
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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.
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如果你想 把這點用於測試, 就只需引入隨機性的控制因素 放在各種形式的測試和訓練中, 你能夠改變人們的投入程度 通過引入這種非常強大的 演化機制。
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When we don't quite predict something perfectly, we get really excited about it.
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當我們無法相當完美地預測某事時, 對它就會特別興奮。
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We just want to go back and find out more.
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我們就想回去發現更多。
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As you probably know, the neurotransmitter associated with learning is called dopamine.
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你可能知道,神經遞質 伴隨學習產生的神經遞質叫做多巴胺。
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It's associated with reward-seeking behavior.
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它出現在尋找獎勵的行為中。
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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.
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一些激動人心的工作正在 展開,如英國的布裡斯托爾大學, 在那裡我們開始能夠用數學的方式 建構大腦中多巴胺水平的模型。
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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.
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這意味著我們可以預測學習, 我們可以預測加強的行為, 這些機會期,這些時間的機會期, 其中所發生的學習行為處在一個加強的水平。
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And two things really flow from this.
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從中產生兩個結果。
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The first has to do with memory, that we can find these moments.
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第一與記憶有關, 就是我們可以找到這些瞬間。
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When someone is more likely to remember, we can give them a nugget in a window.
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當某人想記住什麽時, 我們可以給他們提供機會期這一寶貴資源。
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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.
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第二就是信心, 我們能看到遊戲的操作和獎賞結構是如何 令人更勇敢,令人更樂於冒險, 更願意面對困難 更不容易灰心。
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This can all seem very sinister.
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這些可以是些不好的跡象。
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But you know, sort of "our brains have been manipulated; we're all addicts."
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但是你知道,有人會說“我們的大腦都被控制了,我們都是癮君子。”
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The word "addiction" is thrown around.
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“上癮”這個詞到處可見。
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There are real concerns there.
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這的確是個問題。
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But the biggest neurological turn-on for people is other people.
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但是對人來說,最大的神經刺激 來自他人。
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This is what really excites us.
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這才是真正令我們興奮的。
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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.
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就獎賞來說,并不是金錢, 並不是得到現金——當然那也不錯—— 而是和同伴一起做事, 注視我們,和我們合作。
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And I want to tell you a quick story about 1999 -- a video game called EverQuest.
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我想很快地講一個小故事,1999年 有個電子遊戲叫做《無盡任務》。
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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.
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在這個遊戲裡, 有兩頭巨大的龍,你必須組隊才能殺掉它們—— 42個人——必須要42個人才能殺掉巨龍。
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That's a problem because they dropped two or three decent items.
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這是個問題, 因為這些龍會丟出兩三個重要的道具。
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So players addressed this problem by spontaneously coming up with a system to motivate each other, fairly and transparently.
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於是玩家處理這個問題的方法是 自發地建立起一套體系 來激勵每個玩家, 公平地,透明地。
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What happened was, they paid each other a virtual currency they called "dragon kill points."
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結果,他們付給每個玩家虛擬貨幣 他們稱之為殺龍點數。
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And every time you turned up to go on a mission, you got paid in dragon kill points.
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每次出發去完成一個任務 都會得到一些殺龍點數。
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They tracked these on a separate website.
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他們用另一個獨立的網站記錄這些點數。
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So they tracked their own private currency, and then players could bid afterwards for cool items they wanted -- all organized by the players themselves.
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這樣就可以記錄自己的貨幣, 之後玩家就可以用來競拍 他們想要的厲害道具—— 這些都是玩家自己組織起來的。
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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.
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目前這個令人難以置信的系統不僅出現在《無限任務》 而是今天,十年以後, 世界上的每一款有這類任務的電子遊戲 都在使用某個版本的這個系統—— 上千萬的人。
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And the success rate is at close to 100 percent.
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而成功率 接近百分之百。
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This is a player-developed, self-enforcing, voluntary currency, and it's incredibly sophisticated player behavior.
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這是一個玩家開發的, 自動實施的,自願的貨幣, 這就是玩家複雜到令人無法相信的 玩家行為。
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And I just want to end by suggesting a few ways in which these principles could fan out into the world.
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最後我想建議 一些方法使這些原則 可以擴散到全世界。
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Let's start with business.
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首先是商業。
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I mean, we're beginning to see some of the big problems around something like business are recycling and energy conservation.
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我認為我們將會看到一些非常巨大的問題 出現在諸如商業裏面, 循環利用和節約能源。
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We're beginning to see the emergence of wonderful technologies like real-time energy meters.
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我們將會看到一些很奇妙的技術出現 如實時的能量計。
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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, 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.
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看著這些,我會想,對啊, 我們可以更充分地使用這些技術 讓人們設定目標 通過設定標準化的目標, 通過使用不確定性因素, 通過多任務進程, 通過使用一個巨大的,潛在的獎賞和激勵機制, 來激發人們 以團體和街區的形式合作, 既合作又競爭, 利用這些非常複雜的 組織和激勵機制。
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In terms of education, perhaps most obviously of all, we can transform how we engage people.
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在教育方面, 可能是最顯著的, 我們能改變吸引人注意的方式。
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We can offer people the grand continuity of experience and personal investment.
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我們可以提供給人們愉快的連續的 經驗和個人的發展。
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We can break things down into highly calibrated small tasks.
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我們可以把事務拆分為 高度調整過的小任務。
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We can use calculated randomness.
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我們可以利用計算過的隨機性。
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We can reward effort consistently as everything fields together.
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我們可以持續地獎勵努力 調動所有方面。
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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.
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我們還能利用這種團隊行為 也就是當人們一起玩遊戲時看到的演化, 這些真是前所未有的複雜的 協作機制。
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Government, well, one thing that comes to mind is the U.S. government, among others, is literally starting to pay people to lose weight.
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我想到的另一個就是政府, 尤其是美國政府 已經真的開始付錢給民眾 去減肥。
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So we're seeing financial reward being used to tackle the great issue of obesity.
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所以我們所說的就是利用經濟獎賞 去解決肥胖這個大問題。
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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.
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但是同樣,這些獎勵 可以被精確地分配 如果我們能夠使用遊戲系統的大量專業技術 去提升吸引力, 去採集數據,觀察, 上百萬的人小時 并將這些反饋用回到 提升人的參與度。
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And in the end, it's this word, "engagement," that I want to leave you with.
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最後,就是這個詞,參與度, 我想留給大家。
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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.
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就是如何使個人的參與 可以發生轉化, 通過心理學和神經學方面的經驗 就是我們從觀察人玩遊戲獲得的經驗。
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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.
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但是還有集體的參與度 以及前所未有的實驗 觀察是什麽使人行動 工作,遊戲和投入 大量精力到遊戲中。
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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.
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如果我們觀察這些并從中有所學習 并看到如何將它們應用到遊戲以外, 那麼我真的認為我們正在做的是具有革新意義的事情。
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So there are a few things that bring us humans together in the way that an election does.
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有幾件事 是選舉期間大家都會做的事
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We stand in elections; we vote in elections; we observe elections.
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我們選舉時發表立場、投票、 觀察選情
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Our democracies rely on elections.
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我們的民主仰賴選舉
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We all understand why we have elections, and we all leave the house on the same day to go and vote.
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我們都明白為何需要選舉 我們都會在選舉當天出門 投出神聖的一票
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We cherish the opportunity to have our say, to help decide the future of the country.
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我們珍惜自己發聲的機會、 決定自己國家未來的機會
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The fundamental idea is that politicians are given mandate to speak for us, to make decisions on our behalf that affect us all.
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最基本的概念就是,政治家 被賦予任務,替我們發聲、 為我們作出 會影響我們的決定
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Without that mandate, they would be corrupt.
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如果沒有任務的交付,就會腐敗
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Well unfortunately, power corrupts, and so people will do lots of things to get power and to stay in power, including doing bad things to elections.
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但不幸的是,權力會產生腐敗 所以人們做出一些事 來獲得權力、持續保有權力 包括選舉時做些卑鄙手段
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You see, even if the idea of the election is perfect, running a countrywide election is a big project, and big projects are messy.
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所以,即使選舉這概念 非常完美 一個全國的選舉規模龐大 規模大就亂
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Whenever there is an election, it seems like something always goes wrong, someone tries to cheat, or something goes accidentally awry -- a ballot box goes missing here, chads are left hanging over here.
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只要有選舉 好像一定會出差錯一樣 有人作弊、 總有事情不符預期-- 票箱遺失、 候選人畫記不清楚等等
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To make sure as few things as possible go wrong, we have all these procedures around the election.
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為儘可能確保事情不出錯 我們選舉有很多過程
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So for example, you come to the polling station, and a poll station worker asks for your ID before giving you a ballot form and asking you to go into a voting booth to fill out your vote.
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比方說,你來到投票所 選舉工作人員檢查你的身份證 才會給你選票 然後要你走進投票間 填寫你的選票
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When you come back out, you get to drop your vote into the ballot box where it mixes with all the other votes, so that no one knows how you voted.
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當你走出投票間,將選票 投入票箱 和其他人的選票混在一起 藉此就沒人知道你投了誰
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Well, what I want us to think about for a moment is what happens after that, after you drop your vote into the ballot box.
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那我要各位想一下 接下來會發生什麼事 在選票投進票箱後
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And most people would go home and feel sure that their vote has been counted, because they trust that the election system works.
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很多人就回家 確信他們的選票會被計算 因為他們信任 選舉制度
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They trust that election workers and election observers do their jobs and do their jobs correctly.
|
他們信任選舉工作人員、監票員 有正確做好他們的工作
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The ballot boxes go to counting places.
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票箱會送到指定地點
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They're unsealed and the votes are poured out and laboriously counted.
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清算拆封後倒出 之後人工計算
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Most of us have to trust that that happens correctly for our own vote, and we all have to trust that that happens correctly for all the votes in the election.
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我們大多數人都信任 自己的選票正確無誤被算入 我們必須相信過程會正確無誤 所有選票都正確計算
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So we have to trust a lot of people.
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我們得相信很多人哪
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We have to trust a lot of procedures.
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我們得相信這些過程
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And sometimes we even have to trust computers.
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有時候還得相信電腦
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So imagine hundreds of millions of voters casting hundreds of millions of votes, all to be counted correctly and all the things that can possibly go wrong causing all these bad headlines, and you cannot help but feel exhausted at the idea of trying to make elections better.
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所以,想像成千上萬的選民 投出成千上萬的選票 都必須正確計算 這麼多事都可能出錯 導致這些頭條的出現 你一定會覺得,讓選舉過程更完善 這過程很難達成
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Well in the face of all these bad headlines, researchers have taken a step back and thought about how we can do elections differently.
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看到這些糟糕的頭條新聞 已經有人重新研究、 思考要如何規劃選舉
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They've zoomed out and looked at the big picture.
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他們往後退一步,重審大局
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And the big picture is this: elections should be verifiable.
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大局就是: 選舉應該要能核對
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