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tv   Global 3000  Deutsche Welle  May 15, 2023 7:03am-7:31am CEST

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who's going to start the shelves and collect the trash the? where did the idea of play actually come from? when did it start? and why? has it been of any benefit to evolution? this too much for your plane is funded mental. it's a primal phenomena that we see in all areas of life. animals play. so it's a natural that humans play to or do you um, oh, when animals come into the world, come, their brains are not yet fully developed. it's the same with humans as to come. we have to learn a lot from borough and we do that replay and just to dispute in the 1st 7 years of life alone, our brain volume triples. and it wants to be filled. exploratory play is the term
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researchers use when toddlers explore their environment lips. and what does the mostly like doing that with their mouse. they put everything in their mouth because it has so many sensory receptors they're exploring and grasping things in the truest sense of the word, big 10. the at some point imagination comes into play. objects are linked to stories which will and just like that comes of role playing with their pop invoice. daddy has to pretend to buy chocolate ice cream at the playground again and again and again. come this close, then come the building games. they foster our desire to change the world, bring it under control, and create something with intention and gets a sort of stipend, exploratory play. role playing, and building games are all things our ancestors did to. but that then it was more ex essential playing fido training for survivor. making the flyer are
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making tools, ports of behavior. everything had to be learned through play, like practicing on trees before facing off against the real well, the mammoth and play had an even more profound purpose. yeah, we're here on sunday. we also find the 1st games of chance among hunter gatherers. people use these games to influence and shape society english. this some communities would use games of chance with pieces of wood, for example, to decide how to divide up. this boils from a hunt sized dish to even though the hunters were the ones who brought the meat home. this meant the week and the elderly also had some power minutes so tired. this is play as a means of participation, a way to change power structures and much look to these types of games help equip us with necessary life skills or even compensate for inequalities in
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a group. but how do we explain the emergence of for games and card games? lifting a game piece is hardly going to strengthen our, our muscles. and not every game of chance could be used to redistribute 12 hours in space and, and have a natural instinct which tells them their position in the group stop. and, but we humans are so and configured that we have to painstakingly learn the culture and rules of society. like how do we get along with other people, including strangers to organize the image on how to divide up labor in. so we have to make rules together on how we want to get along in a city village settlements and so on. each don't feel that requires unifying common ideas in mind. and the 1st board games try to communicate these ideas and good minds or the dean. so come when it's here,
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the oldest surviving board game is the royal game of all, or it was played almost 5000 years ago in mesopotamia. the object of the game is to get all your pieces off the board before your opponent. at that time unifying, social ideas revolved primarily around the belief and higher powers for life after death. the trinity is a theme of the classic indian board game, but cheesy from around 400 c, e. d patched for games often have spiritual significance by cheesy as an ancient for game that's still around today, which is this exact game principle is echoed in the german game. you don't get angry man, you know, you go around, get kicked off to get re born and the name of the game is to arrive and pain free, blissful nirvana didn't know fine on. so come games like this reflect society. as we players have some light hearted, sun complex ideas or seeping into our consciousness. so how are games used as
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a kind of medium or political to let's dig chest a more game, like armies on a battlefield, the pieces advance tactically. this game also tells us something about how social classes are being valued. the pounds are on the front line. at the very back in the middle are the king and queen. they are the most valuable pieces in the game. in scott, it's the other way around. the jacks are more valuable than the king's scots appeared in europe just as certain social hierarchies were crumbling. maybe that's why it was so popular in revolutionary circles, in the early 19th century. in a similar spirit of revolution, elizabeth mcgee, invented the landlord's game in 19 o. for this, for game, was the critique of the men optimization of land ownership. it inspired the best
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selling gay monopoly, which didn't make mcgee rich, but the parker brothers to whom she had sold her pattened rights in 1935 monopoly. as a depiction of early capitalism, the what function to all these games have in this day and age? other than entertainment is it let's inpatient teams are made up systems regulated by ideas this year. we reenact social roles with games and, and train ourselves to deal with the problems and conflicts that we experience in real society. as long as you can do their shots. i don't believe so by playing monopoly, we're practicing social darwinism preparing for a revolution with scott and war with chess seriously. playing games that survival training used to be necessary, but these days we don't fight, ma'am. it's or chase feudal lords with pitchforks. do people these days play to
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build the time that's been freed up through increased prosperity? perhaps games offer us the experience of tackling challenges that no longer exist within the relatively comfortable lives we leave today. or are we simply bored and looking to escape into fantasy worlds? vis diagnose it, sound like we're stepping out of reality. the game is just another reality that we are in is kind of years in on world playing. i can take on a different rate 100. i confirm someone else as long as it's within the rules. i'm allowed to play mercilessly for my own benefit is that i'm allowed to have a plan and not review it. i'm allowed to bluff or even games that i can only win by cheating because you can kind of didn't show me it. that's one advantage of playing games over watching movies and series. it's easier to slip into a different role when you're active and completing task yourself. of this thing,
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this is all, that's why games became so popular during the pandemic. the games industry has any 20 to 25 percent increase in sales worldwide with why? because it enables us to do something different to be successful, even in times of uncertainty. when she games give us this feeling that maybe we do have a handle on things after all, that's why sometimes we'd much rather play then go to work with something that's when things can get problematic. when we start to feel so comfortable in the role of the game player that we start avoiding real life is the thing that used to drive humanities development forward. now slowing it down into 4 games or the tip of the iceberg. we haven't even looked at what lies beneath the surface video games. they generate 12 times more revenue worldwide. and board games. the tentative cape
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that's for the trend is going up. we're seeing more and more gamers, so we haven't reached a peak yet. and so it's within the video game industry, the market is shifting from offline to online games. so why is there a keel so much greater? let's skip the descriptions, are so many more features to engage with the best on that. you can better connect with other people in plain groups, in quote, you also have more open worlds where there's just so much more space to explore. claudius, i thought it was in the forcing spike. there's a large branch of research that deals with motives for gaming communities. to smoke on such shows that people play computer games for competitive reasons. we want to train their skills as they want to get better. and again, i know you also people enter a spiral where they're spending more more time online. so hey, they have the impression that they're improving. it's something and being successful when 5 nice,
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but they're no longer master and tasks in the real world. it's also bound off. so there can be too much of a good thing. gaming can become a problem especially when a game becomes so captivating that we can't just walk away from it. addictive behavior, gaming, addiction, gaming this or not to be confused with gambling disorder. in 2022, there were at least 80000000 people effected worldwide. and the trend is rising in a game of chance. money is often at stake and winning depends entirely or predominantly on chance. gambling disorder has been recognized as a disease by the world health organization since 2001. and since 2022. so has gaming disorder and addiction to computer games. the numbers are disputed. researchers estimate one to 3 percent of the global population is affected. that's
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many millions of people. in contrast, no one has ever been diagnosed with board game addiction. by the end of your life, let's use board games as a comparison, as a new, the form of stylized play. nice the differences. there's no industry behind it that's making money off of the playing. don't get angry man, or some other board game 30 times in a row on the job at this. but why don't people play board games 30 times in a row with no play 30 hours, the world of warcraft or candy crush? pace the i know the one of the mechanisms that kicks in here is the endowment effect. the height, which we know from behavioral economics time. i want to say i'm building a digital pharma. so i don't develop habits and you will. i come back every day to harvest a few coins and continue shaping with this world. with all this online world becomes increasingly important to me because they've already invested a lot of time. it does, it doesn't,
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the damage effect become stronger overtime and users find it more and more difficult to detach from this world's event, or to delete the out. a zip i thought solution. we also noticed on platforms like facebook and instagram, the more spoken instagram, the more time you spend on them, the more followers you get, the more you post in the harder it is to stop. the psychological endowment effect has you trapped in mind as often. so i believe smartphone games are mainly designed to operate triggers that extend time. you plan lined in utah, they want you to keep coming back and they might even need you to listen. that's with, that's the term we use, a behavioral economics make sure that's who to make and, and purchase that you didn't really want to be flesh kind of testing voice. the trick behind nudging is called design gornick effect, named after a russian psychologist. it's the idea that an honest vinnish task sticks in the mind more than a finished one. game designers take advantage of this and building levels that are
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almost impossible to complete, where players lose all their lives and are forced upon. this finds the user to the game more emotionally than if they blasted through it in one go. and it drives them to buy additional lives instead of waiting. game companies exploit or play instinct . they know that games can activate a particular quality, and as namely, say gauge meant through the game in gauges to say a and provide some enjoyable experience. please also, in the field, it makes the play of it come the various obstacles of the game with pleasure as a cure. i think please you have games have such power over us. why can't that'd be harnessed elsewhere? what if you could get school children or employees to tap into their plate and things to help them succeed at school or work? by using the tactics of the gaming industry,
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learning could become much more fun. gave a few occasions. gamification is the attempt to, to incorporate game elements into a non game environment. and so maybe turning something boring into something nice and exciting to motivate people to become more engaged. and so what do you view them? diagnoses that's inside one example is the app habit. it would just have millions of downloads every day tasks like taking out the trash doing schoolwork or typing up, become a game. users get coins for completed task which can be used by objects and the game a self concept. so found this type of game education works by rebuilding behavior with badges, levels lead to boards, achievements, and points. some fines. companies like microsoft have experimented with game based reward systems initially with success. many employees became more motivated to work,
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but it quickly became clear that the effect wouldn't last can usually case the downside. the game, if occasion, is the focus on extrinsic motivation on some extrinsic motivation is when a behavior is elicited through external stimuli, like money, praise or a treat. the why do the treats only work on humans in the short term. but just because we humans are too intelligent for my american, been because if to my we see we've been employ of the month for the 11th times the and that there's nowhere else to go on the level system. it's static and they're just feeding us into working harder to prove good. let's see how the day of work shows that as productivity rises, productivity starting to but also shift to so the so expectation is on demands. ohio 2 weeks is difficult. so game of the case shouldn't, can be used to exploit us and it doesn't work on
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a long term basis. this has also been shown by research into the habit of the app. well, the users got better at the game. they were completing their tasks less often in reality god of i with the software applications that only worked with extrinsic motivations. images, people are especially quick to look for a way to cheat sheet. but if we're pre disposed to cheat, because the idea of playing for increased productivity due to fail, cuz they've been getting suggestions. it's, it is a type of gamification that we call human mistake. and most people from shore these it's aimed is to boost development. underwent us and to improve working conditions . however, i am here to bet it uses more elaborate, less the present level headed. let's take math class, a notoriously unpopular schools, subject to change that schools have been introduced. sing educational games,
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such as manga high wiley does use extrinsic reward elements like points and difficulty levels. it also has a sophisticated story with fun characters and complex missions. who does the loop? in buick games are just like a good menu with lots of different flavors on the x from the sometimes you have an extrinsic motivation, then an intrinsic motivation. what's your deed? intrinsic elements often have something to do with a sense of community to reach out to go through. so maybe you are the hero in a story when it the end you're meant to somehow save the world. so with the right game design game of occasion may work long term. after all, when educational content is disguised as a game, it's known as a serious game and they're growing in popularity. but in terms of entertainment, they can compete with commercial video games. they have the most money behind them, which often means better design and more fun. many school children are already
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familiar with them. so can they be used for teaching? we are simply sure because using games like this can bring more fun into learning that you just went up to such please also educational researchers are currently testing whether mario card can be used to teach probability. age of empires is being tested in history lessons. now we tend to learn emotionally. if we're gripped by emotion, then the learning process is much more intense, intends events. perhaps, unsurprisingly, the initial results show that most young people are enthusiastic. the motivation and engagement are not everything. the most important question is what's being learned in the process? what actually sticks assessing? i guess that's the real question. and it's also unclear which game design elements promote learning. so there are still question marks and the research successfully to class. so it's
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a company or school introduces the game to help people reach their peak performance . the user might just get good at the game and not retain the useful material. novice entire truth is if you want to learn something, especially something complicated, you have to accept that it's sometimes hard work. dedication elements don't have to be incorporated everywhere, occasionally meant of about him. i'm interested listen high. people also need to learn. there are certain things that just has to be done. someone has to do the dish and so, and someone has to clean the toilet just, it's not always fun. it's pretty image fast. we may have to accept that we can't solve all problems by playing games. and while the effects of gaming in different areas are controversial, their onward march is likely unstoppable. 70 percent of the world, 2000 largest companies already use game elements to boost credit tiffany. and more schools are introducing games into the classroom. funding for game development is
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increasing every year. game companies generate more revenue than netflix, disney, and austin. it was combined. we're certainly playing more. but is that good or bad? the missing now that we need to learn to think and behave and flexible manner by using gaming skills can help us to adequately address, you know, challenges society in the future for bottom for so that's the good side of the coin . but is there another side that's not so good? because if in addition to playing at home, we also play at the bus stop at work at school at the doctors office during exercise. then aren't we all in danger of becoming addicted in the positive and is showing that there's currently a much higher prevalence of gaming disorder in asia. wenzel found a gauge some of the so i expect to see an overall rise in gaming disorder and online addiction. in the future, speech, 2 of them, what else is on lines of the license of destruction?
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daughter asia tends to set technological trends. so europe could be about to follow suit on the homeless mosquito. on the other hand, i'm sure everyone who plays a lot to on the computer is addicted, straight away to a computer game. and on top of you take the east sports sector. so those people spend a lot of time playing video games, but they're doing it for a living like that doesn't apply to very many people of course. but for the rest of us, as long as we hold the fabric of society together and can manage every day, tasks and play responsibly and school and work don't suffer, then gaming is a perfectly acceptable past time. in building steam, would you take multiplayer games or e sports on what are those games about your daughter there, about learning how to master complex societies and complex societies need complex games. and so we've come full circle just as earlier cultures prepared for life in society through games. we're still doing
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the same today. an interesting thought. so are we following in the tradition of our ancestors? although our grandparents had to work more than we do, our stone age ancestors had to work much less through archaeology. researchers estimate that only 2 to 3 hours per day were spent hunting, gathering, and making fire. and the rest of the day was spent. what else? playing the
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wonders of the ocean, the of the 2 highly specialized creatures and highly sought after raw
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materials. deep sea mining is still in its infancy and is still completely unregulated. how is it threatening eco system tomorrow to do next on the ship, your guide to life and the digital world explored the latest online trying to navigate your way through the digital jungle. get a global perspective will be your guide and show you what's possible to decide what really matters to you. shift in 45 minutes on d, w. sewing to secure a future. but what to do when constant power outages get in the way install solar
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powered sewing machine. pilot project in cameras helps young women become independent. sometimes a small change can have a big impact. for good dw, the ready for around 3 women in asia is going to come and take off fine, gather keel, co down. thought i really seen that is for him as a life, not just season 3 of our award winning donkey missouri series. her women in asia,
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