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2024. január 29., hétfő 9-10 óra MIHÁLOVITS GAZDA: Eszik-e répát ? Nyulászkodunk A nyúl régi nemzeti alapanyagunk. Nagyon finom és tiszta a húsa. Sütve, rántva, pörköltnek- egyaránt tökéletes választás. Sajnos, méltatlanul mellőzik ezt az egyik legegészségesebb fehérjeforrást a magyarok. Itthon alig kapni ezt a húsfélét a boltokban, külföldön azonban igazi luxus, megvesznek érte. Juráskó Róbert, a Nyúl Terméktanács elnöke. TŐZSDENYITÁS: Árokszállási Zoltán, az Equilor Befektetési Zrt. vezető elemzője HEURÉKA-ÉLMÉNY: Hogyan tervezzük a jövőt új módszerekkel? Milyen jövőtervezési trükkök vannak? Jane McGonigal munkássága segítségével beszélgetünk a jövőbeli emlékek létrehozásáról, és olyan módszerekről, melyekkel bárki tud új gondolkodási módszertant kialakítani. Jane McGonigal jövőkutató, valamint olyan alternatívvalóság-játékok tervezője, amelyek célja az életminőség javítása és valós problémák megoldása, azok felhasználása rezilienciánk és jóllétünk növelése érdekében. A Palo Altóban működő Institute for the Future nonprofit kutatócsoport játékkutatási és fejlesztési igazgatója. Kétszeres The New York Times bestseller szerző, a Reality is Broken: Why Games Make Us Better and How They Can Change the World és a SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient – Powered by the Science of Games könyvek írója. Jövőkutató munkájáról többek között a The Economist, a Vanity Fair, a The New Yorker, az O(prah) Magazine, a Fast Company és a The New York Times tudományos rovata is rendszeresen beszámol. TED-előadásait, amelyek arról szólnak, hogyan tehetik a játékok jobbá a világot, és hogyan hosszabbíthatja meg életünket a játék tíz évvel, 15 milliónál is többen látták. Dr. Rab Árpád, a Nemzeti Közszolgálati Egyetem Információs társadalom kutatóintézetének tudományos főmunkatársa, jövőkutató.
Chapter 1 What's Reality is Broken Book by Jane McGonigalReality is Broken: Why Games Make Us Better and How They Can Change the World is a book written by Jane McGonigal. Published in 2011, the book explores the positive impact of video games on individuals and society as a whole. McGonigal argues that games have the potential to motivate people, promote collaboration, develop problem-solving skills, and even solve real-world problems. She also discusses the concept of "gamification," which means applying game elements and game design principles to non-game contexts, to make tasks more engaging and meaningful. Overall, Reality is Broken presents a compelling argument for the power of games as a force for positive change.Chapter 2 Is Reality is Broken Book A Good BookWhether a book is "good" or not is subjective and can vary depending on individual preferences and interests. However, "Reality is Broken" by Jane McGonigal is generally well-regarded and has received positive reviews from readers and critics alike. The book explores how video games can have positive impacts on our lives, such as enhancing our problem-solving skills, boosting our creativity, and promoting social connections. It also delves into how these game principles can be applied to tackle real-world problems and create a more engaging and fulfilling life. If you have an interest in gaming, psychology, or personal development, you may find "Reality is Broken" to be a worthwhile read.Chapter 3 Reality is Broken Book by Jane McGonigal SummaryReality is Broken is a book written by game designer and researcher Jane McGonigal. In this book, McGonigal explores how games have the potential to solve real-world problems and improve our lives. She argues that by embracing the principles of game design, we can create a more fulfilling and engaging reality.McGonigal begins by discussing the concept of "gamefulness" and how it can be applied to various aspects of life. She explains that gamefulness is the ability to approach challenges with a positive and optimistic mindset, similar to how players approach games with enthusiasm and determination.She further delves into the reasons why games are so captivating and addicting, suggesting that they provide individuals with a sense of purpose, achievement, and social connection. McGonigal argues that these elements are crucial for creating a fulfilling and meaningful life.The author also explores different ways in which games can be used to solve pressing real-world problems, such as climate change, poverty, and social isolation. She provides examples of successful game-based projects that have had a significant impact on these issues.Furthermore, McGonigal discusses the potential benefits of using games for personal development and healing. She explains how games can be used as a form of therapy to overcome challenges, build resilience, and improve mental well-being.Throughout the book, McGonigal tackles potential criticisms and concerns about the excessive use of games and their potential negative effects. She addresses the issue of addiction and provides insights into how games can be designed to be more beneficial and less harmful.In conclusion, "Reality is Broken" presents a thought-provoking argument for the transformative power of games. McGonigal suggests that by embracing game design principles, we can create a better reality that is more engaging, purposeful, and fulfilling. Chapter 4 Reality is Broken Book AuthorJane McGonigal is an American game designer, author, and researcher in the field of game studies....
Text HAWK to 66866 for "Mindful Monday" Full show notes at www.LearningLeader.com Twitter/IG: @RyanHawk12 https://twitter.com/RyanHawk12 Jane McGonigal, PhD is a world-renowned designer of alternate reality games — or, games that are designed to improve real lives and solve real problems. She believes game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize. She is a two-time New York Times bestselling author: Reality is Broken: Why Games Make Us Better and How They Can Change the World and SuperBetter: The Power of Living Gamefully. Her TED talks on how games can make a better world and the game that can give you 10 extra years of life, are among the all-time most popular TED talks, and have more than 15 million views. Jane dedicates this book to her sister Kelly... "who lives six minutes in the future." They are twins. "It's so helpful having her. If she can achieve something (TED Talks, Books), I could do it too." Being able to predict the future is not enough. You have to be bale to pre-feel it. Write down your long term plans. "Talk about a world you want to wake up in." "Any useful idea about the future should sound rediculous initially." "The best way to predict the future is to invent it." How to think like a futurist? In the corporate world... Carve out a role for yourself to fight short-terminism. Fight short term thinking. Play the long game. Create future planning habits in your organization. Dare to daydream. Take ownership - Create moments of joy... Be of service to others. A 30 second practical activity: Imagine 10 years from now... Where are you? What woke you up? Who are you with? The 3 questions to give you a baseline sense of your “future mindset” When you think about the next 10 years, do you think things will mostly stay the same and go on as normal? Or do you expect that most of us will dramatically rethink and reinvent how we do things? When you think about how the world and your life will change over the next 10 years, are you mostly worried or mostly optimistic? How much control or influence do you feel you personally have in determining how the world and your life change over the next 10 years? How to predict the future? Unstick your mind Think The Unthinkable Imagine the Unimaginable Imaginable - How to see the future coming and feel ready for anything– even things that seem impossible today One of the issues that cause depression is it doesn't allow you to imagine a future. For us as leaders, we need to be able to imagine a positive future for ourselves and our team. Be a spotlight for other people's good ideas. Bring attention to it. Be known as someone who spreads positive gossip Living in the present. Giannis – "When you focus on the past, that's your ego... And when I focus on the future it's my pride... And I kind of like to focus in the moment, in the present. And that's humility. That's being humble."
Our Best Reads of 2020 In this episode, we talk about our best reads in 2020, Trey does his Randall Flagg impersonation, Dean tells us what he really thinks about the rain, and Sarah remembers the days before “the cable times.” Cast Hosted by Dean Karpowicz, with Daniel Becker, Sarah Willis and Trey Bourn. Content 3:46: Oryx and Crake, Atwood Trey: “I don't want to read The Stand. I'm living it!” Dean: “Wait, The Brat Pack was in The Stand?” 9:51: Tales of the City, Maupin “My mom is from the Age of Cable! –Sarah 19:25: Reality is Broken: Why Games Make Us Better and How They Can Change the World, McGonigal “When you have a six year old, doors are not a thing.” –Dean 24:49: All the Pieces Matter: The Inside Story of the Wire, Abrams | The Chris Farley Show: A Biography in Three Acts, Farley, et. al. Trey: “Love can provide the persistence and grit to get you through.” Dean: “We love you, Trey.” 29:58: Binti, Okorafor Recursion, Crouch. “You mean Back to the Future is totally bullshit? –Ant Man (special guest) 34:08: The Cruel Prince Trilogy, Holly Black “Oh, God. They're gonna kill Chewy!” –Trey 19:25: Six of Crows, Bardugo “Dandelion was just a goober!” –Dean
Alyea Sandovar, PhD, originally from Colombia and currently in Munich, is a game and play consultant for online entrepreneurs With a whole slew of degrees the focus of her PhD was game design and production. Her Masters degrees are in Psychology, and Human Organizational Systems, whilst her Bachelor’s was in Public Relations and Communication. Working with academic institutions, non profits, game studios, corporations, start-ups and with online entrepreneur, she has an in-depth of understanding, through both study and experience, into what it means to be human and to be playful. Passionate about creating high quality products with ease and fun, she loves dark chocolate, salsa, traveling, cortados and spirituality. She’s part of the founding team that created “Playful Creative Summit” which in 2019 brought together many first class creative professionals to talk about their processes. Website: alyeasandovar.com and tinthue.com Facebook Page: https://www.facebook.com/tinthueagency Twitter ID: @alyeasandovar Instagram: https://www.instagram.com/tint.hue Books mentioned: Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal Values at Play in Digital Games (The MIT Press) by Mary Flanagan & Helen Nissenbaum ---- Make Monday Mine is hosted by Deborah Claire Procter and produced by Clear Insight Productions This is about conversations so we’d love to hear your thoughts and take-aways. Email your questions and comments to: comments@makemondaymine.com If you enjoyed this episode then it would be wonderful if you can head over to Apple Podcasts and kindly leave us a rating, a review and subscribe! ----------
Wie entwickelt man eigentlich ein Spiel? In dieser Folge freuen wir uns, euch ein brandheißes Interview mit Jonas Tyroller präsentieren zu können! Wir hatten den Spieleentwickler zu Gast und sprachen mit ihm über die Spiel-Engine Unity, Indie-Game-Development im Allgemeinen und seine aktuellen Projekte. Jonas gibt uns eine Einführung in die Grundlagen von Unity und erzählt, wie und mit welcher Programmiersprache die Entwicklungsumgebung ideal funktioniert. An seinen Erfahrungen in der Spieleentwicklung lässt er uns teilhaben und verrät, welche Disziplinen einzurechnen sind, um eigenständig ein Projekt veröffentlichen zu können. Als wären 3D-Modelling, Sound und Game-Mechaniken nicht schon herausfordernd genug, spricht er außerdem über das Marketing und die Plattformen, auf denen ein Spiel erscheinen kann. Mit unserem Kollegen Julian, der in dieser Folge Podcast-Premiere feiert, hat er dabei (neben uns ;)) einen ebenbürtigen Gesprächspartner, da Julian selbst Erfahrung in der Spieleentwicklung mitbringt.Jonas betreibt einen erfolgreichen englischsprachigen YouTube-Kanal, auf dem er praktische Tipps für die Spieleentwicklung gibt und die seiner eigenen Spiele erlebbar macht. Noch im Jahr 2020 soll sein neues Spiel “Will you snail?”, ein mit GameMaker entwickelter, actiongeladener Platformer, auf Steam erscheinen.Picks of the DayJulian: McGonigal, Jane (2010): Reality is Broken: Why Games Make Us Better and How They Can Change the World. Grundlagenliteratur zur Verortung von Spielen in der Gesellschaft.Fabi: DaisyDisk Mac-Tool zum leichten Aufräumen der Festplatte.Jonas: Ratschlag: "Fangt mit kleinen Spielen an, wenn ihr in die Spieleentwicklung einsteigen wollt!"Spiele-Empfehlung aus dem Genre Exploration: Outer Wilds (2019)Schreibt uns!Schickt uns eure Themenwünsche und euer Feedback.podcast@programmier.barFolgt uns!Bleibt auf dem Laufenden über zukünftige Folgen und Meetups und beteiligt euch an Community-Diskussionen.TwitterInstagramFacebookBesucht uns!Meldet euch hier für das Meetup am 23. Januar 2020 über Rust an!MeetupMusik: Hanimo
Der Begriff "Gamification" ist ein Phänomen: Einerseits ein absolutes Hype-Thema, anderseits in vielen Branchen nicht Ernst genommen. Beispielsweise fällt oft der Satz "wir spielen hier nicht, wir sind ein seriöses Unternehmen", wenn es um das Thema Gamification und Business geht. Dabei gibt es bereits viele Erfolgsgeschichten wie Runtastic oder der Hotelbesitzer Armin Gross. Warum wir daher einen neuen Begriff für Gamification brauchen (wie wäre es mit Game Thinking oder Game Design?), was Gamification eigentlich ist und wie wir von Kindern lernen können, diskutiere ich mit dem deutschen Gamification Guru Roman Rackwitz. Shownotes: Roman Rackwitz: https://engaginglab.de/ Literatur: Theory of Fun for Game Design: https://amzn.to/39PmBbO Reality is Broken: Why Games Make Us Better: https://amzn.to/2ZXSo5I
2019 is almost over! Today, we examine some of the difficult times from the past year in turns of the dungeon experience. I know, pretty dark but stick with it and learn some of wisdom's diary notes of how to grow and learn from dungeon episodes in our lives. Books mentioned: Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal: https://amzn.to/2KkXDq7 http://michellespiva.com/Amz-JaneMcGonigal-RealityIsBroken Actionable Gamification by Yu-kai Chou: https://amzn.to/2JudSz8 http://michellespiva.com/Amz-YuKaiChou-ActionableGamification Don't forget to use our Amazon link to support the podcast by using our Amazon Shopping link! http://MichelleSpiva.com/Amz To send a message to the show: https://anchor.fm/michelle-spiva/message For Interviews, sponsorship, or coaching/consulting, please send inquires to: MichelleSpiva at gmail dot com (no solicitation-spam; *You do not have permission to add this email to any email list or autoresponder without knowledge or consent) _____________________________ Further support this podcast, please do so by using any of these methods: All your Amazon shopping: http://michellespiva.com/Amz Venmo: @MichelleSpiva1 CashApp: $MichelleSpiva PayPal: http://bit.ly/Donate2Michelle Patreon: https://Patreon.com/MichelleSpiva Don't forget to like, comment, subscribe, rate, and review. Follow Michelle here: Facebook: facebook.com/FollowMichelleSpiva Twitter: @mspiva IG: @MichelleSpiva Find out more about Michelle's alter-ego fiction writer side: Amazon Author Page: http://amzn.to/2lIP6Om Facebook: facebook.com/MychalDanielsAuthor Twitter: @mychaldaniels IG: @MychalDaniels Website: MychalDaniels.com/connect --- Send in a voice message: https://anchor.fm/michelle-spiva/message Support this podcast: https://anchor.fm/michelle-spiva/support
Charlie Capen Humor, says Charlie Capen, is one of the most important tools in parenting. But this actor/musician/writer/dad-of-two-boys isn't afraid to get serious either. Capen is one of the founders of HowToBeADad.com, which he freely admits uses humor as a way to get guys to talk and think about parenting. A generation ago, there were few -- if any -- spaces for dads to discuss the challenges of parenthood. Today's dads often grew up with career-focused fathers who spent little time on day-to-day childcare. Now, fathers are increasingly involved in their children's lives but they're still stymied by stereotypes. Capen is one of the many dads who are blazing a new trail. He encourages all parents to reject stereotypical expectations and instead use their natural gifts and talents to connect with their children. "Every time I tried to be what I thought was a 'good dad,' I removed my creativity and my ability from parenting" Capen says. "I started to do things that we out of character and I left out whole parts of myself, and as soon as I started accepting, 'this is my parenting style & how I choose to live,' more power and ability arose." That's not to say he has parenting figured out. He doesn't. "Parenting is the process of unlearning the things you absolutely thought you knew," Capen says. But "not knowing" is a powerful agent for change. When you accept the fact that you don't have all the answer, you're free to explore and experiment. Wondering why Jen has a blanket on her head? Blame California's Pacific Gas & Electric. We like to snap a photo with our guests, but Charlie was reluctant; he lives in CA and his power was off due to the threat of wildfire -- which meant that he hadn't been able to shower or style his hair prior to our conversation. We reassured him & told him we've recorded LOTS of episodes like that! (Pictorial evidence below). Charlie gamely pulled up his hood and Janet did too, in solidarity, and Jen didn't have a hood, so...Silly photo brought to you by PG&E. :) Remember: humor is one of the most important tools in parenting (and life)! In this episode, Janet, Jen & Charlie discuss: Using humor to survive parenting Dad stereotypes How moms subsconsciously interfere with dads' relationships with their kids Breaking down gender stereotypes to empower children & adults Why you should embrace your unique skills, talents & interests (& stop worrying about the "shoulds!") The benefits of striving for harmony, vs. striving for balance Identifying and meeting the needs of each unique child Surviving parenting challenges Gaming for social good Links we mentioned (or should have) in this episode: HowToBeADad.com -- the website Charlie founded GISH.com -- online home of the Greatest International Scavenger Hunt Reality is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal -- book mentioned at 32:38 LIKE THIS EPISODE? Share it with your friends (and thanks!): Twitter: Use this link Facebook: Use this link Linkedin: Use this link STAY CONNECTED WITH JANET & JEN: Join the Building Boys FB group and the Boys Alive! FB group Be sure to opt-in at Boys Alive! .com for your free report “3 Simple Tips to CONNECT with Your Boy.” And opt-in at BuildingBoys.net, too! Follow us on Instagram: @on.boys.podcast and @boys.alive Twitter: @ParentAdvisor and @BuildingBoys LinkedIn: use this link for Janet and use this link for Jennifer
We often see video games as a form of consumer entertainment—an escape from reality, not that different from watching TV or reading a book. But the structure of games are perhaps fundamental to what it means to be human. By playing them, we can learn to be and rehearse as doctors, pilots, engineers, lawyers, and more. We might also overcome real conditions, such as depression and addiction. Ben has a powerful and provocative conversation with gaming, gamification and learning expert David Chandross. About the Guest David Chandross holds masters degrees in both cognitive neuroscience and higher education and a doctorate in curriculum design. As one of the founders of the field of gamification he has not only developed numerous games for training in industry and universities, but also participated in broad research projects in this field. His original work was on neuroscience, pharmacology, and the role of attention in the brain. This transformed into an interest in education for the health professions, where he held the rank of Dean, Assistant Dean, and Program Coordinator across sectors like medical technology management, medical education and allied health professions training. He developed an interest in the use of simulations in medical education which then focused on the design of games to use simulations effectively in undergraduates. After participating as a researcher in the $3 million dollar SAGE gamification grant at Simon Fraser University he worked with organizations across many sectors to improve learning through serious game design. Since that time Dr. Chandross has designed game systems for improving memory in seniors, training health professionals for management of the frail elderly, the design of instruction for the financial sector, cyber-security professionals, Elections Canada, the Canadian Armed Forces, the Faculty of Medicine at University of Toronto, Baycrest Health Sciences, Ryerson University, the National University of Health Sciences, ARC Business Solutions, the energy sector, the College of Family Physicians, Ontario and Humber College. His current research focus is in two areas: (1) The treatment of memory loss in seniors with dementia using streaming digital technology and (2) the optimization of virtual reality and immersive technology in learning. He is the program coordinator for seniors’ off campus education at Ryerson University and is active in the development of advanced systems for training health professionals as part of the E-Campus and Contact North initiatives for the province of Ontario. Mentioned in this Episode Walter Greenleaf, a behavioural neuroscientist at Stanford University David Kaufman, professor of education at Simon Fraser University Martin Seligman, American psychologist (positive psychology) Behave: The Biology of Humans at Our Best and Worst, a book by Robert Sapolsky Richard Bartle, British professor and game researcher Paul Howard-Jones, professor of neuroscience and education at Bristol University Ready Player One, a book by Ernest Cline followed by a 2018 film directed by Steven Spielberg Sapiens: A Brief History of Humankind and Homo Deus: A History of Tomorrow by Yuval Noah Harari The Matrix, the 1999 film Jordan Peterson, University of Toronto psychologist Black Mirror, a series on Netflix Donald Trump, Doug Ford and Jordan Peterson, an article in the National Post by guest David Chandross The Quote of the Week “A game is an opportunity to focus our energy, with relentless optimism, at something we’re good at (or getting better at) and enjoy. In other words, gameplay is the direct emotional opposite of depression.” - From Reality is Broken: Why Games Make Us Better and How They Can Change the World by Jane McGonigal
Jane McGonigal, PhD is a world-renowned designer of alternate reality games — or, games that are designed to improve real lives and solve real problems. She is the Author of Reality is Broken: Why Games Make Us Better and How They Can Change the World and is the inventor and co-founder of SuperBetter, a game that has helped nearly a million players tackle real-life health challenges such as depression, anxiety, chronic pain, and traumatic brain injury. Our conversation is about how to design useful games, how games effect us and our kids, and what the future might hold. Please enjoy. For more episodes go to InvestorFieldGuide.com/podcast. Sign up for the book club, where you’ll get a full investor curriculum and then 3-4 suggestions every month at InvestorFieldGuide.com/bookclub. Follow Patrick on Twitter at @patrick_oshag Show Notes 1:22 - (First Question) – Her take on the history of gaming and studying the players themselves 3:44 – Where her passion for gaming really started 4:55 – Her take on flow states 7:47 – Kids and gaming 10:32 – Advice for parents when it comes to the role of games 11:06 – SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient--Powered by the Science of Games 13:53 – Types of games that develop the right skills for kids 16:20 – Four things all games share in common 16:23 – Reality Is Broken: Why Games Make Us Better and How They Can Change the World 20:50 – Her take on Carse’s theory about infinite gaming 21:04 – Finite and Infinite Games 26:28 – How to understand gaming culture if you’ve never played a game before 28:28 – Amazon and gaming 31:18 – How fun makes anything more enjoyable 34:55 – How game designers calibrate feedback loops 39:14 – The good and bad of gamifying life 45:01 – What is the superbetter app 52:43 - Why powerups and bad guys are so important in games 57:03 – Secret identity 59:04 – Playing with boundaries 1:00:36 – Most worried about in the gaming world, and most exited about 1:07:32 – Kindest thing anyone has done for Jane Learn More For more episodes go to InvestorFieldGuide.com/podcast. Sign up for the book club, where you’ll get a full investor curriculum and then 3-4 suggestions every month at InvestorFieldGuide.com/bookclub Follow Patrick on twitter at @patrick_oshag
Peter and Jenny have two special guests this week: Jacob Toman and Michael Mendis from Gospel & Gaming! Gospel & Gaming is, in their own words, "a ministry dedicated to sharing the love and Gospel of Jesus Christ with gamers all over the world." Jacob and Michael did a great job representing them, explaining their mission in online gaming communities and tabletop gaming communities alike. We also addressed a question from Patreon backer Jim Nanban, who asked us about the coolest piece of RPG paraphernalia we each own. (As promised, there's a picture of Peter's dice bag right here in the show notes.) We also briefly plug our Discord channel, which is continuing to grow as a community. Then everyone settles in to talk about evangelism and how Gospel & Gaming approaches it—even to the point where Michael and Jacob turn the interview around and start asking the hosts questions! A couple of quick notes about this episode: First, Grant was very sick and missed out on a pair of awesome guests. (He's better now.) Second, Peter's audio sounds very bad this episode; there was a hardware problem writing his track to disk that wasn't apparent during the discussion. And third, as hard as Grant tried we simply could not edit Blarey the Podcast Train out of this episode. That means that this is Blarey's first official podcast appearance. Enjoy! Also mentioned in this episode were three books Jacob highly recommended as primers for Gospel & Gaming's mission: Michael Green's Evangelism in the Early Church; Jerram Barr's The Heart of Evangelism; and Jane McGonigal's Reality is Broken: Why Games Make Us Better and How They Can Change the World. Scripture: Psalm 105:1-4, Matthew 13:10-13, Romans 10:11-15
In this episode of Art and Science Punks, Kate and Rob discuss using game design as a way to give ourselves feedback on our own tasks, goals, and when we're coaching our kids. That's an experiment we call "teamwork and hustle" or "let's try this to see if this makes our morning routine suck less". As we do, we wrap up the show with an art pick and science pick of things we've found fun and useful. Related Links and Resources Yar's Revenge for Atari 2600 (http://2600online.com/yarsrevenge.html) Street Fighter II Arcade (https://www.arcade-museum.com/game_detail.php?game_id=9814) Reality is Broken - Why Games Make Us Better and How They Can Change the World by Jane McGonigal (https://books.google.com/books/about/Reality_Is_Broken.html?id=yiOtN_kDJZgC) Typing of the Dead (http://store.steampowered.com/app/246580/) David Cameron's nudge unit wants you to make better choices | WIRED UK (http://www.wired.co.uk/article/david-cameron-behavioural-insights-team) Omnifocus (https://www.omnigroup.com/omnifocus) Epic Win iOS (https://itunes.apple.com/us/app/epicwin/id372927221?mt=8) Kate's Art Pick: How to make Glitter Slime (http://www.the36thavenue.com/how-to-make-glitter-slime/) and Halloween Glitter Slime Monsters (http://www.the36thavenue.com/halloween-glitter-slime-monsters/) Rob's Science Pick: 5 Day design sprints such as in The Sprint Book by Jake Knapp with John Zeratsky and Braden Kowitz (http://www.thesprintbook.com/) Art and Science Punks on Twitter (http://twitter.com/artsciencepunks) Kate Stenzinger on Twitter (http://twitter.com/katestenzinger) Rob Stenzinger on Twitter (http://twitter.com/robstenzinger)
¡Ya llevamos dos cifras! En el décimo episodio hablamos sobre procrastinación o el "arte" de dejar para mañana lo que podrías hacer hoy. En Delicatessen, Marc nos recomienda el libro "Bla bla bla" de Dan Roam. Procrastinación Los habitantes de nuestra mente: El Decisor racional El mono de la gratificación instantánea El monstruo del pánico Ley de Parkinson: una tarea se expande al tiempo que tiene asignado. Nos cargamos las teorías de los gurús de productividad y reivindicamos la procrastinación como un jardín en el que ser feliz, explorar y aprender. Cierto es que también puede ser un jardín oscuro en el que perdemos tiempo con acciones compulsivas y vacías. Tipos de procrastinador: Fracastinador Impostinador Triunfastinador Enlaces: Wait but Why (el blog favorito de Marc Alier) The Procrastination Matrix Reality is Broken: Why Games Make Us Better and How They Can Change the World Procrastineering (Blog de Johnny Chung Lee) Johnny Chung Lee > Projects > Wii Vagabonding (libro recomendado por Tim Ferriss) The Best Goal Is No Goal (Zen habits, Leo Babauta) El efecto Checklist: Cómo una simple lista de comprobación elimina errores y salva vidas (Conjeturas) Sociocracy 3.0 - Grow effective, resilient and agile organizations. Somos zetatesters LauraRibas.com Cómo venzo a la procrastinación (técnicas concretas) (LauraRibas.com) Faces Sucked By Smartphone ¿Por qué los 'camellos' usan el Nokia 8210? Donde se cultivan los Podcasts y se aprende de los errores (pedazo reseña de Ruby sobre Zetatesters) Exiliados de las redes sociales Delicatessen "Bla, bla, bla. Qué hacer cuando las palabras no funcionan" de Dan Roam.
Jane McGonigal is the director of game research and development at the Institute for the Future and the author of the New York Times bestseller Reality is Broken: Why Games Make Us Better and How They Can Change the World. Her work has been featured in The Economist, Wired, The New York Times and on MTV, CNN and NPR. Her TED talks on games have been viewed more than ten million times. Jane's new book is Super Better: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient. She was in the Northwest to speak at Town Hall Seattle, presented by Town Hall and University Book Store, as part of The Seattle Science Lectures.
Leading game designer Jane McGonigal joins guest host Rohan Gunatillake to explore the relationship between games and well-being, and see what clues they might hold for the future of Buddhist practice. Jane starts with a surprising disclose: she is a meditation practitioner and has been studying Buddhism for the last 5 years, since she was a grad student in Berkley. She explains how her work with game design and development ties in with her interest in meditation, explaining the strong overlap between the positive qualities cultivated through good games, and those cultivation through mental training. Rohan proposes that the Buddha’s own story could be likened to a type of epic video game, and building off of that discusses the likelihood of being able to design a game that actively cultivates the 7 factors of awakening—a classic Buddhist list on the qualities that lead to enlightenment. Jane speaks about enlightenment as an “epic win” and maintains that gaming has the very real potential to cultivate the factors of awakening. Episode Links: www.JaneMcGonigal.com Reality is Broken: Why Games Make Us Better and How They Can Change the World ( http://amzn.to/hFADgH ) World Without Oil ( http://www.worldwithoutoil.org ) Superstruct ( http://bit.ly/1MslRdl ) Institute for the Future ( http://www.iftf.org ) www.21awake.com
games, and how to harness humanity’s creative potential for global improvement. Her new book is called Reality is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Press, 2011).