The transformative power of video games Herman Narula

Hello.

My name is Herman,

and I’ve always been struck
by how the most important, impactful,

tsunami-like changes
to our culture and our society

always come from those things

that we least think
are going to have that impact.

I mean, as a computer scientist,

I remember when Facebook
was just image-sharing in dorm rooms,

and depending upon who you ask,

it’s now involved in toppling elections.

I remember when cryptocurrency
or automated trading

were sort of ideas by a few renegades

in the financial institutions
in the world for automated trading,

or online, for cryptocurrency,

and they’re now coming to quickly shape
the way that we operate.

And I think each of you
can recall that moment

where one of these ideas felt
like some ignorable, derisive thing,

and suddenly, oh, crap,
the price of Bitcoin is what it is.

Or, oh, crap, guess who’s been elected.

The reality is that, you know,
from my perspective,

I think that we’re about
to encounter that again.

And I think one of the biggest,

most impactful changes
in the way we live our lives,

to the ways we’re educated,

probably even to how we end up
making an income,

is about to come not from AI,

not from space travel or biotech –

these are all very important
future inventions –

but in the next five years,

I think it’s going to come
from video games.

So that’s a bold claim, OK.

I see some skeptical faces
in the audience.

But if we take a moment

to try to look at what video games
are already becoming in our lives today,

and what just a little bit
of technological advancement

is about to create,

it starts to become
more of an inevitability.

And I think the possibilities
are quite electrifying.

So let’s just take a moment
to think about scale.

I mean, there’s already
2.6 billion people who play games.

And the reality is that’s a billion more
than five years ago.

A billion more people in that time.

No religion, no media,
nothing has spread like that.

And there’s likely to be a billion more

when Africa and India
gain the infrastructure

to sort of fully realize
the possibilities of gaming.

But what I find really special is –
and this often shocks a lot of people –

is that the average age of a gamer,
like, have a guess, think about it.

It’s not six, it’s not 18, it’s not 12.

It’s 34.

[Average age of an American gamer]

It’s older than me.

And that tells us something,

that this isn’t entertainment
for children anymore.

This is already a medium
like literature or anything else

that’s becoming a fundamental
part of our lives.

One stat I like is that people
who generally picked up gaming

in the last sort of 15, 20 years

generally don’t stop.

Something changed in the way
that this medium is organized.

And more than that,
it’s not just play anymore, right?

You’ve heard some examples today,

but people are earning
an income playing games.

And not in the obvious ways.

Yes, there’s e-sports, there’s prizes,

there’s the opportunity to make money
in a competitive way.

But there’s also people earning incomes
modding games, building content in them,

doing art in them.

I mean, there’s something at a scale
akin to the Florentine Renaissance,

happening on your kid’s iPhone
in your living room.

And it’s being ignored.

Now, what’s even more exciting for me
is what’s about to happen.

And when you think about gaming,

you’re probably already imagining

that it features these massive,
infinite worlds,

but the truth is,

games have been deeply limited
for a very long time

in a way that kind of we in the industry

have tried very hard to cover up
with as much trickery as possible.

The metaphor I like to use,
if you’d let me geek out for a moment,

is the notion of a theater.

For the last 10 years,

games have massively advanced
the visual effects,

the physical immersion,
the front end of games.

But behind the scenes,

the actual experiential reality
of a game world

has remained woefully limited.

I’ll put that in perspective for a moment.

I could leave this theater right now,

I could do some graffiti,
get in a fight, fall in love.

I might actually do
all of those things after this,

but the point is that all of that
would have consequence.

It would ripple through reality –

all of you could interact with that
at the same time.

It would be persistent.

And those are very important qualities
to what makes the real world real.

Now, behind the scenes in games,

we’ve had a limit for a very long time.

And the limit is, behind the visuals,

the actual information being exchanged
between players or entities

in a single game world

has been deeply bounded

by the fact that games
mostly take place on a single server

or a single machine.

Even The World of Warcraft
is actually thousands of smaller worlds.

When you hear about concerts in Fortnite,

you’re actually hearing
about thousands of small concerts.

You know, individual,
as was said earlier today,

campfires or couches.

There isn’t really this possibility
to bring it all together.

Let’s take a moment to just
really understand what that means.

When you look at a game,
you might see this, beautiful visuals,

all of these things
happening in front of you.

But behind the scenes in an online game,

this is what it looks like.

To a computer scientist,

all you see is just
a little bit of information

being exchanged by a tiny handful
of meaningful entities or objects.

You might be thinking,
“I’ve played in an infinite world.”

Well it’s more that you’ve played
on a treadmill.

As you’ve been walking through that world,

we’ve been cleverly causing the parts
of it that you’re not in to vanish,

and the parts of it
in front of you to appear.

A good trick, but not the basis
for the revolution

that I promised you
in the beginning of this talk.

But the reality is, for those of you
that are passionate gamers

and might be excited about this,

and for those of you
that are afraid and may not be,

all of that is about to change.

Because finally,
the technology is in place

to go well beyond the limits
that we’ve previously seen.

I’ve dedicated my career to this,

there are many others
working on the problem –

I’d hardly take credit for it myself,

but we’re at the point now
where we can finally

do this impossible hard thing

of weaving together thousands
of disparate machines

into single simulations

that are convenient enough
to not be one-offs,

but to be buildable by anybody.

And to be at the point

where we can start to experience
those things that we can’t yet fathom.

Let’s just take a moment
to visualize that.

I’m talking about not individual
little simulations

but a massive possibility
of huge networks of interaction.

Massive global events
that can happen inside that.

Things that even in the real world

become challenging to produce
at that kind of scale.

And I know some of you are gamers,

so I’m going to show you
some footage of some things

that I’m pretty sure I’m allowed to do,
from some of our partners.

TED and me had a back-and-forth on this.

These are a few things
that not many people have seen before,

some new experiences
powered by this type of technology.

I’ll just [take] a moment
to show you some of this stuff.

This is a single game world

with thousands of simultaneous
people participating in a conflict.

It also has its own ecosystem,

its own sense of predator and prey.

Every single object you see here
is simulated in some way.

This is a game being built by one
of the biggest companies in the world,

NetEase, a huge Chinese company.

And they’ve made
an assistant creative simulation

where groups of players
can cocreate together,

across multiple devices,

in a world that doesn’t vanish
when you’re done.

It’s a place to tell stories
and have adventures.

Even the weather is simulated.

And that’s kind of awesome.

And this is my personal favorite.

This is a group of people,
pioneers in Berlin,

a group called Klang Games,

and they’re completely insane,
and they’ll love me for saying that.

And they found a way to model,
basically, an entire planet.

They’re going to have a simulation
with millions of non-player characters

and players engaging.

They actually grabbed Lawrence Lessig

to help understand
the political ramifications

of the world they’re creating.

This is the sort of astounding
set of experiences,

well beyond what we might have imagined,

that are now going to be possible.

And that’s just the first step
in this technology.

So if we step beyond that, what happens?

Well, computer science
tends to be all exponential,

once we crack the really hard problems.

And I’m pretty sure that very soon,

we’re going to be in a place
where we can make

this type of computational power
look like nothing.

And when that happens,
the opportunities …

It’s worth taking a moment to try
to imagine what I’m talking about here.

Hundreds of thousands
or millions of people

being able to coinhabit the same space.

The last time any of us as a species

had the opportunity
to build or do something together

with that may people was in antiquity.

And the circumstances
were less than optimal, shall we say.

Mostly conflicts or building pyramids.

Not necessarily the best thing for us
to be spending our time doing.

But if you bring together
that many people,

the kind of shared experience
that can create …

I think it exercises a social muscle in us

that we’ve lost and forgotten.

Going even beyond that,

I want to take a moment
to think about what it means

for relationships, for identity.

If we can give each other worlds,
experiences at scale

where we can spend
a meaningful amount of our time,

we can change what it means
to be an individual.

We can go beyond a single identity

to a diverse set of personal identities.

The gender, the race,
the personality traits you were born with

might be something you want
to experiment differently with.

You might be someone
that wants to be more than one person.

We all are, inside, multiple people.

We rarely get
the opportunity to flex that.

It’s also about empathy.

I have a grandmother

who I have literally
nothing in common with.

I love her to bits,

but every story she has begins in 1940
and ends sometime in 1950.

And every story I have
is like 50 years later.

But if we could coinhabit,

co-experience things together,

that undiminished by physical frailty
or by lack of context,

create opportunities together,

that changes things,
that bonds people in different ways.

I’m struck by how social media
has amplified our many differences,

and really made us more who we are
in the presence of other people.

I think games could really start to create

an opportunity for us to empathize again.

To have shared adversity,
shared opportunity.

I mean, statistically,
at this moment in time,

there are people who are
on the opposite sides of a conflict,

who have been matchmade
together into a game

and don’t even know it.

That’s an incredible opportunity
to change the way we look at things.

Finally, for those of you who perhaps are
more cynical about all of this,

who maybe don’t think that virtual worlds
and games are your cup of tea.

There’s a reality you have to accept,

and that is that the economic impact
of what I’m talking about

will be profound.

Right now, thousands of people
have full-time jobs in gaming.

Soon, it will be millions of people.

Wherever there’s a mobile phone,
there will be a job.

An opportunity for something
that is creative and rich

and gives you an income,
no matter what country you’re in,

no matter what skills or opportunities
you might think you have.

Probably the first dollar
most kids born today make

might be in a game.

That will be the new paper route,

that will be the new
opportunity for an income

at the earliest time in your life.

So I kind of want to end
with almost a plea,

really, more than thoughts.

A sense of, I think, how we need
to face this new opportunity

a little differently
to some we have in the past.

It’s so hypocritical
for yet another technologist

to stand up on stage and say,

“The future will be great,
technology will fix it.”

And the reality is,
this is going to have downsides.

But those downsides will only be amplified

if we approach, once again,
with cynicism and derision,

the opportunities that this presents.

The worst thing that we could possibly do

is let the same four or five companies

end up dominating
yet another adjacent space.

(Applause)

Because they’re not just going to define
how and who makes money from this.

The reality is, we’re now talking
about defining how we think,

what the rules are
around identity and collaboration,

the rules of the world we live in.

This has got to be something we all own,

we all cocreate.

So, my final plea
is really to those engineers,

those scientists, those artists
in the audience today.

Maybe some of you dreamed
of working on space travel.

The reality is, there are worlds
you can build right here, right now,

that can transform people’s lives.

There are still huge
technological frontiers

that need to be overcome here,

akin to those we faced
when building the early internet.

All the technology
behind virtual worlds is different.

So, my plea to you is this.

Let’s engage, let’s all engage,

let’s actually try to make this something
that we shape in a positive way,

rather than once again have be done to us.

Thank you.

(Applause)

你好。

我的名字是赫尔曼

,我一直对我们的文化和社会
最重要、最有影响力、

类似海啸的变化

总是来自

那些我们最不
认为会产生影响的事情感到震惊。

我的意思是,作为一名计算机科学家,

我记得当 Facebook
只是在宿舍里共享图像时

,根据你问的是谁,

它现在参与了推翻选举。

我记得当加密货币
或自动交易

是世界上一些

金融机构
的自动交易

或在线加密货币的叛徒的想法时

,它们现在正在迅速
塑造我们的运营方式。

而且我想你们每个人都
可以回忆起

那些想法中的一个感觉
像是一些可忽略的、可笑的事情的那一刻

,突然间,哦,废话,
比特币的价格就是它的样子。

Or, oh, crap, guess who’s been elected.

现实是,你知道,
从我的角度来看,

我认为我们将
再次遇到这种情况。

我认为,

我们的生活方式、

受教育的方式,

甚至可能是我们最终如何
赚钱的最大、最有影响力的变化之一,将

不是来自人工智能,

也不是来自太空旅行 或生物技术——

这些都是非常重要的
未来发明——

但在接下来的五年里,

我认为它将
来自电子游戏。

所以这是一个大胆的主张,好的。

我在观众中看到一些怀疑的面孔

但是,如果我们花点时间

尝试看看电子
游戏已经在我们今天的生活中变成了

什么,以及一
点点技术

进步将创造什么,

它开始变得
越来越不可避免。

而且我认为这些可能性
非常令人兴奋。

因此,让我们
花点时间考虑一下规模。

我的意思是,已经有
26 亿人在玩游戏。

而现实情况是,这
比五年前多了十亿。

那时还有十亿人。

没有宗教,没有媒体,
没有任何东西像那样传播。

当非洲和印度
获得基础设施

以完全实现
游戏的可能性时,可能还会增加 10 亿个。

但我发现真正特别的是
——这常常让很多人感到震惊——

游戏玩家的平均年龄,
比如,猜一猜,想想看。

不是6岁,不是18岁,不是12

岁。是34岁。[美国玩家的平均

年龄]比我还大。

这告诉我们一些事情,


不再是孩子们的娱乐。

这已经是一种媒介,
就像文学或其他

任何正在成为
我们生活的基本组成部分的东西。

我喜欢的一个统计数据是,
通常

在过去 15 年、20 年开始

玩游戏的人通常不会停止。

这种媒体的组织方式发生了一些变化。

更重要的是,
它不再只是玩了,对吧?

你今天听到了一些例子,

但人们正在
通过玩游戏赚取收入。

而不是以明显的方式。

是的,有电子竞技,有奖品,

有机会
以有竞争力的方式赚钱。

但也有人通过
修改游戏、在其中构建内容、

在其中做艺术来赚取收入。

我的意思是,在你客厅里你孩子的 iPhone 上发生了
类似于佛罗伦萨文艺复兴的

事情

它被忽略了。

现在,对我来说更令人兴奋的
是即将发生的事情。

当你想到游戏时,

你可能已经在

想象它具有这些巨大的、
无限的世界,

但事实是,

游戏
在很长一段时间

内都受到了深深的限制,这种方式我们业内人士

已经非常尝试过 很难
用尽可能多的诡计来掩盖。

我喜欢使用的比喻是剧院的概念
,如果你让我看看

在过去的 10 年里,

游戏极大地提升
了视觉效果

、物理沉浸
感和游戏前端。

但在幕后,

游戏世界

的实际体验仍然非常有限。

我会考虑一下。

我现在可以离开这个剧院,

我可以涂鸦
,打架,坠入爱河。 在此之后

我实际上可能会做
所有这些事情,

但关键是所有这些
都会产生影响。

它会波及现实——

你们所有人都可以同时与之互动

这将是持久的。

这些都是
使现实世界变得真实的非常重要的品质。

现在,在游戏的幕后,

我们已经有很长一段时间了。

限制是,在视觉效果背后,单个游戏世界中玩家或实体之间

交换的实际信息受到

游戏
大多发生在单个服务器

或单台机器上这一事实的深刻限制。

即便是魔兽世界
,其实也是千千万万个更小的世界。

当您听说 Fortnite 的音乐会时,

您实际上是在
听说数以千计的小型音乐会。

你知道,个人,
正如今天早些时候所说的,

篝火或沙发。

真的没有这种
可能性将它们结合在一起。

让我们花点时间
真正理解这意味着什么。

当你看一场比赛时,
你可能会看到这个,美丽的视觉效果,

所有这些事情都
发生在你面前。

但在网络游戏的幕后,

这就是它的样子。

对于计算机科学家来说

,你所看到的只是
一小

部分有意义的实体或对象交换的一小部分信息。

你可能会想,
“我在一个无限的世界里玩过。”

好吧,这更多的是你
在跑步机上玩过的。

当你在那个世界中行走时,

我们一直在巧妙
地让你不在的部分消失

,而
在你面前的部分出现。

一个很好的技巧,但不是


在演讲开始时向你承诺的革命的基础。

但现实情况是,对于
那些热衷于游戏

并可能对此感到兴奋的人来说

,对于
那些害怕但可能不害怕的人来说,

所有这一切都将改变。

因为最后
,技术已经到位

,远远超出
了我们之前看到的限制。

我已经把我的职业生涯奉献给了这个问题,

还有很多其他人
在解决这个问题——

我自己很难把它归功于自己,


我们现在终于可以

完成这个不可能的艰巨任务

,将数千人编织在一起
将不同的机器

转换为单个模拟

,这些模拟非常
方便,不是一次性的,

而是任何人都可以构建的。

并且达到

我们可以开始体验
那些我们还无法理解的事情的地步。

让我们花点时间
来想象一下。

我说的不是个别的
小模拟,

而是
巨大的互动网络的巨大可能性。

可能在其中发生的大规模全球事件。

即使在现实世界

中,以这种规模生产也变得具有挑战性。

我知道你们中的一些人是游戏玩家,

所以我将向你们展示
一些

我很确定我被允许做的事情的镜头,
来自我们的一些合作伙伴。

TED和我在这个问题上来回争论。

这些是
以前没有多少人见过的东西,是

由这种技术驱动的一些新体验。

我将 [花点时间]
向您展示其中的一些内容。

这是一个单一的游戏世界

,成千上万的
人同时参与冲突。

它也有自己的生态系统,

自己的捕食者和猎物意识。

您在此处看到的每个对象都
以某种方式进行了模拟。

这是一款由世界
上最大的公司之一

网易(一家中国大公司)打造的游戏。

他们还制作了
一个辅助创意模拟

,让玩家群体
可以

在多个设备上共同创造,

在一个完成后不会消失的世界中

这是一个讲故事
和冒险的地方。

甚至天气也是模拟的。

这太棒了。

这是我个人的最爱。

这是一群人,
柏林的先驱,

一个叫做 Klang Games 的团体

,他们完全疯了
,他们会喜欢我这么说的。

他们找到了一种方法来
模拟整个星球。

他们将
有数百万非玩家角色

和玩家参与的模拟。

他们实际上抓住了劳伦斯·莱西格(Lawrence Lessig)

来帮助了解

他们正在创造的世界的政治后果。

这是一种令人震惊
的体验,

远远超出我们的想象

,现在将成为可能。

而这只是
这项技术的第一步。

因此,如果我们超越这一点,会发生什么?

好吧,

一旦我们解决了真正困难的问题,计算机科学往往都是指数级的。

而且我很确定,很快,

我们将处于一个
可以让

这种类型的计算能力
看起来像什么都没有的地方。

当这种情况发生时
,机会……

值得花一点时间来
尝试想象我在这里谈论的内容。

数十万
或数百万人

能够共同居住在同一个空间。

作为一个物种,我们中的任何一个人最后一次

有机会

与可能的人一起建造或做某事是在古代。


我们说,情况并不理想。

主要是冲突或建造金字塔。


我们来说,花时间做的不一定是最好的事情。

但如果你把那么多人聚集在一起

,那种可以创造的共享体验
……

我认为它锻炼了

我们已经失去和忘记的社交肌肉。

更何况,

我想
花点时间思考一下

它对人际关系和身份意味着什么。

如果我们可以给彼此世界,
大规模的体验

,我们可以花费
大量的时间,

我们可以
改变成为一个人的意义。

我们可以超越单一的身份

,而成为多样化的个人身份。

性别、种族、
你与生俱来的性格特征

可能是你
想要尝试不同的东西。

你可能是
一个想成为不止一个人的人。

在内部,我们都是多个人。

我们很少
有机会改变这一点。

这也与同理心有关。

我有一个祖母

,我和她几乎
没有任何共同之处。

我爱她,

但她的每个故事都始于 1940 年
,结束于 1950 年的某个时候。

而我拥有的每个故事
都像是 50 年后的事。

但是,如果我们能够共同生活,

共同体验事物

,不受身体虚弱
或缺乏背景的影响,

共同创造机会

,改变事物,
以不同的方式将人们联系在一起。

社交媒体
如何放大了我们的许多差异,

并真正让我们在其他人面前变得更加真实,这让我感到震惊

我认为游戏真的可以开始

为我们创造一个再次产生共鸣的机会。

共享逆境,
共享机遇。

我的意思是,从统计上看,
在这个时刻,

有些人
处于冲突的对立面,

他们被
配对成一个游戏

,甚至都不知道。

这是
改变我们看待事物方式的绝佳机会。

最后,对于那些可能
对这一切更加愤世嫉俗的人,

他们可能不认为虚拟世界
和游戏是你的一杯茶。

你必须接受一个现实

,那就是我所说的经济影响

将是深远的。

目前,成千上万的人
在游戏行业拥有全职工作。

很快,将有数百万人。

哪里有手机,哪里
就有工作。

无论您在哪个国家/地区,无论

您认为自己拥有什么技能或机会,都有机会获得富有创造力和丰富的东西并为您带来收入。

大多数今天出生的孩子赚到的第一块钱

可能是在游戏中。

那将是新的纸质路线,

这将

是您生命中最早获得收入的新机会。

所以我有点想
以几乎是恳求结束,

真的,不仅仅是想法。

我认为,我们需要如何

以与过去不同的方式面对这个新机会。

另一个技术专家

站在舞台上说:

“未来会很棒,
技术会解决它,这太虚伪了。”

现实情况是,
这将有不利之处。

但是,只有

当我们再次
以愤世嫉俗的态度和嘲讽的态度对待

由此带来的机会时,这些不利因素才会被放大。

我们可能做的最糟糕的事情

就是让同样的四五家公司

最终控制
另一个相邻的空间。

(掌声)

因为他们不仅仅要定义
如何以及谁从中赚钱。

现实情况是,我们现在正在
谈论定义我们的思维方式,

关于身份和协作

的规则是什么,我们生活的世界的规则。

这必须是我们所有人都拥有的东西,

我们都共同创造。

所以,我最后的
请求真的是对今天观众中的那些工程师、

那些科学家、那些艺术家

也许你们中的一些人
梦想从事太空旅行。

现实情况是
,你现在可以在这里建造

一些可以改变人们生活的世界。

这里仍然需要克服巨大的
技术前沿

类似于我们
在构建早期互联网时面临的那些。

虚拟世界背后的所有技术都是不同的。

所以,我对你的请求是这样的。

让我们参与进来,让我们都参与进来,

让我们真正尝试
让我们以积极的方式塑造这种东西,

而不是再次对我们做过。

谢谢你。

(掌声)