Jan 19, 2021 · 57m · knowledge-project

#101 Jane McGonigal: The Psychology of Gaming

Jane McGonigal · 48m spoken Shane Parrish · 5m spoken
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In this episode of The Knowledge Project, game designer and researcher Jane McGonigal joins Shane Parrish to explore how video games foster psychological resilience, rehabilitate brain trauma, teach transferable real-world skills, and enable effective strategic forecasting for future societal challenges.

How this conversation actually went

Every chapter scored 0–10 on four independent dynamics. Hover any point for the reasoning behind the score. Shane holds 9.6% of the talking time here. How this is scored →

Shane as informed peer 1.9 Guest teaching 5.8 Guest disagreement 1.7 Shane pushing back 0.1
05100:0015:0030:0045:001:35–5:52 · Shane as informed peer 2/10 Recovering from Traumatic Brain Injury Through SuperBetter Shane asks open introductory questions about Jane's background and traumatic brain injury, demonstrating some prep regarding recovery milestones. Jane explains the neurochemistry of concussions and how SuperBetter was created.5:53–8:51 · Shane as informed peer 1/10 Biological Mechanisms and Breaking the Downward Spiral Shane asks open-ended exploratory questions about concussion biology. Jane educates him on systemic inflammation, cortisol surges, and how psychological interventions interrupt the physiological downward spiral.8:51–11:41 · Shane as informed peer 3/10 How SuperBetter Rebuilds Agency and Future Thinking Shane brings in a relevant psychological concept regarding the inability to imagine the future after head trauma. Jane builds on this by explaining dopamine pathway shut-downs and the micro-actions built into SuperBetter.11:42–16:17 · Shane as informed peer 2/10 Adopting the Concussion Slayer Mindset and Finding Meaning Shane mentions Jane's 'Concussion Slayer' moniker and playfully claims his mom doesn't play games. Jane playfully pushes back on non-gamers before laying out the broad growth-mindset benefits of games across 2.3 billion players.16:17–19:00 · Shane as informed peer 1/10 Parenting Strategies: Asking Key Questions to Unlock Game Benefits Shane asks for actionable guidance on screen time and parenting. Jane lays out a structured three-question framework for parents and establishes the research-backed 21-hour weekly threshold.19:01–21:29 · Shane as informed peer 1/10 Optimizing Gaming Timing and Using Games for Trauma Relief Shane asks about timing throughout the day. Jane shares counterintuitive study findings showing that gaming before studying aids retention, and reveals how visual games like Tetris disrupt trauma rumination.21:30–23:50 · Shane as informed peer 1/10 Single-Player vs. Multiplayer Games and Intentional Engagement Shane asks about single-player versus multiplayer benefits. Jane delineates attention regulation from social safety nets, contrasting mindful play with escapism.23:50–28:03 · Shane as informed peer 4/10 How Gaming Skills Prepare Players for the Future of Work Shane makes an astute observation linking MMO raid leadership to modern distributed work skills. Jane enthusiastically affirms this, elaborating on future AI and swarm coordination.28:03–32:01 · Shane as informed peer 1/10 Debunking the Myth Linking Video Games to Real-World Violence Shane brings up the popular trope connecting video games to real-world violence. Jane dismisses the premise aggressively, citing inverse crime correlations, physical sports injuries, and psychotic ideation research.32:11–37:32 · Shane as informed peer 2/10 Critiquing the Stress of Traditional School Systems Shane makes a lighthearted quip about teens raising grades. Jane responds with an impassioned, contrarian critique of the conventional schooling system as anxiety-inducing 'prisons of the mind', prompting Shane to agree.37:33–40:16 · Shane as informed peer 2/10 Futurism and Multi-Step Strategic Thinking Through Games Shane asks about games as future prediction tools. Jane explains her professional futurist methodology at Institute for the Future and how gamers excel at tracing multi-order consequences.40:16–45:56 · Shane as informed peer 3/10 Simulating Unfamiliar Futures and Pandemic Preparedness Shane drills down on forecasting definitions and synthesizes how simulation reduces cognitive friction. Jane shares her 2008 and 2010 respiratory pandemic simulation games that pre-trained players for COVID-19.45:57–48:27 · Shane as informed peer 1/10 Anticipating Government-Mandated Internet Shutdowns Jane introduces the imminent risk of state-mandated internet shutdowns, citing India and the US War Powers Act. Shane is caught off guard and visibly surprised by the legal realities.48:28–50:43 · Shane as informed peer 2/10 Addressing Misinformation and the Role of Emotion in Beliefs Shane asks how individuals can think for themselves to filter misinformation. Jane immediately challenges the premise, arguing that pure individual reasoning fails cognitive biases and that emotion must be used to dislodge fixed beliefs.50:44–55:54 · Shane as informed peer 2/10 Enhancing Everyday Decision-Making Through Mindful Play Shane inquires about decision-making and brings up widespread gamification. Jane fiercely denounces corporate gamification as manipulative exploitation, presenting her New York Public Library author-game as a constructive alternative.1:35–5:52 · Guest teaching 5/10 Recovering from Traumatic Brain Injury Through SuperBetter Shane asks open introductory questions about Jane's background and traumatic brain injury, demonstrating some prep regarding recovery milestones. Jane explains the neurochemistry of concussions and how SuperBetter was created.5:53–8:51 · Guest teaching 6/10 Biological Mechanisms and Breaking the Downward Spiral Shane asks open-ended exploratory questions about concussion biology. Jane educates him on systemic inflammation, cortisol surges, and how psychological interventions interrupt the physiological downward spiral.8:51–11:41 · Guest teaching 5/10 How SuperBetter Rebuilds Agency and Future Thinking Shane brings in a relevant psychological concept regarding the inability to imagine the future after head trauma. Jane builds on this by explaining dopamine pathway shut-downs and the micro-actions built into SuperBetter.11:42–16:17 · Guest teaching 5/10 Adopting the Concussion Slayer Mindset and Finding Meaning Shane mentions Jane's 'Concussion Slayer' moniker and playfully claims his mom doesn't play games. Jane playfully pushes back on non-gamers before laying out the broad growth-mindset benefits of games across 2.3 billion players.16:17–19:00 · Guest teaching 6/10 Parenting Strategies: Asking Key Questions to Unlock Game Benefits Shane asks for actionable guidance on screen time and parenting. Jane lays out a structured three-question framework for parents and establishes the research-backed 21-hour weekly threshold.19:01–21:29 · Guest teaching 7/10 Optimizing Gaming Timing and Using Games for Trauma Relief Shane asks about timing throughout the day. Jane shares counterintuitive study findings showing that gaming before studying aids retention, and reveals how visual games like Tetris disrupt trauma rumination.21:30–23:50 · Guest teaching 5/10 Single-Player vs. Multiplayer Games and Intentional Engagement Shane asks about single-player versus multiplayer benefits. Jane delineates attention regulation from social safety nets, contrasting mindful play with escapism.23:50–28:03 · Guest teaching 4/10 How Gaming Skills Prepare Players for the Future of Work Shane makes an astute observation linking MMO raid leadership to modern distributed work skills. Jane enthusiastically affirms this, elaborating on future AI and swarm coordination.28:03–32:01 · Guest teaching 7/10 Debunking the Myth Linking Video Games to Real-World Violence Shane brings up the popular trope connecting video games to real-world violence. Jane dismisses the premise aggressively, citing inverse crime correlations, physical sports injuries, and psychotic ideation research.32:11–37:32 · Guest teaching 5/10 Critiquing the Stress of Traditional School Systems Shane makes a lighthearted quip about teens raising grades. Jane responds with an impassioned, contrarian critique of the conventional schooling system as anxiety-inducing 'prisons of the mind', prompting Shane to agree.37:33–40:16 · Guest teaching 6/10 Futurism and Multi-Step Strategic Thinking Through Games Shane asks about games as future prediction tools. Jane explains her professional futurist methodology at Institute for the Future and how gamers excel at tracing multi-order consequences.40:16–45:56 · Guest teaching 6/10 Simulating Unfamiliar Futures and Pandemic Preparedness Shane drills down on forecasting definitions and synthesizes how simulation reduces cognitive friction. Jane shares her 2008 and 2010 respiratory pandemic simulation games that pre-trained players for COVID-19.45:57–48:27 · Guest teaching 7/10 Anticipating Government-Mandated Internet Shutdowns Jane introduces the imminent risk of state-mandated internet shutdowns, citing India and the US War Powers Act. Shane is caught off guard and visibly surprised by the legal realities.48:28–50:43 · Guest teaching 7/10 Addressing Misinformation and the Role of Emotion in Beliefs Shane asks how individuals can think for themselves to filter misinformation. Jane immediately challenges the premise, arguing that pure individual reasoning fails cognitive biases and that emotion must be used to dislodge fixed beliefs.50:44–55:54 · Guest teaching 6/10 Enhancing Everyday Decision-Making Through Mindful Play Shane inquires about decision-making and brings up widespread gamification. Jane fiercely denounces corporate gamification as manipulative exploitation, presenting her New York Public Library author-game as a constructive alternative.1:35–5:52 · Guest disagreement 1/10 Recovering from Traumatic Brain Injury Through SuperBetter Shane asks open introductory questions about Jane's background and traumatic brain injury, demonstrating some prep regarding recovery milestones. Jane explains the neurochemistry of concussions and how SuperBetter was created.5:53–8:51 · Guest disagreement 0/10 Biological Mechanisms and Breaking the Downward Spiral Shane asks open-ended exploratory questions about concussion biology. Jane educates him on systemic inflammation, cortisol surges, and how psychological interventions interrupt the physiological downward spiral.8:51–11:41 · Guest disagreement 0/10 How SuperBetter Rebuilds Agency and Future Thinking Shane brings in a relevant psychological concept regarding the inability to imagine the future after head trauma. Jane builds on this by explaining dopamine pathway shut-downs and the micro-actions built into SuperBetter.11:42–16:17 · Guest disagreement 2/10 Adopting the Concussion Slayer Mindset and Finding Meaning Shane mentions Jane's 'Concussion Slayer' moniker and playfully claims his mom doesn't play games. Jane playfully pushes back on non-gamers before laying out the broad growth-mindset benefits of games across 2.3 billion players.16:17–19:00 · Guest disagreement 1/10 Parenting Strategies: Asking Key Questions to Unlock Game Benefits Shane asks for actionable guidance on screen time and parenting. Jane lays out a structured three-question framework for parents and establishes the research-backed 21-hour weekly threshold.19:01–21:29 · Guest disagreement 0/10 Optimizing Gaming Timing and Using Games for Trauma Relief Shane asks about timing throughout the day. Jane shares counterintuitive study findings showing that gaming before studying aids retention, and reveals how visual games like Tetris disrupt trauma rumination.21:30–23:50 · Guest disagreement 0/10 Single-Player vs. Multiplayer Games and Intentional Engagement Shane asks about single-player versus multiplayer benefits. Jane delineates attention regulation from social safety nets, contrasting mindful play with escapism.23:50–28:03 · Guest disagreement 0/10 How Gaming Skills Prepare Players for the Future of Work Shane makes an astute observation linking MMO raid leadership to modern distributed work skills. Jane enthusiastically affirms this, elaborating on future AI and swarm coordination.28:03–32:01 · Guest disagreement 5/10 Debunking the Myth Linking Video Games to Real-World Violence Shane brings up the popular trope connecting video games to real-world violence. Jane dismisses the premise aggressively, citing inverse crime correlations, physical sports injuries, and psychotic ideation research.32:11–37:32 · Guest disagreement 6/10 Critiquing the Stress of Traditional School Systems Shane makes a lighthearted quip about teens raising grades. Jane responds with an impassioned, contrarian critique of the conventional schooling system as anxiety-inducing 'prisons of the mind', prompting Shane to agree.37:33–40:16 · Guest disagreement 0/10 Futurism and Multi-Step Strategic Thinking Through Games Shane asks about games as future prediction tools. Jane explains her professional futurist methodology at Institute for the Future and how gamers excel at tracing multi-order consequences.40:16–45:56 · Guest disagreement 0/10 Simulating Unfamiliar Futures and Pandemic Preparedness Shane drills down on forecasting definitions and synthesizes how simulation reduces cognitive friction. Jane shares her 2008 and 2010 respiratory pandemic simulation games that pre-trained players for COVID-19.45:57–48:27 · Guest disagreement 1/10 Anticipating Government-Mandated Internet Shutdowns Jane introduces the imminent risk of state-mandated internet shutdowns, citing India and the US War Powers Act. Shane is caught off guard and visibly surprised by the legal realities.48:28–50:43 · Guest disagreement 4/10 Addressing Misinformation and the Role of Emotion in Beliefs Shane asks how individuals can think for themselves to filter misinformation. Jane immediately challenges the premise, arguing that pure individual reasoning fails cognitive biases and that emotion must be used to dislodge fixed beliefs.50:44–55:54 · Guest disagreement 5/10 Enhancing Everyday Decision-Making Through Mindful Play Shane inquires about decision-making and brings up widespread gamification. Jane fiercely denounces corporate gamification as manipulative exploitation, presenting her New York Public Library author-game as a constructive alternative.1:35–5:52 · Shane pushing back 0/10 Recovering from Traumatic Brain Injury Through SuperBetter Shane asks open introductory questions about Jane's background and traumatic brain injury, demonstrating some prep regarding recovery milestones. Jane explains the neurochemistry of concussions and how SuperBetter was created.5:53–8:51 · Shane pushing back 0/10 Biological Mechanisms and Breaking the Downward Spiral Shane asks open-ended exploratory questions about concussion biology. Jane educates him on systemic inflammation, cortisol surges, and how psychological interventions interrupt the physiological downward spiral.8:51–11:41 · Shane pushing back 0/10 How SuperBetter Rebuilds Agency and Future Thinking Shane brings in a relevant psychological concept regarding the inability to imagine the future after head trauma. Jane builds on this by explaining dopamine pathway shut-downs and the micro-actions built into SuperBetter.11:42–16:17 · Shane pushing back 0/10 Adopting the Concussion Slayer Mindset and Finding Meaning Shane mentions Jane's 'Concussion Slayer' moniker and playfully claims his mom doesn't play games. Jane playfully pushes back on non-gamers before laying out the broad growth-mindset benefits of games across 2.3 billion players.16:17–19:00 · Shane pushing back 0/10 Parenting Strategies: Asking Key Questions to Unlock Game Benefits Shane asks for actionable guidance on screen time and parenting. Jane lays out a structured three-question framework for parents and establishes the research-backed 21-hour weekly threshold.19:01–21:29 · Shane pushing back 0/10 Optimizing Gaming Timing and Using Games for Trauma Relief Shane asks about timing throughout the day. Jane shares counterintuitive study findings showing that gaming before studying aids retention, and reveals how visual games like Tetris disrupt trauma rumination.21:30–23:50 · Shane pushing back 0/10 Single-Player vs. Multiplayer Games and Intentional Engagement Shane asks about single-player versus multiplayer benefits. Jane delineates attention regulation from social safety nets, contrasting mindful play with escapism.23:50–28:03 · Shane pushing back 0/10 How Gaming Skills Prepare Players for the Future of Work Shane makes an astute observation linking MMO raid leadership to modern distributed work skills. Jane enthusiastically affirms this, elaborating on future AI and swarm coordination.28:03–32:01 · Shane pushing back 0/10 Debunking the Myth Linking Video Games to Real-World Violence Shane brings up the popular trope connecting video games to real-world violence. Jane dismisses the premise aggressively, citing inverse crime correlations, physical sports injuries, and psychotic ideation research.32:11–37:32 · Shane pushing back 0/10 Critiquing the Stress of Traditional School Systems Shane makes a lighthearted quip about teens raising grades. Jane responds with an impassioned, contrarian critique of the conventional schooling system as anxiety-inducing 'prisons of the mind', prompting Shane to agree.37:33–40:16 · Shane pushing back 0/10 Futurism and Multi-Step Strategic Thinking Through Games Shane asks about games as future prediction tools. Jane explains her professional futurist methodology at Institute for the Future and how gamers excel at tracing multi-order consequences.40:16–45:56 · Shane pushing back 0/10 Simulating Unfamiliar Futures and Pandemic Preparedness Shane drills down on forecasting definitions and synthesizes how simulation reduces cognitive friction. Jane shares her 2008 and 2010 respiratory pandemic simulation games that pre-trained players for COVID-19.45:57–48:27 · Shane pushing back 0/10 Anticipating Government-Mandated Internet Shutdowns Jane introduces the imminent risk of state-mandated internet shutdowns, citing India and the US War Powers Act. Shane is caught off guard and visibly surprised by the legal realities.48:28–50:43 · Shane pushing back 1/10 Addressing Misinformation and the Role of Emotion in Beliefs Shane asks how individuals can think for themselves to filter misinformation. Jane immediately challenges the premise, arguing that pure individual reasoning fails cognitive biases and that emotion must be used to dislodge fixed beliefs.50:44–55:54 · Shane pushing back 0/10 Enhancing Everyday Decision-Making Through Mindful Play Shane inquires about decision-making and brings up widespread gamification. Jane fiercely denounces corporate gamification as manipulative exploitation, presenting her New York Public Library author-game as a constructive alternative.

speaking balance: gold is Shane, purple is the guest (3 minute bins)

0:00 · Shane 39.2% · guest 60.8%0:00 · Shane 39.2% · guest 60.8%3:00 · Shane 10.2% · guest 89.8%3:00 · Shane 10.2% · guest 89.8%6:00 · Shane 6.5% · guest 93.5%6:00 · Shane 6.5% · guest 93.5%9:00 · Shane 4.6% · guest 95.4%9:00 · Shane 4.6% · guest 95.4%12:00 · Shane 7.4% · guest 92.6%12:00 · Shane 7.4% · guest 92.6%15:00 · Shane 5.4% · guest 94.6%15:00 · Shane 5.4% · guest 94.6%18:00 · Shane 1.2% · guest 98.8%18:00 · Shane 1.2% · guest 98.8%21:00 · Shane 7.8% · guest 92.2%21:00 · Shane 7.8% · guest 92.2%24:00 · Shane 11.7% · guest 88.3%24:00 · Shane 11.7% · guest 88.3%27:00 · Shane 7.5% · guest 92.5%27:00 · Shane 7.5% · guest 92.5%30:00 · Shane 5.4% · guest 94.6%30:00 · Shane 5.4% · guest 94.6%33:00 · Shane 6.3% · guest 93.7%33:00 · Shane 6.3% · guest 93.7%36:00 · Shane 13.2% · guest 86.8%36:00 · Shane 13.2% · guest 86.8%39:00 · Shane 7.7% · guest 92.3%39:00 · Shane 7.7% · guest 92.3%42:00 · Shane 0% · guest 100%42:00 · Shane 0% · guest 100%45:00 · Shane 8% · guest 92%45:00 · Shane 8% · guest 92%48:00 · Shane 9.6% · guest 90.4%48:00 · Shane 9.6% · guest 90.4%51:00 · Shane 6.2% · guest 93.8%51:00 · Shane 6.2% · guest 93.8%54:00 · Shane 27.5% · guest 72.5%54:00 · Shane 27.5% · guest 72.5%57:00 · Shane 100% · guest 0%57:00 · Shane 100% · guest 0%
Sharpest disagreement ▶ 48:40 Rejection of the 'think for yourself' premise

Jane directly rejects Shane's premise about individual critical thinking, asserting that relying purely on one's own intellect reinforces cognitive biases.

Hardest push from Shane ▶ 40:36 Host presses for distinction in forecasting models

Shane interrupts Jane to demand analytical precision on whether her forecasting deals with branching alternative futures or single trend extrapolations.

Biggest teaching moment ▶ 46:40 War Powers Act and internet shutdown data

Jane educates Shane on the prevalence of state-mandated internet blackouts in democracies and US executive authority under the War Powers Act, leaving Shane stunned.

Shane holds their own ▶ 23:50 Synthesizing MMO guild leadership with modern enterprise skills

Shane demonstrates acute domain awareness by identifying how online multiplayer raid coordination has transformed into a high-value real-world management skill.

the scores for every segment, with the reasoning behind each
ChapterTopicShane as informed peerGuest teachingGuest disagreementShane pushing backWhy
Recovering from Traumatic Brain Injury Through SuperBetter 2510 Shane asks open introductory questions about Jane's background and traumatic brain injury, demonstrating some prep regarding recovery milestones. Jane explains the neurochemistry of concussions and how SuperBetter was created.
Biological Mechanisms and Breaking the Downward Spiral 1600 Shane asks open-ended exploratory questions about concussion biology. Jane educates him on systemic inflammation, cortisol surges, and how psychological interventions interrupt the physiological downward spiral.
How SuperBetter Rebuilds Agency and Future Thinking 3500 Shane brings in a relevant psychological concept regarding the inability to imagine the future after head trauma. Jane builds on this by explaining dopamine pathway shut-downs and the micro-actions built into SuperBetter.
Adopting the Concussion Slayer Mindset and Finding Meaning 2520 Shane mentions Jane's 'Concussion Slayer' moniker and playfully claims his mom doesn't play games. Jane playfully pushes back on non-gamers before laying out the broad growth-mindset benefits of games across 2.3 billion players.
Parenting Strategies: Asking Key Questions to Unlock Game Benefits 1610 Shane asks for actionable guidance on screen time and parenting. Jane lays out a structured three-question framework for parents and establishes the research-backed 21-hour weekly threshold.
Optimizing Gaming Timing and Using Games for Trauma Relief 1700 Shane asks about timing throughout the day. Jane shares counterintuitive study findings showing that gaming before studying aids retention, and reveals how visual games like Tetris disrupt trauma rumination.
Single-Player vs. Multiplayer Games and Intentional Engagement 1500 Shane asks about single-player versus multiplayer benefits. Jane delineates attention regulation from social safety nets, contrasting mindful play with escapism.
How Gaming Skills Prepare Players for the Future of Work 4400 Shane makes an astute observation linking MMO raid leadership to modern distributed work skills. Jane enthusiastically affirms this, elaborating on future AI and swarm coordination.
Debunking the Myth Linking Video Games to Real-World Violence 1750 Shane brings up the popular trope connecting video games to real-world violence. Jane dismisses the premise aggressively, citing inverse crime correlations, physical sports injuries, and psychotic ideation research.
Critiquing the Stress of Traditional School Systems 2560 Shane makes a lighthearted quip about teens raising grades. Jane responds with an impassioned, contrarian critique of the conventional schooling system as anxiety-inducing 'prisons of the mind', prompting Shane to agree.
Futurism and Multi-Step Strategic Thinking Through Games 2600 Shane asks about games as future prediction tools. Jane explains her professional futurist methodology at Institute for the Future and how gamers excel at tracing multi-order consequences.
Simulating Unfamiliar Futures and Pandemic Preparedness 3600 Shane drills down on forecasting definitions and synthesizes how simulation reduces cognitive friction. Jane shares her 2008 and 2010 respiratory pandemic simulation games that pre-trained players for COVID-19.
Anticipating Government-Mandated Internet Shutdowns 1710 Jane introduces the imminent risk of state-mandated internet shutdowns, citing India and the US War Powers Act. Shane is caught off guard and visibly surprised by the legal realities.
Addressing Misinformation and the Role of Emotion in Beliefs 2741 Shane asks how individuals can think for themselves to filter misinformation. Jane immediately challenges the premise, arguing that pure individual reasoning fails cognitive biases and that emotion must be used to dislodge fixed beliefs.
Enhancing Everyday Decision-Making Through Mindful Play 2650 Shane inquires about decision-making and brings up widespread gamification. Jane fiercely denounces corporate gamification as manipulative exploitation, presenting her New York Public Library author-game as a constructive alternative.

Statements from this episode (28)

Assertion Not checkable as stated
McGonigal: SuperBetter Has Helped Over One Million People Recover from Trauma
“And that was the genesis of A game super better that I played for my own healing and that has now helped more than a million people recover from symptoms of traumatic brain injury, depression, anxiety chronic pain, and other sort of challenges that we may stru…”
Jane McGonigal Jan 19, 2021 ▶ 2:59
Insight
McGonigal: Concussions cause depression as a protective mechanism against re-injury
“Cause I mean, I can tell you the one big breakthrough that we now know is that concussions make you incredibly depressed cause your brain is trying to stop you from getting injured again. And so it kind of shuts down all the pathways that Tell your brain it's …”
Jane McGonigal Jan 19, 2021 ▶ 5:12
Insight
McGonigal: Lying in bed is bad for concussion recovery; patients need graded activity
“If you just lie in bed all day, it's actually not good for recovery. You do have to get out of bed. You have to Kind of work up to a threshold that's, like, 10% below it triggers your symptoms and keep pushing that.”
Jane McGonigal Jan 19, 2021 ▶ 7:44
Assertion Supported
McGonigal: Concussions functionally impair future imagination and dopamine activation
“So there's actually a functional loss in your ability to imagine the future. And then when you do imagine the future, even if you're thinking about things that normally you get, would get you excited, your brain is basically refusing to fire up The pathways th…”
Jane McGonigal Jan 19, 2021 ▶ 9:19
Assertion Contradicted
McGonigal: Taking three steps disrupts the brain's inflammation process
“Stand up and take three steps. And no matter how you're feeling because that gets the blood flowing and it automatically disrupts the inflammation process.”
Jane McGonigal Jan 19, 2021 ▶ 9:56
Assertion Supported
McGonigal: 2.3 billion people globally regularly play video games
“There are 2.3 billion people on the planet now who regularly play video games. So like one in three people have actively chosen to make games a part of their lives, which is really exciting.”
Jane McGonigal Jan 19, 2021 ▶ 13:44
Insight
McGonigal: Every video game builds transferable adaptability and growth mindset
“The number one thing we know, any game that you love, I don't care if it's League of Legends, it's Fortnite, it's Candy Crush, whatever, whatever you feel drawn to we know that there is a transferable benefit, which is you get better at learning new things. At…”
Jane McGonigal Jan 19, 2021 ▶ 14:38
Insight
McGonigal: Articulating In-Game Skill Development Unlocks Real-World Transfer
“People who can talk about that, they tend to bring those skills to their work, to their learning, to their relationships, to their hobbies and all you have to do to get somebody to transfer the benefits of games to real life is just have that conversation, and…”
Jane McGonigal Jan 19, 2021 ▶ 17:42
Assertion Partly supported
McGonigal: 21 Hours Weekly Is the Threshold Where Gaming Harms Health
“By the way, 21 hours a week is like the tipping point where we do start to see it can get in the way of physical health or mental health.”
Jane McGonigal Jan 19, 2021 ▶ 18:17
Insight
McGonigal: Children Retain Information Better By Gaming Before Studying, Not After
“If you want kids to retain what they study better, you should have them play video games first, and then do their homework, and then study before they go to sleep, because if you study first, and then as your reward, you get to play games, When you go to sleep…”
Jane McGonigal Jan 19, 2021 ▶ 19:04
Insight
McGonigal: Playing Tetris before sleep reduces trauma flashbacks and rumination
“Playing a game right before bed will essentially hijack the attention center and especially the visual centers. If it's a game, that's very visual. I mean, Tetris is like the golden game and in clinical trials, when they studied this effect, it's like Tetris i…”
Jane McGonigal Jan 19, 2021 ▶ 20:41
Assertion Supported
McGonigal: Playing games consistently with the same people increases perceived social support
“We know that people who spend a lot of time playing the same game with the same people report getting more social support in their everyday lives.”
Jane McGonigal Jan 19, 2021 ▶ 22:05
Insight
McGonigal: Gamers lead in developing virtual and remote collaboration skills
“There's, there are all of these skills around virtual environments, virtual collaboration, remote collaboration that gamers are definitely at the leading edge of developing the skills for.”
Jane McGonigal Jan 19, 2021 ▶ 24:30
Prediction Not checkable as stated
McGonigal: Future of work will resemble Fortnite more than traditional offices
“You know, we've every reason to think that the future of work will be, you know, more like Fortnite than the kind of office jobs that we have today.”
Jane McGonigal Jan 19, 2021 ▶ 24:52
Insight
McGonigal: Playing peer-group games gives kids social confidence and cultural currency
“First of all, there's a cultural currency to playing the games that your peers are playing, and one of the big benefits that we know kids get is that kind of social confidence when they are in the culture as their peers.”
Jane McGonigal Jan 19, 2021 ▶ 25:17
Opinion
McGonigal: Peer-game benefits should outweigh parental discomfort over on-screen violence
“If there's a game that all your kids, friends are playing, even if it looks a little bit like, Ooh, I don't know. It's, is there some realistic violence or not? The benefits they get from playing the same game as their peer group. Should outweigh whatever y…”
Jane McGonigal Jan 19, 2021 ▶ 26:51
Assertion Supported
McGonigal: Violent crime declined while video game playtime skyrocketed
“Video games, the number of people and the hours that we've spent playing them has skyrocketed, and yet violent crime has gone down almost on the same curve, and so it's just, it's like completely ludicrous, and nobody actually believes it increases violence.”
Jane McGonigal Jan 19, 2021 ▶ 28:39
Insight
McGonigal: Disturbed individuals model violent fantasies on whatever media they consume
“Your fantasies are likely to be informed by whatever media you're consuming, whether it's graphic novels or movies or video games, and so you may act out what you've seen in a game. If you weren't a gamer, you might act out what you've seen in a movie.”
Jane McGonigal Jan 19, 2021 ▶ 29:06
Insight
McGonigal: Escalating gaming alongside increasing real-life problems signals addiction
“The other warning sign is If gameplay seems to increase in intensity while real life problems are also increasing. So What you don't want to see is, like, a direct relationship between, like, more problems, more games.”
Jane McGonigal Jan 19, 2021 ▶ 30:45
Opinion
McGonigal: Traditional Schooling Damaged Children's Mental Well-Being and Motivation
“We've done long-term damage to kids' mental wellbeing and their, you know, brain's ability to, I don't know, generate self-motivate, you know, outside of these external pressures.”
Jane McGonigal Jan 19, 2021 ▶ 33:38
Insight
McGonigal: Gamers excel at anticipating higher-order consequences of future events
“So in my professional futures practice, what I've discovered is that people who spend a lot of time playing games are actually very effective at anticipating second, third, fourth order consequences of future events.”
Jane McGonigal Jan 19, 2021 ▶ 38:25
Prediction Open · timeframe Jan 2031
McGonigal: Humans will broadcast subconscious thoughts and feelings within 10 years
“I think it's fair to say in like 10 years, we're all going to be broadcasting subconscious or like pre-conscious thoughts and feelings in ways that we can't do it today.”
Jane McGonigal Jan 19, 2021 ▶ 41:12
Assertion Supported
McGonigal: My 2008 and 2010 Games Forecast the 2019 Respiratory Pandemic
“Two of my biggest games, one in 2008, and one in 2010, forecast big respiratory pandemics that started in China for the year 2019 and 2020”
Jane McGonigal Jan 19, 2021 ▶ 44:26
Assertion Supported
Jane McGonigal: India Leads the World in Government-Mandated Internet Shutdowns
“The number one place where the government shuts down the internet is a democracy. It's India.”
Jane McGonigal Jan 19, 2021 ▶ 46:30
Assertion Supported
Jane McGonigal: US President Has Legal Power to Shut Down Internet and Mobile Service
“Our president has the power, according to the war War Powers Act. He can shut down internet, can shut down TV and radio, can shut down mobile service.”
Jane McGonigal Jan 19, 2021 ▶ 46:54
Opinion
McGonigal: People Must Trust Expert Systems Rather Than Rely On Intuition
“We probably shouldn't think for ourselves is, is part of the problem. I mean, we do, we need to have trust. There needs to be trust in some expert or external system. I mean, if you're always just sort of trusting what you think, your brain is going to get you…”
Jane McGonigal Jan 19, 2021 ▶ 48:41
Insight
McGonigal: Combating Misinformation Requires Triggering Emotions Around Facts, Not Pure Reason
“We need to play on people's emotions more because that's how conspiracy theories work. It's how propaganda works. It's all based on emotion. So we can't just talk, you can't just reason your way out of that. You just have to, you have to trigger the emotions a…”
Jane McGonigal Jan 19, 2021 ▶ 50:26
Opinion
McGonigal: Corporate Gamification Manipulates Users Against Their Own Interests
“When we talk about gamification, usually what we're talking about are people who are, you know, Being, being motivated to do something they don't want to do. Whether it's like work, work harder, buy more stuff, pay longer attention, or engage more in something…”
Jane McGonigal Jan 19, 2021 ▶ 52:53
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