“People who don’t pay attention to game culture might not be aware of just how seriously game designers take scientific research, particularly around psychology. Game companies have people whose job it is to follow the research and try to implement it. Positive psychology is actually helping players have a more positive experience. I like to say that game designers are essentially happiness engineers. The only thing they really care about is making the player feel these positive emotions, that’s why we play games, it’s the business that we’re in.”—Jane McGonigal gives an interview on AlterNet about the future of gaming.
“We can learn nearly as much from an experiment that does not work as from one that does. Failure is not something to be avoided but rather something to be cultivated. That’s a lesson from science that benefits not only laboratory research, but design, sport, engineering, art, entrepreneurship, and even daily life itself. All creative avenues yield the maximum when failures are embraced.”—Kevin Kelly on failure as a key ingredient of innovation (via curiositycounts)
I’m not one to go absolutely overboard with fascinations, but this guy really knows his stuff, which is fair enough, but he explains complex ideas and then breaks them down into their essentially easier components. Social change is becoming easier and easier, and human activity and group mentality is swiftly adapting to this software called the internet, even though the structure of the internet hasn’t changed a great deal, at least not in relation to our attitude toward it
“We believe that the next step in copying will be made from digital form into physical form. It will be physical objects. Or as we decided to call them: Physibles. Data objects that are able (and feasible) to become physical. We believe that things like three dimensional printers, scanners and such are just the first step. We believe that in the nearby future you will print your spare parts for your vehicles. You will download your sneakers within 20 years.”—