Jane tailors each presentation to the needs of her audience and is not limited to the topics we have listed below. These are subjects that have proven valuable to customers in the past and are meant only to suggest her range and interests. Please ask us about any subject that interests you; we are sure that we can accommodate you.
The Psychology and Engagement Economy of Pokemon Go
With 75 millions users in less than 3 weeks, Pokemon Go is not only the fastest downloaded app in history, it's the fastest growing product of any kind in the history of the world. That makes it essential to understand — why do people love it, and what is the neuroscience behind the way it is changing people's behavior so dramatically.
Jane’s talk looks at:
- the neuroscience of Pokemon Go that drives unprecedented engagement
- how it creates behavior change (particularly around physical activity and social interaction)
- how it creates a learning culture (key audience: educators)
- the connection between play and mental health (anxiety, depression)
- what it can teach us about building a better work culture (for business audiences)
- why augmented reality is a better engagement tool than virtual reality
Jane sets up lures at the talk so audiences could play the game if they hadn't yet — it is a hands-on experience for the audience. As Jane explains, “you can't understand what it feels like to have your brain activated by a game unless you play it yourself” — so add this hands-on component to a session!
Learning is an Epic Win
Why gaming is the future of learning.
Why don’t our learning platforms work more like a game? In the best designed games, our engagement is perfectly optimized: we have important work to do, we’re surrounded by potential collaborators, and we learn quickly and in a low-risk environment. When we’re playing a good online game, we get constant useful feedback, we turbo-charge the neurochemistry that makes challenge fun, and we feel an insatiable curiosity about the world around us. None of this is by accident. In fact, game developers have spent the past three decades figuring out how to make us more optimistic and more likely to collaborate, how to make problem-solving more fun and social, and how to satisfy our hunger for meaning and success. And all of these game-world insights can be applied directly to amplify and augment the way we teach, learn, and do research in the real world. You’ll learn how online game design and game theory can transform our learning communities — and help re-invent higher education as we know it.
Gaming and Youth
Why videogames are making young people better — and preparing them to change the real world.
The average young person racks up 10,000 hours of gaming by the age of 21. That’s 24 hours less than they spend in a classroom for all of middle and high school if they have perfect attendance. But the good news is: These 10,000 hours aren’t an escapist waste of time. Gaming is a productive part of young people’s lives — it produces positive emotion, stronger social relationships, a sense of accomplishment, and for players who become a part of a bigger online community, a chance to build up a sense of meaning and purpose. Scientific research shows that all of these feelings and activities can trickle into our real lives and impact our real-life confidence, ambition, likability and willingness to help others. In fact, when we play a good game, especially multi-player games, we become the best version of ourselves: the most optimistic, most creative, most focused, most collaborative, the most likely to set ambitious goals, the most resilient in the face of failure.
Why Games Make Us Better
How games can help us achieve extraordinary goals.
We spend 3 billion hours a week as a planet playing computer and videogames — and these 3 billion hours are far from an escapist waste of time. Gaming is actually one of the most productive ways we can spend our time — it produces positive emotion, stronger social relationships, a sense of accomplishment, and for players who become a part of a bigger online community, a chance to build up a sense of meaning and purpose. Scientific research shows that all of these feelings and activities can trickle into our real lives and impact our real-life confidence, ambition, likability and willingness to help others. In fact, when we play a good game, especially multiplayer games, we become the best version of ourselves: the most optimistic, most creative, most focused, most collaborative, the most likely to set ambitious goals, the most resilient in the face of failure. In this talk, find out how you can unlock the power of games to achieve extraordinary goals in your real life — and how gaming can become a source of innovation and collaboration for your most important work.
Games for Health — or How to Get SuperBetter
Find out how games can be used to transform healthcare and create "epic wins" for patients.
Drawing on the latest clinical trials and peer-reviewed research, Jane McGonigal, PhD explains how games build positive health assets, such as resilience, optimism and self-efficacy. She explores how games can be used as a powerful tool for behavior change, particularly in tackling chronic and lifestyle-related challenges such as obesity, diabetes, heart disease. She will demonstrate how to create stronger social support systems through games to speed recovery from injury and illness. And she will share her own research on how games can increase longevity — by creating physical, mental, social and emotional habits that lead to 10 extra years of healthy life.