A Quote by Tom Chatfield

I spoke at TED Global 2010 about the ways that video games engage the brain, and in particular, the idea of reward structures: how a challenge or task can be broken down and presented to make it as engaging as possible.
In 2010, there was a TED event called Mission Blue held aboard the Lindblad Explorer in the Galapagos as part of the fulfillment of Sylvia Earle's TED wish. I spoke about a new way of exploring the ocean, one that focuses on attracting animals instead of scaring them away.
For us, it's about having the game react to the player as much as possible. There's ways you can do that with technology, graphics, AI - we're doing some VR stuff right now - and so it's what we think is great about not just our games, but what's great about video games - how are they better than any other form of entertainment?
I have a computational quality to my mind, I suppose. When I was a kid, I was obsessed with video games. I reprogrammed games, and this eventually landed me a column in a magazine. That's how I got into print journalism: writing about video games.
I believe that if we don't make moves to get people who don't play games to understand them, then the position of video games in society will never improve. Society's image of games will remain largely negative, including that stuff about playing games all the time badly damaging you or rotting your brain or whatever.
I usually am very specific about how I engage information, how I engage people, what context I'm engaging and, above all, the research that goes into each of those.
When I came back from my first TED, very few people knew what it was. But around the time I was sitting down to write 'Where'd You Go, Bernadette,' in 2010, TED was exploding.
Our community system is completely broken down, and you need to build that back up again and make people feel that they can make a change in life and not just sit around playing video games or on their iPhones - that they can get out there and make a difference.
I think it would be impossible to make a movie about video games if there wasn't some violence that we know from video games.
The video game culture was an important thing to keep alive in the film because we're in a new era right now. The idea that kids can play video games like Grand Theft Auto or any video game is amazing. The video games are one step before a whole other virtual universe.
Dr. Leonard Shlain, chairman of laparoscopic surgery at California Pacific Medical Center, said they took some four and five year-olds and gave them video games and asked them to figure out how to play them without instructions. Then they watched their brain activity with real-time monitors. At first, when they were figuring out the games, he said, the whole brain lit up. But by the time they knew how to play the games, the brain went dark, except for one little point.
When you put off a task, you buy yourself time to engage in divergent thinking rather than foreclosing on one particular idea.
While girls average a healthy five hours a week on video games, boys average 13. The problem? The brain chemistry of video games stimulates feel-good dopamine that builds motivation to win in a fantasy while starving the parts of the brain focused on real-world motivation.
I absolutely believe in the power of innovative entrepreneurship on every level. That's why I am exploring ways to improve our education system by making it as effective as a private tutor and as engaging as video games.
Experiments on split-brain patients reveal how readily the left brain interpreter can make up stories and beliefs. In one experiment, for example, when the word walk was presented only to the right side of a patient's brain, he got up and started walking. When he was asked why he did this, the left brain (where language is stored and where the word walk was not presented) quickly created a reason for the action: I wanted to go get a Coke.
You want to play video games twenty-four hours a day?" "Or watch. I just want to not be me. Whether it's sleeping or playing video games or riding my bike or studying. Giving my brain up. That's what's important.
I used to think about video games, "This is clearly an amazing, new narrative medium, and it's going to be mind-blowing when people get to grips with what's possible within this medium." It took us a century to get really good at film. Video games are at a much earlier stage.
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