|2011-01-03 19:46:50||Here's a new concept: AGW gaming as a educational & training mechanism|
Jane McGonigal argues that the younger generation, by age 21, has spent nearly as much time gaming as in formal education:
"Gamers are super-empowered hopeful individuals. These are people who believe that they are individually capable of changing the world. And the only problem is that they believe that they are capable of changing the virtual worlds and not the real world."
She believes that the energy applied to World of Warcraft can actually be applied to saving the non-virtual world - if the problem is framed as a video game.
I'm not a gamer, but maybe someone who is would be interested in this talk from the TED conference: