As you probably know, the neurotransmitter associated with learning is called dopamine.
你知道,神經(jīng)遞質(zhì)伴隨學(xué)習(xí)產(chǎn)生的神經(jīng)遞質(zhì)叫做多巴胺。
It's associated with reward-seeking behavior.
它與尋找獎勵的行為相關(guān)聯(lián)
And something very exciting is just beginning to happen
有些非常激動人心的事要開始發(fā)生在
in places like the University of Bristol in the U.K.,
像英國布里斯托爾大學(xué)這樣的地方
where we are beginning to be able to model mathematically dopamine levels in the brain.
那里我們開始能用數(shù)學(xué)模型模擬大腦中多巴胺的水平
And what this means is we can predict learning,
這意味著我們能夠預(yù)測學(xué)習(xí)過程
we can predict enhanced engagement,
我們能預(yù)測加強型活動
these windows, these windows of time, in which the learning is taking place at an enhanced level.
這些機會期,這段時間學(xué)習(xí)的過程在其中一個更高的水平上進行
And two things really flow from this.
隨之而來的是兩樣?xùn)|西
The first has to do with memory, that we can find these moments.
首先一定是關(guān)于記憶我們能發(fā)現(xiàn)這些時候
When someone is more likely to remember, we can give them a nugget in a window.
當(dāng)一些人更容易記憶時,我們可以給他們提供機會期這一寶貴的資源
And the second thing is confidence, that we can see how game-playing and reward structures
第二樣?xùn)|西是自信,我們能看見游戲的運行和獎勵結(jié)構(gòu)
make people braver, make them more willing to take risks,
如何使人更勇敢,讓他們更愿意去冒險
more willing to take on difficulty, harder to discourage.
更愿意承擔(dān)困難,更難被打擊
This can all seem very sinister.
這些都看來好像很險惡
But you know, sort of "our brains have been manipulated; we're all addicts."
但你知道,有些“我們的大腦被控制了,我們都沉迷了”的說法
The word "addiction" is thrown around.
沉迷這個字眼總縈繞周圍
There are real concerns there.
那有些真正的憂慮
But the biggest neurological turn-on for people is other people.
但激發(fā)人類神經(jīng)的最大因素是他人
This is what really excites us.
這才是真正讓我們興奮的
In reward terms, it's not money;
在獎勵方面,不是金錢
it's not being given cash--that's nice--
不是獲得現(xiàn)金--那也不錯--
it's doing stuff with our peers, watching us, collaborating with us.
而是與我們的同伴一起共事,看著我們,與我們合作
And I want to tell you a quick story about 1999 -- a video game called EverQuest.
我想說一個小故事,在1999年--有一個游戲名為《無盡的任務(wù)》
And in this video game, there were two really big dragons,
在這個游戲中有兩條巨大的龍,
and you had to team up to kill them--42 people, up to 42 to kill these big dragons.
而你需要組建起隊伍去屠戮它們--42人--總共42人去屠龍
That's a problem because they dropped two or three decent items.
那是個問題,因為他們落下了兩到三個合適的項目
So players addressed this problem
所以玩家為了設(shè)法解決這個問題
by spontaneously coming up with a system to motivate each other, fairly and transparently.
自發(fā)地形成了一個系統(tǒng),公平地,公開地,激勵彼此
What happened was, they paid each other a virtual currency they called "dragon kill points."
事情是這樣的,他們相互償付一種虛擬的貨幣,他們稱之為弒龍點
And every time you turned up to go on a mission, you got paid in dragon kill points.
每次你出現(xiàn)去進行一項任務(wù),你被得到弒龍點數(shù)作為報酬
They tracked these on a separate website.
他們在另一個網(wǎng)站上對此進行追蹤
So they tracked their own private currency,
所以玩家們能搜索自己私人的貨幣
and then players could bid afterwards
于是他們可以在此之后競價
for cool items they wanted -- all organized by the players themselves.
以獲得他們想要的東西--這些所有都由玩家自己安排
Now the staggering system, not just that this worked in EverQuest,
現(xiàn)在這個驚人的系統(tǒng)已經(jīng)不只是像《無盡的任務(wù)》那樣了
but that today, a decade on,
在今天,十年之后
every single video game in the world with this kind of task uses a version of this system -- tens of millions of people.
每個具有這種任務(wù)的單機游戲,使用這樣一個版本的系統(tǒng)--依靠成千上萬的人
And the success rate is at close to 100 percent.
而成功率接近百分之百
This is a player-developed, self-enforcing, voluntary currency,
這是基于玩家開發(fā)的,自我實施的,自愿的貨幣
and it's incredibly sophisticated player behavior.
這真是難以置信的復(fù)雜的玩家行為
And I just want to end by suggesting a few ways in which these principles could fan out into the world.
作為結(jié)束,我想提出一些方法使得這些原則可以在引入真實的世界
Let's start with business.
我將從商業(yè)開始
I mean, we're beginning to see some of the big problems
我的意思是,我們開始看見一些難題
around something like business are recycling and energy conservation.
圍繞在,比如商業(yè)回收和能源保護的周圍
We're beginning to see the emergence of wonderful technologies like real-time energy meters.
我們開始看見對優(yōu)秀技術(shù)的亟待需求,比如實時能源表