Jane is a world-famous game designer recognized as one of the world's top innovators by MIT.
Renowned for her game design application to the real-world, she has developed an impressive portfolio of games for organizations the likes of the World Bank, the Olympic Games, the American Heart Association, the New York Public Library, and many more.
Her Daring Views for the Future
As automation of work increases, we will spend more time and energy improving our gaming skills. Games will be a source of income for many, and a way to stay socially engaged with meaningful challenges and self-improvement for most as traditional full-time jobs are increasingly automated and diminish. This shift toward working less and gaming more will take place first among people without university degrees over the next 5-10 years, but extend to many more in the coming decades. And this is not a bad thing.
Historically, the most creative and ingenious people worked far fewer hours per day than we do. Consider Charles Darwin, who typically only worked 3 hours a day and spent the rest of his time at leisure to let his mind wander and stay relaxed enough to innovate. Even in medieval and renaissance times, serfs were required to only work four hours a day, and official holidays free from work took up between four and five months of the calendar year.
"Our future will be a return to the past - more play, more collective leisure, more time to be creative and encounter others who may inspire us or change our minds."
In the meantime, as we develop toward this future, we can focus on creating games that bring out the best in our humanity, allow us to innovate new ways of problem-solving, train our minds to increase attention and well-being, and establish common grounds and bonds across diverse groups. So that when we are indeed spending more time playing games, we can all agree this is a good thing and not something to worry about or regret.
The One Technology Today That is Shaping Lives of Tomorrow
"Virtual reality will also become a major tool for treating pain, anxiety and depression in the future."
Today in the United States, major hospitals, pharmaceutical companies and health insurance companies are working together to conduct clinical trials and research studies on how effective virtual reality is to reduce pain prescriptions. We will see far fewer prescriptions for anti-anxiety and anti-depression medication, or opiates, especially in aging populations and hospice or end-of-life care. So far, multiple studies have been published showing that side effects and risks of addiction are significantly reduced by giving someone virtual reality and lower doses of medication. This is a wonderful future I am excited to help bring about through my own work on the use of games to help prevent post-traumatic stress disorder and to treat anxiety and depression.
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