Waking up in this simulated paradise, his men would gorge themselves on all the things they had been denied in life.
部下们在这个虚拟的天堂中醒来,纵情享受之前人生中的禁忌之物。
Then, after a night of ecstasy, they would awaken back in their barracks, convinced of Hassan's powers, eager to fulfill his suicide missions in order to return to heaven again.
然后,在一夜沉沦之后,他们在简陋的房子里醒来,相信了哈桑的力量,并渴望再次自杀,重返天堂。
So.
所以。
What does this have to do with today?
这和如今我们要谈的事情有什么联系?
Well, most scholars agree that this is probably just a myth, but that's not the point.
大多数学者都认为这可能只是一个传说,但这不是重点。
The point is that people believed deeply in Hassan and his vision for the world and were willing to sacrifice their lives for it.
关键在于,人们深深地相信哈桑和他对世界的想象,并愿意为此牺牲自己的生命。
He gave them a sense of meaning and purpose during a time of great uncertainty.
在那样一个动荡的时期,哈桑给了他们意义和使命感。
A purpose which he communicated using the best tools of his day.
他用那个时代最好的工具传达了这种使命感。
And that is what brings us to video games.
这也就说回了电子游戏。
Video games are already the world's dominant form of entertainment.
电子游戏已经成为了世界最主要的娱乐形式。
They're three times larger than the entire global film and music industries combined.
它的规模比全球电影和音乐产业加起来大三倍。
Every year, the top streamers on Twitch receive on average twice as many views as the biggest Hollywood movies.
每年,Twitch上前几名的主播视频的平均点击量是好莱坞大片的两倍。
And collectively, we spend twice as much time watching and playing video games as we do using all other forms of social media combined.
总体而言,我们观看和游玩电子游戏的时间是使用其它所有社交媒体的时间的两倍。
That's a lot of eyeballs.
这可是万众瞩目。
Game sales are huge, but the real action is in in-game economies where people spend over 130 billion dollars a year buying and selling virtual goods online.
游戏销量本身就是巨大的,但真正占大头的是游戏内购,人们每年在网上进行虚拟商品交易的支出超过1300亿美元。
Everything from outfits to avatars, to vehicles to weapons, to dances to architecture to music, to access to live events and more.
服装、头像、车辆、武器、舞蹈动作、建筑、音乐、在线活动入场券等等,无所不包。
Haven't even mentioned NFT or Web3, but these hopefully will become the infrastructure that drives this going forward.
甚至还有NFT或Web3,但它们有望成为推动游戏未来发展的基础设施。
So if you're wondering what the metaverse looks like, this is it.
所以,如果你想知道元宇宙是什么样子的,就是这个样子。
The reason games are so successful is because they provide a deep sense of engagement, community and purpose.
游戏之所以能取得如此大的成功,是因为它们提供了一种深刻的参与感、社群感和使命感。
Yes, we use them to escape and to entertain, and that’s OK.
是的,我们用它们来逃避现实和愉悦身心,这是完全可以的。
But at their best, they speak to some of our primal social and psychological needs, from feeling effective to achieving our goals, to belonging to a group, to working for something bigger than yourself.
但最好的情况是,电子游戏能满足我们一些根本的社会和心理需求,包括给予力量,实现目标,制造归属感,以及成就大业。
Describing his experience in a top World of Warcraft guild, the player Wincy once wrote, "It felt so amazing...
玩家温西描述他在魔兽世界顶级行会的经历时写道:“感觉太好了……
Thinking back, it was probably the most intense, positive emotional experience of my life.
回想起来,这可能是我一生中最热烈、最振奋人心的经历了。
Not my kid being born, not getting married."
不是我的孩子出生的时候,也不是结婚的时候。”
"My mind was convinced we were in a war against an insurmountable foe and we won."
“我们与劲敌作战,取得胜利的时候,我充满了信念感。”
You can probably see where I'm going with this.
你可能会猜到接下来的走向。
Although he later went on to regret the amount of time he spent online, gamers develop a deep sense of commitment to a shared narrative world.
尽管后来他后悔自己花了太多时间上网打游戏,但游戏玩家们还是深深沉浸于这个共享的虚拟世界。
A world which provides for them in a way that "real-world" jobs and relationships often do not.
这个世界提供给他们的东西是“现实世界”的工作和人际关系不能给予他们的。
And this is already the world that our children live in.
这也是我们的孩子身处的世界。
The only thing that my son and daughter want for their birthdays are Skyblock coins and digital emotes for their characters.
我的儿子和女儿唯一想要的生日礼物就是空岛生存币和他们角色的虚拟表情。
Most of their social time outside of school is spent hanging out in-game with their friends.
他们的大部分课余社交时间都是在游戏中与朋友们一起玩耍。
My son Teo, he's already flipping NFTs to, in his words, get rich as quickly as possible so he can take care of us when the world falls apart.
我的儿子提奥已经开始倒卖 NFT,用他的话说,他准备尽快致富,这样就可以在世界崩溃的时候保护我们。
Thanks Teo, appreciate that.
谢谢你提奥。