What starts on the screen no longer stays on the screen.
屏幕上的事件开始蔓延到屏幕外。
QAnon is a perfect example of this.
“匿名者Q”就是一个很好的例子。
What started on 4chan and Facebook, mutated into a live-action role-playing group for evangelical militants and ended up as an anti-vaccination campaign.
最初在4chan和Facebook上的活动,演变成了一个由狂热的激进分子组成的实况角色扮演小组,最终促成了一场反疫苗运动。
Before you know it, we have a million excess deaths from COVID in the United States and a political landscape far stranger than anything we've ever seen.
不知不觉中,美国已经有超一百万人死于新冠肺炎,政治局势空前怪异。
The same is going to be true for games.
游戏也是如此。
First you're a player, then you're a fan, soon you're in a clan, and before you know it, you're invading the Capitol.
一开始你只是一名玩家,然后你成为了粉丝,很快你加入了组织,在不知不觉中,你已经开始入侵国会大厦了。
So I'm a futurist.
我是个未来主义者。
And there's a saying with futurists, that your job is not to just predict the automobile, but to predict the traffic jams.
有人说未来学家的工作不仅仅是预测汽车,而是预测路况。
So what might this look like in 10 or 20 years, when widespread augmented and virtual reality meets thriving crypto economies and a generalized crisis of meaning?
那么,在10年或20年后,增强现实和虚拟现实广泛普及,加密经济蓬勃发展,找寻意义成为主要的危机时,世界会是怎样?
Well in the future, games are going to be everywhere.
在未来,游戏将无处不在。
They're going to move from our screens and onto the streets around us.
它们将从屏幕转移到我们周围的街道上。
Hundreds of millions, if not billions of people will be buying, selling, making and trading virtual goods online.
数亿人,甚至数十亿人,会在网上买卖、制作和交易虚拟商品。
They're going to assume roles as characters, follow quests and get real-world money for in-game performance.
他们将扮演角色,完成任务,并根据游戏内的表现获得现实世界的收入。
Guilds, corporations and clans will form around them.
他们会组建工会、集团和帮派。
They might start offering salaries, paying benefits, and providing real-world services like education or health care or even security.
他们可能会付工资,给福利,并提供现实世界中的服务,如教育、医疗保健,甚至安保。
People's entire lives will be built around their characters and their stories, particularly if things get really bad.
人们的整个生活将基于他们的角色和故事进行构建,特别是当人生变得非常不顺利的时候。
And those stories will come to dominate popular culture and politics.
这些故事会主导流行文化和政治走向。
Now, thankfully, not all of them will be harmful, but some will be violently evangelical in their nature.
现在,谢天谢地,不是所有人都在拿游戏干坏事,但有些人本质上是具有强烈煽动性的。
It's got me thinking, there must be a better way that we can use these dynamics to heal instead of harm.
所以我想,肯定有更好的方法来利用游戏,让它们产生正面而非负面影响。
So I started thinking, what might this look like?
所以我开始想,这种游戏会是什么样子呢?
How can we explore possible futures for positive gamecults?
我们如何才能探索积极的“游戏邪教”的未来呢?
So here are just three examples I came up with a few friends.
以下是我和几个朋友想出的三个例子。
Consider Druidica, a Minecraft-like nature game designed to restore damaged ecosystems and preserve indigenous knowledge.
以Druidica为例,它是一款类似于《我的世界》的游戏,旨在恢复受损的生态系统并保护当地文化。
Or perhaps Walkabout, a Rust-like survival game for refugees designed to encourage skill sharing, interdependence and mutual aid linked to scriptural messages of tolerance and compassion.
或者是Walkabout,这是一款类似《腐蚀》的生存游戏,鼓励玩家分享技能、相互依赖,相互帮助,传达《圣经》中的宽容和同情。
Or perhaps Temple, a pray-to-earn game, linked to a network of nondenominational meditation spaces where players can perform coordinated acts of care to level up on the good works board.
或者Temple,一个祈祷赚钱的游戏,它提供一个无宗教冥想空间网络,玩家可以在那里组织关爱活动,提高善行榜上的等级。
A kind of, decentralized church of kindness, powered maybe by HOLY coin.
这是一个去中心化的仁爱教会,可能由“圣币”支持。