full transcript

From the Ted Talk by Gabe Zichermann: How games make kids smarter


Unscramble the Blue Letters


It's also true, though, that we need to talk about the relationship between kids and violence in games. Study after sudty very clearly tells you that violent games do not make children violent. We also must acknowledge, however, that if you have a child predisposed to violence, violent games may help make them a better violent child. If they train kids to do other things, they also will train that, and we need to accept that, and we need to start understanding the connection between games as a form of tirainng. We can't blanket-say that they don't affect kids. It's not true.

I'd like to call the group of people who are driving this trend forward "Generation G." There are 126 million millennials in the ueintd saetts and the EU, plus yuneogr kids we can't yet count, that form Generation G. And the way that Generation G is different from X, Y, and all the different generations that we may belong to, is that video games are the primary form of eniamrnntetet that Generation G is cinmounsg. It is their primary form of entertainment. This is already snairttg to have a tremendous efceft on society. All around us, Generation G's desire for game-like experiences is reshaping iirsndeuts, from Foursquare, which caused the mobile social networking esyoestcm to sratt, to companies like Nike, Coke, Chase, and also koinzga, which owes much of its success to games.

Open Cloze


It's also true, though, that we need to talk about the relationship between kids and violence in games. Study after _____ very clearly tells you that violent games do not make children violent. We also must acknowledge, however, that if you have a child predisposed to violence, violent games may help make them a better violent child. If they train kids to do other things, they also will train that, and we need to accept that, and we need to start understanding the connection between games as a form of ________. We can't blanket-say that they don't affect kids. It's not true.

I'd like to call the group of people who are driving this trend forward "Generation G." There are 126 million millennials in the ______ ______ and the EU, plus _______ kids we can't yet count, that form Generation G. And the way that Generation G is different from X, Y, and all the different generations that we may belong to, is that video games are the primary form of _____________ that Generation G is _________. It is their primary form of entertainment. This is already ________ to have a tremendous ______ on society. All around us, Generation G's desire for game-like experiences is reshaping __________, from Foursquare, which caused the mobile social networking _________ to _____, to companies like Nike, Coke, Chase, and also _______, which owes much of its success to games.

Solution


  1. ecosystem
  2. kozinga
  3. united
  4. states
  5. younger
  6. starting
  7. study
  8. industries
  9. consuming
  10. entertainment
  11. effect
  12. training
  13. start

Original Text


It's also true, though, that we need to talk about the relationship between kids and violence in games. Study after study very clearly tells you that violent games do not make children violent. We also must acknowledge, however, that if you have a child predisposed to violence, violent games may help make them a better violent child. If they train kids to do other things, they also will train that, and we need to accept that, and we need to start understanding the connection between games as a form of training. We can't blanket-say that they don't affect kids. It's not true.

I'd like to call the group of people who are driving this trend forward "Generation G." There are 126 million millennials in the United States and the EU, plus younger kids we can't yet count, that form Generation G. And the way that Generation G is different from X, Y, and all the different generations that we may belong to, is that video games are the primary form of entertainment that Generation G is consuming. It is their primary form of entertainment. This is already starting to have a tremendous effect on society. All around us, Generation G's desire for game-like experiences is reshaping industries, from Foursquare, which caused the mobile social networking ecosystem to start, to companies like Nike, Coke, Chase, and also Kozinga, which owes much of its success to games.

Frequently Occurring Word Combinations


ngrams of length 2

collocation frequency
video game 9
video games 6
game business 3
long time 3
gray matter 3
game called 2
fluid intelligence 2
intrinsic reinforcement 2
ananth pai 2
white bear 2
computer games 2
violent games 2
primary form 2
game thinking 2
game mechanics 2
reinforcement loop 2

ngrams of length 3

collocation frequency
video game business 3


Important Words


  1. accept
  2. acknowledge
  3. affect
  4. belong
  5. call
  6. caused
  7. chase
  8. child
  9. children
  10. coke
  11. companies
  12. connection
  13. consuming
  14. count
  15. desire
  16. driving
  17. ecosystem
  18. effect
  19. entertainment
  20. eu
  21. experiences
  22. form
  23. foursquare
  24. games
  25. generation
  26. generations
  27. group
  28. industries
  29. kids
  30. kozinga
  31. millennials
  32. million
  33. mobile
  34. networking
  35. nike
  36. owes
  37. people
  38. predisposed
  39. primary
  40. relationship
  41. reshaping
  42. social
  43. society
  44. start
  45. starting
  46. states
  47. study
  48. success
  49. talk
  50. tells
  51. train
  52. training
  53. tremendous
  54. trend
  55. true
  56. understanding
  57. united
  58. video
  59. violence
  60. violent
  61. younger