full transcript
From the Ted Talk by Noah Raford: How gaming can be a force for good
Unscramble the Blue Letters
That's why I think gmaes are going to be one of the driving forces of tomorrow's culture. But if that's the game's part, what about the cults part? Well, I'm sure we can all agree that the coming yraes are going to be itentrnseig, to say the least. From caimlte change, mass migration, pandemics, job loss and now war. The future feels terrifying for many people. And this is having a tordenmues impact on our metnal health. One third of all US undergraduates surveyed report having moderate to severe anxiety. Their rates of suicidal tiiknhng and severe depression doubled over the last decade or so. And COVID didn't help. But it's not just the US, either. Two thirds of those suyeervd in a study of 17 different countries reported that they thought their children were going to grow up poorer and not have susccsuefl careers. In other words, the world feles like it's falling apart for a lot of people. And when worlds fall apart, people start looking for answers wherever they can find them. And charismatic leaders like Hassan have always been happy to provide them. And their actions have shaped the course of hitsroy. From the Protestant rtofemriaon in the 16th century to the rise of new rgiloieus movements in the 19th century, every era of social change historically has been followed by a wave of new believers and fanatical behavior. QAnon is just the most recent example. And while each generation's cults look different and the dineoftiin of a cult is certainly up for debate, they do share general cierttaarcsichs. The first is that they inspire a snsee of higher purpose, often through a lens of good versus evil, where you are the hero, that caetres a sense of passion or commitment that seems insane or iarirnotal to the outsider. And the second is that they adopt the form of and use the tools of the dominant organizations of their day. From the church to the corporation to the social media nrtowek to our subject for today, the metaverse.
Open Cloze
That's why I think _____ are going to be one of the driving forces of tomorrow's culture. But if that's the game's part, what about the cults part? Well, I'm sure we can all agree that the coming _____ are going to be ___________, to say the least. From _______ change, mass migration, pandemics, job loss and now war. The future feels terrifying for many people. And this is having a __________ impact on our ______ health. One third of all US undergraduates surveyed report having moderate to severe anxiety. Their rates of suicidal ________ and severe depression doubled over the last decade or so. And COVID didn't help. But it's not just the US, either. Two thirds of those ________ in a study of 17 different countries reported that they thought their children were going to grow up poorer and not have __________ careers. In other words, the world _____ like it's falling apart for a lot of people. And when worlds fall apart, people start looking for answers wherever they can find them. And charismatic leaders like Hassan have always been happy to provide them. And their actions have shaped the course of _______. From the Protestant ___________ in the 16th century to the rise of new _________ movements in the 19th century, every era of social change historically has been followed by a wave of new believers and fanatical behavior. QAnon is just the most recent example. And while each generation's cults look different and the __________ of a cult is certainly up for debate, they do share general _______________. The first is that they inspire a _____ of higher purpose, often through a lens of good versus evil, where you are the hero, that _______ a sense of passion or commitment that seems insane or __________ to the outsider. And the second is that they adopt the form of and use the tools of the dominant organizations of their day. From the church to the corporation to the social media _______ to our subject for today, the metaverse.
Solution
- feels
- surveyed
- creates
- thinking
- religious
- successful
- definition
- history
- characteristics
- irrational
- years
- sense
- network
- interesting
- tremendous
- climate
- games
- mental
- reformation
Original Text
That's why I think games are going to be one of the driving forces of tomorrow's culture. But if that's the game's part, what about the cults part? Well, I'm sure we can all agree that the coming years are going to be interesting, to say the least. From climate change, mass migration, pandemics, job loss and now war. The future feels terrifying for many people. And this is having a tremendous impact on our mental health. One third of all US undergraduates surveyed report having moderate to severe anxiety. Their rates of suicidal thinking and severe depression doubled over the last decade or so. And COVID didn't help. But it's not just the US, either. Two thirds of those surveyed in a study of 17 different countries reported that they thought their children were going to grow up poorer and not have successful careers. In other words, the world feels like it's falling apart for a lot of people. And when worlds fall apart, people start looking for answers wherever they can find them. And charismatic leaders like Hassan have always been happy to provide them. And their actions have shaped the course of history. From the Protestant Reformation in the 16th century to the rise of new religious movements in the 19th century, every era of social change historically has been followed by a wave of new believers and fanatical behavior. QAnon is just the most recent example. And while each generation's cults look different and the definition of a cult is certainly up for debate, they do share general characteristics. The first is that they inspire a sense of higher purpose, often through a lens of good versus evil, where you are the hero, that creates a sense of passion or commitment that seems insane or irrational to the outsider. And the second is that they adopt the form of and use the tools of the dominant organizations of their day. From the church to the corporation to the social media network to our subject for today, the metaverse.
Frequently Occurring Word Combinations
ngrams of length 2
collocation |
frequency |
video games |
6 |
world feels |
2 |
video game |
2 |
social movements |
2 |
social change |
2 |
virtual reality |
2 |
social media |
2 |
virtual goods |
2 |
goods online |
2 |
deep sense |
2 |
crypto economies |
2 |
ngrams of length 3
collocation |
frequency |
virtual goods online |
2 |
Important Words
- actions
- adopt
- agree
- answers
- anxiety
- behavior
- believers
- careers
- century
- change
- characteristics
- charismatic
- children
- church
- climate
- coming
- commitment
- corporation
- countries
- covid
- creates
- cult
- cults
- culture
- day
- debate
- decade
- definition
- depression
- dominant
- doubled
- driving
- era
- evil
- fall
- falling
- fanatical
- feels
- find
- forces
- form
- future
- games
- general
- good
- grow
- happy
- hassan
- health
- hero
- higher
- historically
- history
- impact
- insane
- inspire
- interesting
- irrational
- job
- leaders
- lens
- loss
- lot
- mass
- media
- mental
- metaverse
- migration
- moderate
- movements
- network
- organizations
- outsider
- pandemics
- part
- passion
- people
- poorer
- protestant
- provide
- purpose
- qanon
- rates
- reformation
- religious
- report
- reported
- rise
- sense
- severe
- shaped
- share
- social
- start
- study
- subject
- successful
- suicidal
- surveyed
- terrifying
- thinking
- thirds
- thought
- today
- tools
- tremendous
- undergraduates
- war
- wave
- words
- world
- worlds
- years