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

  1. feels
  2. surveyed
  3. creates
  4. thinking
  5. religious
  6. successful
  7. definition
  8. history
  9. characteristics
  10. irrational
  11. years
  12. sense
  13. network
  14. interesting
  15. tremendous
  16. climate
  17. games
  18. mental
  19. 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

  1. actions
  2. adopt
  3. agree
  4. answers
  5. anxiety
  6. behavior
  7. believers
  8. careers
  9. century
  10. change
  11. characteristics
  12. charismatic
  13. children
  14. church
  15. climate
  16. coming
  17. commitment
  18. corporation
  19. countries
  20. covid
  21. creates
  22. cult
  23. cults
  24. culture
  25. day
  26. debate
  27. decade
  28. definition
  29. depression
  30. dominant
  31. doubled
  32. driving
  33. era
  34. evil
  35. fall
  36. falling
  37. fanatical
  38. feels
  39. find
  40. forces
  41. form
  42. future
  43. games
  44. general
  45. good
  46. grow
  47. happy
  48. hassan
  49. health
  50. hero
  51. higher
  52. historically
  53. history
  54. impact
  55. insane
  56. inspire
  57. interesting
  58. irrational
  59. job
  60. leaders
  61. lens
  62. loss
  63. lot
  64. mass
  65. media
  66. mental
  67. metaverse
  68. migration
  69. moderate
  70. movements
  71. network
  72. organizations
  73. outsider
  74. pandemics
  75. part
  76. passion
  77. people
  78. poorer
  79. protestant
  80. provide
  81. purpose
  82. qanon
  83. rates
  84. reformation
  85. religious
  86. report
  87. reported
  88. rise
  89. sense
  90. severe
  91. shaped
  92. share
  93. social
  94. start
  95. study
  96. subject
  97. successful
  98. suicidal
  99. surveyed
  100. terrifying
  101. thinking
  102. thirds
  103. thought
  104. today
  105. tools
  106. tremendous
  107. undergraduates
  108. war
  109. wave
  110. words
  111. world
  112. worlds
  113. years