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 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 yeras are going to be interesting, to say the least. From climate change, mass migration, pandemics, job loss and now war. The furute feels terrifying for many people. And this is having a tremendous iapcmt on our mental health. One third of all US undergraduates surveyed report having moderate to seevre anxiety. Their rates of sdcaiiul thinking and severe depression doubled over the last dceade or so. And ciovd didn't help. But it's not just the US, either. Two tidrhs of those surveyed in a sduty 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, ppeole start looking for answers wherever they can find them. And charismatic leaders like Hassan have always been happy to prodvie them. And their actions have shaped the course of hsiotry. From the Protestant Reformation in the 16th century to the rise of new religious mvtenemos in the 19th century, every era of social cnhgae historically has been followed by a wave of new believers and fanatical behavior. qnaon is just the most recent example. And while each generation's ctuls 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 apodt the form of and use the tools of the dominant organizations of their day. From the church to the corporation to the social meida nrteowk to our subject for today, the metaverse.

Open Cloze

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 _____ are going to be interesting, to say the least. From climate change, mass migration, pandemics, job loss and now war. The ______ feels terrifying for many people. And this is having a tremendous ______ on our mental health. One third of all US undergraduates surveyed report having moderate to ______ anxiety. Their rates of ________ thinking and severe depression doubled over the last ______ or so. And _____ didn't help. But it's not just the US, either. Two ______ of those surveyed in a _____ 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, ______ start looking for answers wherever they can find them. And charismatic leaders like Hassan have always been happy to _______ them. And their actions have shaped the course of _______. From the Protestant Reformation in the 16th century to the rise of new religious _________ in the 19th century, every era of social ______ historically has been followed by a wave of new believers and fanatical behavior. _____ is just the most recent example. And while each generation's _____ 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 _____ the form of and use the tools of the dominant organizations of their day. From the church to the corporation to the social _____ _______ to our subject for today, the metaverse.

Solution

  1. cults
  2. adopt
  3. thirds
  4. qanon
  5. decade
  6. covid
  7. impact
  8. suicidal
  9. study
  10. network
  11. history
  12. change
  13. media
  14. years
  15. movements
  16. future
  17. people
  18. severe
  19. provide

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