Why I Love Bees: a Case Study in Collective Intelligence Gaming
Why I Love Bees: A Case Study in Collective Intelligence Gaming Jane McGonigal, PhD How can people and computers be connected so that— collectively—they act more intelligently than any individuals, groups, or computers have ever done before? —Thomas W. Malone, Director, MIT Center for Collective Intelligence1 We experienced being part of a collective intelligence… participating in a search for, or perhaps creation of, a greater, shared meaning. —Phaedra, I Love Bees player2 Can a computer game teach collective intelligence? The term ‘collective intelligence’, or CI for short, was originally coined by French philosopher Pierre Levy in 1994 to describe the impact of Internet technologies on the cultural production and consumption of knowledge. Levy argued that because the Internet facilitates a rapid, open and global exchange of data and ideas, over time the network should “mobilize and coordinate the intelligence, experience, skills, wisdom, and imagination of humanity” in new and unexpected ways.3 As part of his utopian vision for a more collaborative knowledge culture, he predicted: “We are passing from the Cartesian cogito”—I think, therefore I am—“to cogitamus”—we think, therefore we are.4 The result of this new “we”, Levy argued, would be a more complex, flexible and dynamic knowledge base. In a CI culture, he wrote, knowledge “ceases to be the object of established fact and becomes a project.”5 Members of a collective intelligence would not simply gather, master and deploy pre-existing information and concepts. Instead, they would work with the collected facts and viewpoints to actively author, discover and invent new, computer-fueled ways of thinking, strategizing, and coordinating.
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