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If you’ve read Daniel Pink’s book A Whole New Mind: Moving from the Information Age to the Conceptual Age, you’ll understand his argument that left brain, linear thinking is of flat value and more prone to outsourcing (because it can be) and that the next phase of value creation and innovation will come from the right brained among us. Higher order thinking, pattern matching and an ability to connect the dots (which can’t be outsourced) will be highly prized and will be the intellectual fuel for tomorrow.
Disruption, creation and innovation spring forth from seeing unmet needs, patterns, mixing together elements from multiple sources, creating new and innovative products and services from unique combinations or methods and yes, accidents. According to Pink, high value innovation will be delivered by those who can see and think differently (needless to say that I found Pink’s book pretty validating on how my brain is wired and that I’m not just some guy going off on tangents all the time…and with far too many Categories on his blog).
My April 2006 issue of Wired came today (yes, I still appreciate the dead trees version) and the cover story is by Will Wright (creator of The Sims and other games) and his “New World of Games” and his essay Dream Machines:
“In an era of structured education and standardized testing, this generational difference might not yet be evident. But the gamers’ mindset – the fact that they are learning in a totally new way – means they’ll treat the world as a place for creation, not consumption. This is the true impact videogames will have on our culture.
Society, however, notices only the negative. Most people on the far side of the generational divide – elders – look at games and see a list of ills (they’re violent, addictive, childish, worthless). Some of these labels may be deserved. But the positive aspects of gaming – creativity, community, self-esteem, problem-solving – are somehow less visible to nongamers.
I think part of this stems from the fact that watching someone play a game is a different experience than actually holding the controller and playing it yourself. Vastly different. Imagine that all you knew about movies was gleaned through observing the audience in a theater – but that you had never watched a film. You would conclude that movies induce lethargy and junk-food binges. That may be true, but you’re missing the big picture.”
How does what Pink say map to Wright’s views?

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