Long Conversation, an epic relay of one-to-one conversations among some of the Bay Area's most interesting minds, took place over six hours in San Francisco on Saturday, October 16, 02010. Interpreting the Long Conversation in real time was a data visualization performance by Sosolimited; an art and technology studio out of M.I.T.
Long Conversation was presented with a live performance of 1,000 minutes of composer Jem Finer's Longplayer.
Stewart Brand is co-founder and president of The Long Now Foundation and co-founder of Global Business Network. He created and edited the Whole Earth Catalog (National Book Award), and co-founded the Hackers Conference and The WELL. His books include The Clock of the Long Now; How Buildings Learn; and The Media Lab. His most recent book, titled Whole Earth Discipline, is published by Viking in the US and Atlantic in the UK.
Jane McGonigal, PhD is a world-renowned designer of alternate reality games — or, games that are designed to improve real lives and solve real problems. She believes game designers are on a humanitarian mission — and her #1 goal in life is to see a game developer win a Nobel Peace Prize. She is the New York Times bestselling author of Reality is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Press, 2011) — and is the inventor and co-founder of SuperBetter, a game that has helped nearly half a million players tackle real-life health challenges such as depression, anxiety, chronic pain, and traumatic brain injury.
Stewart Brand, President of the Long Now Foundation, and video game designer Jane McGonigal discuss Brand's game, Earth ball. McGonigal speculates on Earth ball's potential as a video game, drawing a comparison to the Olympic flame as an eternal symbol of global unity.
Branch of applied mathematics devised to analyze certain situations in which there is an interplay between parties that may have similar, opposed, or mixed interests. Game theory was originally developed by John von Neumann and Oscar Morgenstern in their book The Theory of Games and Economic Behavior (1944). In a typical game, or competition with fixed rules, players try to outsmart one another by anticipating the others' decisions, or moves. A solution to a game prescribes the optimal strategy or strategies for each player and predicts the average, or expected, outcome. Until a highly contrived counterexample was devised in 1967, it was thought that every contest had at least one solution. See alsodecision theory; prisoner's dilemma.