Saturday, January 25, 2014
Malcolm Gladwell's 10,000 Hour Rule
In his book, Outliers, Malcom Gladwell references a study by Anders Ericsson (see link below) to support his thesis on people who work toward success and greatness in their lives. Throughout his research, Gladwell found that the most prominent crossover relating these peoples' success was 10,000 hours of time spent in "deliberate practice and coaching" within their field of study.
Sometimes I feel as though this time spent perfecting our craft separates us from those who are not. On the other hand, I have to believe that this calm before the storm or the preparation before the fight in the expert in all of us does allow an "Outlying" vantage point in which we are able to more aptly contribute to societal gaps. We are living somewhere between 1 and 10,000 hours...
Last week I came across a similar idea in a TED talk by Jane McGonigal, founder of Gameful whose secret mission is to change the world through gaming (see link below). She speaks on Gladwell's theory of the 10,000 hour rule and describes how gamers in the world today, especially in the World of Warcraft, are now becoming "experts" in the world of gaming often by the age of 18. But the question she poses is what exactly are they becoming experts in?
McGonigal suggests that if we spend more time researching different ways that we can make gaming and these expert gamers a part of our world-changing push, we can discover a whole sector of society that could be used for possibly a greater purpose. Interesting huh? So the next time you go over to your friend, sibling, or boyfriend/husband's house and they are parked in their gamer chair just think about them wearing a superhero mask and fighting the bad guys with one game at a time...it helps :) You just might decide to play yourself (or choose Brain Games, Bejeweled, or Tetris instead!)
P.S. What are you becoming an expert in?
The Making of an Expert:
Ericsson, Anders K.; Prietula, Michael J.; Cokely, Edward T. (2007). "The Making of an Expert". Harvard Business Review (July–August 2007).
Gaming Can Make a Better World: