Reality Is Broken: Why Games Make Us Better and How They Can Change the World

Reality Is Broken: Why Games Make Us Better and How They Can Change the World

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by Jane McGonigal
     
 

More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of 21. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the

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Overview

More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of 21. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.

Drawing on positive psychology, cognitive science and sociology, Reality is Broken uncovers how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators, since they cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends.

In Reality is Broken, she reveals how these new Alternate Reality Games are already improving the quality of our daily lives, fighting social problems like depression and obesity, and addressing vital 21st century challenges—and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm—and therefore avert—the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change.

McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and non-gamers alike, Reality is Broken shows us that the future will belong to those who can understand, design and play games.

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Product Details

ISBN-13:
9781594202858
Publisher:
Penguin Publishing Group
Publication date:
01/20/2011
Pages:
400
Product dimensions:
6.50(w) x 9.40(h) x 1.50(d)
Age Range:
18 Years

Table of Contents

Introduction: Reality Is Broken 1

Part 1 Why Games Make Us Happy

1 What Exactly Is a Game? 19

2 The Rise of the Happiness Engineers 35

3 More Satisfying Work 52

4 Fun Failure and Better Odds of Success 64

5 Stronger Social Connectivity 77

6 Becoming a Part of Something Bigger Than Ourselves 95

Part 2 Reinventing Reality

7 The Benefits of Alternate Realities 119

8 Leveling Up in Life 146

9 Fun with Strangers 168

10 Happiness Hacking 183

Part 3 How Very Big Games Can Change the World

11 The Engagement Economy 219

12 Missions Impossible 247

13 Collaboration Superpowers 266

14 Saving the Real World Together 296

Conclusion: Reality Is Better 345

Acknowledgments 355

Appendix: How to Play 358

Notes 364

Index 379

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