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

Jane McGonigal
5.0 out of 5 stars  See all reviews (1 customer review)
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Book Description

Jan 25 2011

Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.

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 twenty-one. 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 discoveriesto 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 because they regularly 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 such as depression and obesity, and addressing vital twenty-first-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 nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, , and play games.

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Review

"Inspiring and engaging" Daily Telegraph "An intriguing and thought-provoking book" New Statesman "Despite her expertise, McGonigal's book is never overly technical, and as with a good computer game, anyone, regardless of gaming experience, is likely to get sucked in" New Scientist "McGonigal is persuasive and precise in explaining how games can transform our approach to those things we know we should do. McGonigal is also adept at showing how good games expose the alarming insubstantiality of much everyday experience. McGonigal is a passionate advocate... Given the power and the darker potentials of the tools she describes, we must hope that the world is listening" -- Tom Chatfield Observer "McGonigal brilliantly deconstructs the components of good game design before parlaying them into a recipe for changing the offline, 'real' world'" Literary Review --This text refers to the Paperback edition.

About the Author

World-renowned game designer and futurist Jane McGonigal, PhD. takes play seriously. McGonigal is the Director of Game Research and Development at the Institute for the Future in Palo Alto, California, where she earned Harvard Business Review honors for "Top 20 Breakthrough Ideas of 2008" for her work on the future of games. Her work has been featured in The Economist, Wired, and The New York Times hailed her as one of the 100 most creative people in business. She has been a featured speaker at TED, South by Southwest Interactive, the Game Developers Conference, ETech, and the Web 2.0 Summit, as well as appearing at The New Yorker Conference. Born in Philadelphia in 1977 and raised in New York, Jane now lives in San Francisco with her husband.

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Most helpful customer reviews
0 of 1 people found the following review helpful
5.0 out of 5 stars Awesome Nov 17 2011
Format:Paperback|Amazon Verified Purchase
McGonigal has a very optimistic view, but it is well worth the read.
He fixes are simple yet really makes you think.
Great buy for anyone in the game industry or anyone who is interested in games.
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Amazon.com: 4.3 out of 5 stars  124 reviews
96 of 107 people found the following review helpful
4.0 out of 5 stars Well written, enthusiastic, overpromised, but great Feb 27 2011
By Mortimer Duke - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
McGonigal has written a fun and readable book. She has found a niche here -- the idea that video games express our best selves -- and her enthusiasm on the subject is downright infectious. I kept thinking that she is one of those people in the center of her social network. One of those people that convinces her friends to get out of the house and try new, quirky, interesting things. She makes life fun by making it a game. It's nearly impossible not to get caught up in her enthusiasm.

There are two sides to this enthusiasm. First of all, she has managed to convince people, on a grand scale, that video games can be a force for good. She has actually gone out and done things to reform the way we think about video games by creating ones that tap the potential to be useful in the world. She and game designers like her may well be a force that sees this grand idea through to the end.

On the other hand, there's a nagging feeling (the devil on my shoulder) that tells me that this idea is overstated and undersupported. The "science" here really doesn't (and couldn't, when it comes down to it) say that the world is better off as a direct result of video games. In short-term laboratory experiments, there are some interesting results. But the comparison groups here are what beg the question -- playing video games makes you more optimistic as compared to what? Because playing a role playing game for a few minutes makes you more confident in talking to the opposite sex immediately afterward does not mean that playing WoW for 22 hours a week is going to jazz up your sex life.

I can't help but think that what McGonigal is talking about is absolutely true for a select group of people -- her included, and perhaps other optimistic and playful individuals who like to treat life as a game -- but is overstated as a panacea for the human race.

In the end, I'm glad to have read the book, and would recommend it as a well-articulated vision of a very interesting idea, one that is certainly worth having a debate over.
29 of 32 people found the following review helpful
5.0 out of 5 stars Perfectly captures the depth of engagement games provide Mar 4 2011
By Gigawood - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
Having been around computers and games since I was 2, and having played online games from the start when I was 13, I can say that Jane McGonigal's description of the online world today's kids are growing up with is extremely accurate. When I sat down to write what soft skills I've picked up from all my years playing online games, I came up with a rather exhaustive list. It's astounding, regardless of the genre played (FPS, like Halo, MMOs like World of Warcraft).

Why do we find games so engaging, so engrossing? Many schools, businesses and the like are blaming 'addiction' to games for people tuning out. It goes far, far beyond simple 'addiction' (though problems do exist). Jane goes to great lengths to EXPLAIN the concepts of engagement this 'video game addiction' really consists of - and that schools, businesses and the greater community can and SHOULD learn from such an efficient, accessible use of these concepts to improve the quality of life for everyone in society.

This is a must read - particularly for any businessperson, teacher, parent, or gamer in the community.
59 of 70 people found the following review helpful
5.0 out of 5 stars Heady philosophical topics packaged in an engrossing, captivating, easy to read book Jan 22 2011
By Ralph Loizzo - Published on Amazon.com
Format:Hardcover|Amazon Verified Purchase
I encourage anyone who is interested in playing games, whether they be board, video, MMORPGs, or alternative reality games in general (ARGS), to read this book.

I have listened to the author speak, and have participated in a few games of her design, and have always been fascinated by her passion for analyzing the effects of games on its participants and society. She is a scientist of the next generation. As our world becomes smaller and our communities larger, we are beginning to see things in a new world view. Whether your particular political leanings are left or right makes no difference, for how we handle these problems are what needs debate.

Dr. Jane McGonigal recognizes the importance of some of these world issues, and creates unique opportunities to explore solutions in a "game-world". By doing so, we tend to be more focused on fixing problems in a communal sense, and we let go of our own personal prejudices and faults in order to work together for individual and community fulfillment.

She is leading her own personal quest to not only reject the notion that gaming is a waste of time, but that we can learn more about ourselves and each other through gaming. She is one of the few voices who will be leading our society for its own betterment, and I can't recommend enough that everyone read this book Reality is Broken.

She pairs a child's curiosity and wonder with the intelligence and discipline of an adult, and captivates you right from the very beginning. I received my hardcover yesterday, and am currently tearing through it. This will be in my personal library forever, as I can see where I'll need to reference her research and ideas time and time again.
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