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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