In today’s society, games are fulfilling real human needs in ways that reality is not. Hundreds of millions of people globally — 174 million in the United States alone — regularly inhabit game worlds because they provide the rewards, stimulating challenges, and epic victories that are so often lacking in the real world. Instead of futile handwringing about this exodus from reality, world-renowned game designer Jane McGonigal argues that we need to figure out how to make the real world—our homes, our businesses and our communities—engage us in the way that games do.
Drawing on positive psychology and cognitive science, McGonigal reveals how game designers have hit on core truths about what makes us happy, from social connection to having satisfying work to do. Game designers intuitively understand how to optimize human experience. Reality is Broken shows that games can teach us essential lessons about mass collaboration, creating emotional incentives, and increasing engagement that will be relevant to everyone.
©2011 Jane McGonigal (P)2011 Brilliance Audio, Inc.
The book has two goals.
The first it to persuade us that games can be a force for good- I agree wholeheartedly and enjoyed this part of the book, and the arguments laid out by the author were compelling and inspirational
The second was to illustrate some examples of where games are making the world better (and how they might be even more significant in the future) - Suddenly the compelling examples seemed to fade away, and the author mostly seemed to settle back into talking about her own "games" to cure climate change and engage people in the Olympic games. I felt her reliance on these examples left me with a feeling of someone tooting their own horn, as well as leaving me feeling underwhelmed. The games described seemed banal or maybe even comical rather than exciting catalysts of profound change as implied in the first half of the book
Overall I thought it was interesting, but didn't fuel conversations with my friends like some other futurist non-fiction titles.
As a non-gamer, I was amazed to learn how far the gaming industry has come and how creative people like this author are integrating gaming techniques into projects to make the world a better place.
I highly recommend this book to any millennial that games. The book also has further implications in reshaping the work place.
Jane create intrinsic value in every paragraph. it doesn't matter what you do, or what you wanna be, you will enjoy this book and learn a lot.
The impact of games on the people and communities that play them persists beyond the boundaries of the game. The author uses her great knowledge of gameification to introduce listeners to the idea of using games as an inexpensive remedy to personal and social problems. The excellent narration made this an enjoyable listen.
Truly a book for anyone planning on living past the current year.
Very interesting. Fun to listen to.
Gets progressively drier after the first section, but that wasn't unexpected.
The meat of what she is trying to say is found there.
I would have Jane discuss not just projects she's involved in - I thought the book was well written and showed a breadth and depth, but I started to get tired of hearing about her projects, and would've liked to hear more about projects and games that inspired her (she did talk about some - but,it seemed like deeper into the book - it got to be increasingly focused on her work).
I suggested this for a book group and got categorically turned down because 'video games will never be good for the individual or society' - I found the topic interesting and went for it on my own and I feel like the book group really missed out. For one thing - it's not just video games that get discussed - and for another - I found the ideas discussed really interesting and walked away wanting to play more games, video, card and board varieties - in my own household - rather than watching tv together.
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