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Extra Lives is an impassioned defense of video games, an assailed and misunderstood art form....
The new era of gamification and human-focused design optimizes for motivation and engagement over traditional function-focused design....
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Use the science of motivation with the power of game design to unlock motivation and drive progress in your organisation....
The State of Play is a call to consider the high stakes of video game culture and how our digital and real lives collide....
In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design....
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The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them.
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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.
Being a developer of games and simulation/training software, myself, I think that this book delves into an important question: why do we play games? After all, when one thinks about it, most games are simply work, a series of repetitive tasks. What makes them *fun*? And why doesn’t work we do in real life engage us in the same way? Why do people enjoy doing chores in The Sims and Farmville, but hate doing their actual dishes and laundry? Why are X-Box first person shooter matches so popular with soldiers in Afghanistan, who presumably get enough of the real deal?
If you can mentally compensate for the author’s extremely starry-eyed view of gaming and gamers, she does raise some interesting points. There’s no question that games tap into our neurochemical wiring, stimulating our brains' reward systems with bite-sized challenges and constant feedback. We enjoy the competition and freedom of experimentation that games offer. Playing them also has more meaningful benefits, such as building self-confidence, providing healthy escape from stress, allowing us to explore and experiment, fostering community and connection, even creating a feeling of connection to something bigger.
This leads to the book's central questions: how can we apply what works in games to make aspects of the real world more engaging? How can we use game-like systems to solve problems that really matter? Would we have more fun with reality if it was more benignly competitive, more open to experimentation, more full of positive feedback for doing the right thing? If you weren't familiar with buzzy terms like "augmented reality" or "massively single-player", you will be.
While McGonigal probably won’t sell you on the notion that games can solve humanity’s problems, her anecdotes about successful projects make a convincing case for their future potential. Yes, many of the cutesy social apps she described, such as the one that rewards users with virtual prizes for jogging, seem a little inconsequential, but the point is the *possibility* they imply. If we're using smart phones to manage our lives anyway, why not make the experience fun? I was fascinated by the use of crowd-sourcing to unravel a British political scandal (with astonishingly effective results) and McGonigal's assessment of wikipedia in gaming terms. The World Without Oil game and some similar experiments show a potential role for gamelike collaborative systems in addressing widespread political disconnect.
The author also provides a sense of the sheer energy, enthusiasm, and range of interests of gamers themselves. Let’s face it, if hundreds of millions of people across the Earth are using computers and playing games every day, this represents a huge mindshare that might be tapped. Sure, not all of their skills translate to real-world problems, but many do. As I’ve seen in my own line of work, part of the reason that game-based military simulations are so effective is because they leverage an already-existing base of skills found among most young people who join the US military (and I don’t mean shooting stuff, but navigating virtual environments).
McGonigal’s unbridled excitement may not speak to every reader, but I think that most who have had a more-than-casual experience with gaming will understand where it's coming from. Even if you decide not to read the book, I recommend googling some of the author’s talks and projects.
12 of 12 people found this review helpful
The introduction is overwrought, too long and rather dry. Past that the book gets rather amazing. I was seconds from deciding this book wasn't worth my time but the intro finally ended. It is an excellent explanation of what gamers get out of games and why- useful for parents and friends. It serves as a good introduction to the whole phenomenon of gamers and gaming for the curious and it will warm the hearts of gamers far and wide. Much more than that though it places context to gaming within social science and broader social issues. It reminds me of the recent books by Dan Ariely in it's reliance on research and on the recent work on Marriage ("For Better") in tone and structure and biochemical explanations. The reader is good though we disagree on how a few words are pronounced.The author get's a bit self-congratulatory at times but it's not over done. I very nearly Love this book. I would recommend it to anyone who has even a slight interest in putting Gaming into context.
16 of 17 people found this review helpful
Would you try another book from Jane McGonigal and/or Julia Whelan?
Were the concepts of this book easy to follow, or were they too technical?
The concepts were easy to follow; I would say that McGonigal's sentence structure is a little complex, and suited to someone of an academic background.
Any additional comments?
This book is incredibly well researched, and ties together complex themes in psychology, sociology, and computer science. Part 1, the background of McGonigal's thesis, was fascinating, and Part 2, which related more of her own personal story, was also interesting. But the list of games and web sites in Part 3 seemed unnecessarily long. That's why I marked down the rating. For such a strong start, the book didn't finish in a very interesting way.<br/><br/>That said, I did find myself bookmarking important concepts and jotting down names of web sites and games to check out later. McGonigal motivated me to explore games to improve my health and the planet.
5 of 5 people found this review helpful
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.
14 of 16 people found this review helpful
This book does a great job of taking a look at game design- from traditional games to MMORPG's to alternative reality games- for the interested computer scientist. I think anyone who regularly teaches would also appreciate this book. Fantastic job, it's already inspired me with various ideas on math games for kids. The only thing I would like for books like this are some cliff notes to help me remember what I've listened to.
4 of 4 people found this review helpful
Just got the audio book, but in one word I would have to call it interesting. Being a gamer I related to a lot of segments Jane McGonigal wrote about. I first found out about the book, by watching her interview on G4 TV's show "Attack Of The Show". I myself had to get in front of an audience once, to talk about the positive interaction that games have for people. I hope this small review helps your decision making on buying this audio book. By the way Jane, good job with everything.
2 of 2 people found this review helpful
Incredibly insightful book about the games culture and why it's so engrossing. Don't be scared off by the length of the book. Totally worth the time.
She outlines specifically what games give us and how we can use that in reality.
I like how in the second half of the book, Ms. McGonigal focuses on how games can be used to improve our lives and to address some of the larger problems affecting our world. Her research will make a huge difference in our world if we take it and run with her ideas.
Great job, and as a bonus, it's fun to listen to!
5 of 6 people found this review helpful
I could barely get through this book. Yes, once in a while there is a thought worth considering but for the most part, I don't buy the general premise.
A little investigation shows that many of the examples cites in the book have faded away. Maybe 'fadded' as in 'fad', is the better term.
Before these gamification programs can have lasting effect, they need to require less time and maintenance. And, the rewards need to be worth the effort. No one, and there are many books on this subject, explains practical ways of gamifying progress.
Sure, I agree with the concepts in principal but see no practical ways of putting most of them into practice.
You might enjoy this book. Don't let me discourage you. I personally didn't find much there. Instead, look at The Game Changer by Jason Fox. Much more interesting.
1 of 1 people found this review helpful
Would you recommend this audiobook to a friend? If so, why?
This book challenged my prejudice about games and gamers. After the first chapter, I became so intrigued with the author, that I sought out her TED talk and other videos. She's intuitive and innovative. Reading this book is like spending time with your smartest girlfriend. It will open your mind to new possibilities.
What other book might you compare Reality Is Broken to and why?
"Reality is Broken" reminded me a bit of "Whack on the Side of the Head" by Roger VonOech. They both view conventional wisdom through seldom-used lenses, and reveal valuable conclusions.
What about Julia Whelan’s performance did you like?
Julia Whelan's narration is well-suited to this book. She expressed the author's intent with authority and passion, and her vocal age and pace are just right for the material.
If you were to make a film of this book, what would be the tag line be?
"Epic Wins For Everyone!"
1 of 1 people found this review helpful
Reality Is Broken is excellent, but the amount of detail provided is excessive for making and demonstrating the author's points. For most readers it would be a better book if it were abridged. In particular the second half of the book seems to be a discussion of every game project the author had ever been involved with.
3 of 4 people found this review helpful