Download Reality Is Broken: Why Games Make Us Better and How They Can by Jane McGonigal PDF

By Jane McGonigal

A visionary online game fashion designer finds how we will be able to harness the facility of video games to spice up worldwide happiness.

With 174 million players within the usa by myself, we now dwell in a global the place each new release may be a gamer iteration. yet why, Jane McGonigal asks, should still video games be used for escapist leisure by myself? during this groundbreaking publication, she exhibits how we will leverage the chronic of video games to mend what's wrong with the genuine world-from social difficulties like melancholy and weight problems to international matters like poverty and weather change-and introduces us to state-of-the-art video games which are already altering the enterprise, schooling, and nonprofit worlds. Written for players and non-gamers alike, Reality Is Broken indicates that the destiny will belong to people who can comprehend, layout, and play games.

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The very act of what we’re doing, the enjoyment of being fully engaged, is enough. 17 We do 46 | REALITY IS BROKEN autotelic work because it engages us completely, and because intense engage­ ment is the most pleasurable, satisfying, and meaningful emotional state we can experience. As long as we are regularly immersed in self-rewarding hard work, we will be happy more often than not—no matter what else is going on in our lives. This is one of the earliest hypotheses of positive psychology, and a fairly radi­ cal idea.

Everything else is an effort to reinforce and enhance these four core elements. A compelling story makes the goal more enticing. Complex scoring metrics make the feedback systems more motivating. Achievements and levels multiply the opportunities for experiencing success. Multiplayer and massively multiplayer experiences can make the prolonged play more 22 | REALITY IS BROKEN unpredictable or more pleasurable. Immersive graphics, sounds, and 3D en­ vironments increase our ability to pay sustained attention to the work we’re doing in the game.

Csíkszentmihályi was right about the need to reinvent reality to work more like a game. He was just too early. In 1975, the rest of the field of modern psychology was still largely focused on understanding mental illness and neg­ ative emotions, not optimal human experience. There wasn’t enough critical momentum among his peers to pick up the problem of everyday happiness. Meanwhile, the tools we had in 1975 for inventing and sharing new games with mass audiences were still in their infancy. Pong, the first commercial video game, was just three years old.

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