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Reality Is Broken: Why Games Make Us Better…
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Reality Is Broken: Why Games Make Us Better and How They Can Change the World (edició 2011)

de Jane McGonigal (Autor)

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1,0843518,553 (3.81)4
Visionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges.… (més)
Membre:scarecrowcity
Títol:Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Autors:Jane McGonigal (Autor)
Informació:Penguin Books (2011), Edition: Reprint, 416 pages
Col·leccions:La teva biblioteca
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Reality Is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal

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» Mira també 4 mencions

Es mostren 1-5 de 35 (següent | mostra-les totes)
NF
  vorefamily | Feb 22, 2024 |
The most thought-provoking book I've read in a long time. It gives me hope for the future. And a million ideas to experiment with! Got to start playing and making more games. ( )
  roguelike | Feb 4, 2024 |
Sadly dated, full of ideas of the future that didn’t pan out ( )
  danielskatz | Dec 26, 2023 |
The arguement in McGonigal's Reality is Broken is a rather simple one: we slake our miseries with imagined worlds. In the case of the 21st Century, the imagine worlds are electronic games and they have the potential to not only produce happiness but to also change the world. Video games, on-line games are not merely escapists means of ignoring reality but one that is more satisfying and has the capabilities to make us a better species. I'm not sure if I busy her optimistic narrative of digital gameplay. The fact that hard work at activities that provide their own reward (such as electronic games) can deliver real happiness is a contentious one. What happens when a game ends? Do we truly feel satisfied? Furthermore do they make us ethically better (take for instance, violent video games)?
According to McGonigal, electronic games, seen in this light, are not just a medium or even an art form. They are potent engines for creating and enhancing emotional experience: for making our lives "better". But are they?
We crave, she argues, "satisfying work" (which I agree with) that allows us to be "optimistic about our own chances for success"; that involves "social connection"; and that allows us to feel "curiosity, awe and wonder". I agree wholeheartedly with this. I am just not sure if electronic gameplay has reached an era where the good (psychologically speaking) outweighs the bad but I admire McGonigal's vision.
This book does a great job at describing various types of game play but sort of rambles on. I sped read most of the book as many of her conclusions felt simplistic to me and easy to grasp. ( )
  ryantlaferney87 | Dec 8, 2023 |
Very interesting take on games to bring about change in oneself and the world around us. I felt better for playing games after reading this book. The author takes a contrarian view on deeply established antipathy towards games. I learnt interesting bit about psychology, sociology, neuroscience. I loved the section on making game out of illness (recuperation). There are a few sections that are repetitive and tedious. ( )
  harishwriter | Oct 12, 2023 |
Es mostren 1-5 de 35 (següent | mostra-les totes)
Despite its title, Reality is Broken is not a rallying call for virtual emigration. According to McGonigal – an American game designer and researcher with some of the last decade's most ambitious experiments in gaming on her CV – what's broken is not so much the physical world we inhabit as the social structures layered on top of it. "Today," she argues, "many of us are suffering from a vast and primal hunger. But it is not a hunger for food – it is a hunger for more and better engagement." Games, she believes, have far more to offer than solipsistic retreat.
afegit per melmore | editaThe Guardian, Tom Chatfield (Apr 30, 2011)
 
 
afegit per melmore | editaNew York Times, William Saletan (Feb 11, 2011)
 
afegit per melmore | editaWired, Michael Andersen (Jan 20, 2011)
 

» Afegeix-hi altres autors

Nom de l'autorCàrrecTipus d'autorObra?Estat
McGonigal, Janeautor primaritotes les edicionsconfirmat
Whelan, JuliaNarradorautor secundarialgunes edicionsconfirmat
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It is games that give us something to do when there is nothing to do. We thus call games "pastimes" and regard them as trifling fillers of the interstices of our lives. But they are much more important than that. They are clues to the future. And their serious cultivation now is perhaps our only salvation. - Bernard Suits, philosopher
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for my husband, Kiyash,
who is better at every game than I am,
except for Werewolf
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Gamers have had enough of reality.
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First and foremost, we crave satisfying work, every single day. The exact nature of this “satisfying work” is different from person to person, but for everyone it means being immersed in clearly defined, demanding activities that allow us to see the direct impact of our efforts.
Second, we crave the experience, or at least the hope, of being successful. We want to feel powerful in our own lives and show off to others what we’re good at. We want to be optimistic about our own chances for success, to aspire to something, and to feel like we’re getting better over time.
Third, we crave social connection. Humans are extremely social creatures, and even the most introverted among us derive a large percentage of our happiness from spending time with the people we care about. We want to share experiences and build bonds, and we most often accomplish that by doing things that matter together.
Fourth, and finally, we crave meaning, or the chance to be a part of something larger than ourselves. We want to feel curiosity, awe, and wonder about things that unfold on epic scales. And most importantly, we want to belong to and contribute to something that has lasting significance beyond our own individual lives.
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Visionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges.

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