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S'està carregant… Reality Is Broken: Why Games Make Us Better and How They Can Change the World (edició 2011)de Jane McGonigal (Autor)
Informació de l'obraReality Is Broken: Why Games Make Us Better and How They Can Change the World de Jane McGonigal
S'està carregant…
Apunta't a LibraryThing per saber si aquest llibre et pot agradar. No hi ha cap discussió a Converses sobre aquesta obra. NF 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. 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.
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. Llistes notables
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. No s'han trobat descripcions de biblioteca. |
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