Reality Is Broken: Why Games Make Us Better and How They Can Change the World (Google eBook)

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Penguin, Jan 20, 2011 - Psychology - 416 pages
52 Reviews
A visionary game designer reveals how we can harness the power of games to boost global happiness.

With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.


  

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Review: Reality Is Broken: Why Games Make Us Better and How They Can Change the World

User Review  - Daniel Blair - Goodreads

I am partial to the idea McGonigal presents: that games can be used to change the world. Although some reviewers have mentioned "gamification," the idea that game mechanics can be used in applications ... Read full review

Review: Reality Is Broken: Why Games Make Us Better and How They Can Change the World

User Review  - Graham Herrli - Goodreads

According to McGonigal, games are unnecessary obstacles that we create to make life more interesting and challenging. She explains how the mechanics of games can be re-applied to the real world to ... Read full review

All 9 reviews »

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Contents

The Four Defining Traits of a Game
How Games Provoke Positive Emotion
The Four Secrets to Making Our Own Happiness
Why Failure Makes Us Happy
The Hope of Rock Star Success
Happy Embarrassment
Vicarious Pride
Ambient Sociability
GROUNDCREWPOWERING THE MOBILE COLLABORATION ECONOMY
LOST JOULES
The Evolution of Games as a Collaboration Platform
Inventing the Future of Organization
A Crash Course in Changing the World
THE LONG GAME
INTRODUCTION
PART I

Epic Context for Heroic Action
Epic EnvironmentsOr How to Build a Better Place
Epic Projects
Chore Wars
Quest to LearnAnd Why Our Schools Should Work More Like a Game
SuperBetterOr How to Turn Recovery into a Multiplayer Experience
Jetset and Day in the Cloud
Nike+
Foursquare
A Game to Reinvent Membership
A Game to Close the Generation Gap
The Invention of Happiness Hacking
Making Better Use of Gamers Participation Bandwidth
THE EXTRAORDINARIES
CHAPTER 2
CHAPTER 3
CHAPTER 4
CHAPTER 5
CHAPTER 6
CHAPTER 7
CHAPTER 8
CHAPTER 9
PART III
CHAPTER 12
CHAPTER 13
CHAPTER 14
CONCLUSION
Copyright

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About the author (2011)

World-renowned game designer and futurist Jane McGonigal, PhD. takes play seriously. McGonigal is the Director of Game Research and Development at the Institute for the Future in Palo Alto, California, where she earned Harvard Business Review honors for "Top 20 Breakthrough Ideas of 2008" for her work on the future of games. Her work has been featured in The Economist, Wired, and The New York Times hailed her as one of the 100 most creative people in business. She has been a featured speaker at TED, South by Southwest Interactive, the Game Developers Conference, ETech, and the Web 2.0 Summit, as well as appearing at The New Yorker Conference. Born in Philadelphia in 1977 and raised in New York, Jane now lives in San Francisco with her husband.

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