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

Front Cover
Penguin, Jan 20, 2011 - Psychology - 416 pages
5 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.




From the Trade Paperback edition.
 

What people are saying - Write a review

User ratings

5 stars
2
4 stars
1
3 stars
2
2 stars
0
1 star
0

User Review - Flag as inappropriate

第一章来说,我觉得最有意思的理论是好游戏得成功4要素:目标,规则,反馈和参与程度。
4.10
今天我刚看了两页,就很有感触。很多人都说人们沉迷于游戏,但是反过来看这不也是等于游戏开发者创造了一个好游戏。就像很多商
品一样,举例来说:维多利亚的秘密,很多少女都想买这个牌子的衣服,因为它可以让女生看起来很漂亮也自信。但是从没有人说这一种商品让女孩子变的拜金或是什么。都会说这个牌子很了不起,创造了一个又一个商业奇迹或是捧红了一位又一位supermodel。游戏其实同理,斌不是人们沉迷于游戏,而是一款“成功”的游戏一直在吸引着人。
游戏是让人们解决一个很没有必要的阻碍,意味着一切源于虚拟。但是就游戏本身来说,他也是一种要努力完成的工作。努力完成非必要的工作。OS:人们就是贱,没事自己找麻烦,还挺开心,哈哈。
4.11
随着深入地阅读,我发现这本书真是好。他讲的是游戏怎么会吸引人,为什么会吸引人。在游戏中人们宁愿花费500的小时去完成一个任务。不论结果还是过程都还挺开心。更神奇的事,随着难度的上升,玩家的快乐也会上升。人怎么这么贱。😓 反而要是人们在现实中要是有一个500小时得工作,绝大多数都不希望去完成。而这就是游戏的魅力。为什么?因为这里有两个很重要得因素。明确的目标(clear goal)和可执行的下一步(the actionable next step) 有了这两个要素,人们就会很开心的。而且重要的是,为什么总有人说工作累了,玩会游戏换换脑子。其实在一天的工作中,人们很少能体会到那种成就感和满足感。但是玩一会游戏,15分钟,他们马上就能得道一种很快速,很直观,很强烈的满足。因为在游戏中,他们完成了某些任务,然他们体会到了人平时体会不到的那份满足敢。所以游戏才这样吸引人。
4.12
游戏的失败让人快乐。这章对我来说又颠覆了我的三观。不过也确实,最近的游戏奇迹“魂”系列就是不停的让玩家死死死死。但是还是有不少玩家累此不疲。他们都疯了么。而秘密就是,游戏给了玩家希望,玩家在游戏中的失败是平等的话,玩家就更愿意继续失败下去,或是失败的有花样,玩家也愿意失败下去。我貌似对这个很难理解。但是我也是十分赞同。
4.17
这一周我还是在坚持据这本书,但是对我的吸引逐渐的减小。可能之前神奇的地方太多了。到现在没有什么神奇的可以挖掘的。一切的知识让我觉得很正常没有什么可说的。他说的游戏可以提升生活的品质等等。但是我觉得那是他的专业,平常人没有这么强大的专业知识来提升他们的生活。例如chore war 或是 飞机的那个。平常人很少能想到游戏背后的意义。生活升级,这一章还是挺有意思的。我们可以通过生活中的点滴来提升我们生活的品质。但是重要的是能否用直观的媒介反映出来,人们只有最直观的看到某些事情,才能反映出自己在这里付出了多少。我觉得我可以试试只做一个游戏来提升我自己的能力。
有意思的网站:
plusoneme.com
Chore War
 

User Review - Flag as inappropriate

Uninteresting and hard to push through

Contents

Praise
CHAPTER TWO The Rise of the Happiness Engineers
CHAPTER FOUR Fun Failure and Better Odds of Success
CHAPTER SIX Becoming a Part of Something Bigger Than Ourselves
PART TWO Reinventing Reality
CHAPTER EIGHT Leveling Up in Life
CHAPTER NINE Fun with Strangers
PART THREE How Very Big Games Can Change the World
CHAPTER TWELVE Missions Impossible
CHAPTER THIRTEEN Collaboration Superpowers
CHAPTER FOURTEEN Saving the Real World Together
CONCLUSION
Practical Advice for Gamers
Index
Copyright

Other editions - View all

Common terms and phrases

About the author (2011)

Jane McGonigal, Ph.D., is the Director of Game Research and Development at the Institute for the Future. Her work has been featured in The Economist, Wired, and The New York Times and on MTV, CNN, and NPR. She has been called one of the top ten innovators to watch (BusinessWeek), one of the one hundred most creative people in business (Fast Company), and one of the fifty most important people in gaming (Game Developers Magazine). She has given keynote addresses at TED, South by Southwest Interactive, and the Gave Developers Conference, and foresight and strategic advice to companies such as Microsoft, Nintendo, Nike, SAP, Wells Fargo, and Disney.

Bibliographic information