Reality Is Broken and over one million other books are available for Amazon Kindle. Learn more

Buy New

or
Sign in to turn on 1-Click ordering.
or
Amazon Prime Free Trial required. Sign up when you check out. Learn More
Buy Used
Used - Good See details
$11.19 & eligible for FREE Super Saver Shipping on orders over $25. Details

or
Sign in to turn on 1-Click ordering.
 
   
Kindle Edition
 
   
Sell Back Your Copy
For a $1.55 Gift Card
Trade in
More Buying Choices
Have one to sell? Sell yours here
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
 
 
Start reading Reality Is Broken on your Kindle in under a minute.

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

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

Jane McGonigal (Author)
4.2 out of 5 stars  See all reviews (74 customer reviews)

List Price: $26.95
Price: $15.48 & eligible for FREE Super Saver Shipping on orders over $25. Details
You Save: $11.47 (43%)
  Special Offers Available
o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o o
In Stock.
Ships from and sold by Amazon.com. Gift-wrap available.
Want it delivered Friday, May 25? Choose One-Day Shipping at checkout. Details
Textbook Student FREE Two-Day Shipping for students on millions of items. Learn more

Formats

Amazon Price New from Used from
Kindle Edition --  
Hardcover $15.48  
Paperback $10.88  
Audio, CD, Audiobook, CD, Unabridged $10.94  
Audible Audio Edition, Unabridged $17.95 or Free with Audible 30-day free trial

Book Description

January 20, 2011 1594202850 978-1594202858 1
Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.

More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.

Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends.

In Reality Is Broken, she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change.

McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, design, and play games.

Check Out Related Media



Special Offers and Product Promotions

  • Buy $50 in qualifying physical textbooks, get $2 in Amazon MP3 Credit. Here's how (restrictions apply)

Frequently Bought Together

Customers buy this book with How to Do Things with Videogames (Electronic Mediations) $12.89

Reality Is Broken: Why Games Make Us Better and How They Can Change the World + How to Do Things with Videogames (Electronic Mediations)
  • This item: Reality Is Broken: Why Games Make Us Better and How They Can Change the World

    In Stock.
    Ships from and sold by Amazon.com.
    Eligible for FREE Super Saver Shipping on orders over $25. Details

  • How to Do Things with Videogames (Electronic Mediations)

    In Stock.
    Ships from and sold by Amazon.com.
    Eligible for FREE Super Saver Shipping on orders over $25. Details



Editorial Reviews

Amazon.com Review

Practical Advice for Gamers by Jane McGonigal

Reality is Broken explains the science behind why games are good for us--why they make us happier, more creative, more resilient, and better able to lead others in world-changing efforts.

But some games are better for us than others, and there is too much of a good thing.

Here are a few secrets that aren’t in the book to help you (or the gamer in your life) get the most positive impact from playing games.

This practical advice--5 key quidelines, plus 2 quick rules--is scientifically backed, and it can be summed up in a single sentence:

Play games you enjoy no more than 21 hours a week; face-to-face with friends and family as often as you can; and in co-operative or creator modes whenever possible.

1. Don’t play more than 21 hours a week.

Studies show that games benefit us mentally and emotionally when we play up to 3 hours a day, or 21 hours a week. (In extremely stressful circumstances--such as serving in the military during war-time--research shows that gamers can benefit from as many as 28 hours a week.) But for virtually everyone else, whenever you play more than 21 hours a week, the benefits of gaming start to decline sharply. By the time you’re spending 40 hours or more a week playing games, the psychological benefits of playing games have disappeared entirely--and are replaced with negative impacts on your physical health, relationships, and real-life goals. So always strive to keep your gaming in the sweet spot: 7–21 hours a week.

2. Playing with real-life friends and family is better than playing alone all the time, or with strangers.

Gaming strengthens your social bonds and builds trust, two key factors in any positive relationship. And the more positive relationships you have in real life, the happier, healthier and more successful you are.

You can get mental and emotional benefits from single-player games, or by playing with strangers online--but to really unlock the power of games, it’s important to play them with people you really know and like as often as possible.

A handy rule-of-thumb: try to make half of your gaming social. If you play 10 hours a week, try to play face-to-face with real-life friends or family for at least 5 of those hours.

(And if you’re not a gamer yourself--but you have a family member who plays games all the time, it would do you both good to play together--even if you think you don’t like games!)

3. Playing face-to-face with friends and family beats playing with them online.

If you’re in the same physical space, you’ll supercharge both the positive emotional impacts and the social bonding.

Many of the benefits of games are derived from the way they make us feel--and all positive emotions are heightened by face-to-face interaction.

Plus, research shows that social ties are strengthened much more when we play games in the same room than when we play games together online.

Multi-player games are great for this. But single-player works too! You can get all the same benefits by taking turns at a single-player game, helping and cheering each other on.

4. Cooperative gameplay, overall, has more benefits than competitive gameplay.

Studies show that cooperative gameplay lifts our mood longer, and strengthens our friendships more, than competing against each other.

Cooperative gameplay also makes us more likely to help someone in real life, and better collaborators at work--boosting our real-world likeability and chances for success.

Competition has its place, too, of course--we learn to trust others more when we compete against them. But if we spend all our time competing with others, we miss out on the special benefits of co-op play. So when you’re gaming with others, be sure to check to see if there are co-op missions or a co-op mode available. An hour of co-op a week goes a long way. (Find great co-op games for every platform, and a family-friendly list too, at Co-Optimus, the best online resource for co-op gaming.)

5. Creative games have special positive impacts.

Many games encourage or even require players to design and create as part of the gameplay process--for example: Spore, Little Big Planet, and Minecraft; the Halo level designer and the Guitar Hero song creator. These games have been shown to build up players’ sense of creative agency--and they make us more likely to create something outside of the game. If you want to really build up your own creative powers, creative games are a great place to start.

Of course, you can always take the next creative step--and start making your own games. If you’ve never made a game, it’s easier than you think--and there are some great books to help you get started.

2 Other Important Rules:

* You can get all of the benefits of a good game without realistic violence--you (or your kids) don’t have to play games with guns or gore.

If you feel strongly about violence, look to games in other genres--there’s no shortage of amazing sports, music, racing, puzzle, role-playing, casual, strategy and adventure games.

*Any game that makes you feel bad is no longer a good game for you to play.

This should be obvious, but sometimes we get so caught up in our games that we forget they’re supposed to be fun.

If you find yourself feeling really upset when you lose a game, or if you’re fighting with friends or strangers when you play--you’re too invested. Switch to a different game for a while, a game that has “lower stakes” for you personally.

Or, especially if you play with strangers online, you might find yourself surrounded by other players who say things that make you uncomfortable--or who just generally act like jerks. Their behavior will actually make it harder for you to get the positive benefits of games--so don’t waste your time playing with a community that gets you down.

Meanwhile, if you start to wonder if you’re spending too much time on a particular game – maybe you’re starting to feel just a tiny bit addicted--keep track of your gaming hours for one week. Make sure they add up to less than 21 hours! And you may want to limit yourself to even fewer for a little while if you’re feeling too much “gamer regret.”

From Booklist

People who spend hours playing video or online games are often maligned for “wasting their time” or “not living in the real world,” but McGonigal argues persuasively and passionately against this notion in her eminently effective examination of why games are important. She begins by disabusing the reader of some inherent prejudices and assumptions made about gamers, such as that they’re lazy and unambitious. Quite the opposite: McGonigal finds that gamers are working hard to achieve goals within the world of whatever game they are playing, whether it’s going on a quest to win attributes to enhance their in-game characters or performing tasks to get to a higher level in the game. Games inspire hard work, the setting of ambitious goals, learning from and even enjoying failure, and coming together with others for a common goal. McGonigal points out many real-world applications, including encouraging students to seek out secret assignments, setting up household chores as a challenge, even a 2009 game created by The Guardian to help uncover the excessive expenses of members of Parliament. With so many people playing games, this comprehensive, engaging study is an essential read. --Kristine Huntley

Product Details

  • Reading level: Ages 18 and up
  • Hardcover: 400 pages
  • Publisher: Penguin Press HC, The; 1 edition (January 20, 2011)
  • Language: English
  • ISBN-10: 1594202850
  • ISBN-13: 978-1594202858
  • Product Dimensions: 9.5 x 6.5 x 1.3 inches
  • Shipping Weight: 1.4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (74 customer reviews)
  • Amazon Best Sellers Rank: #39,054 in Books (See Top 100 in Books)

More About the Author

Jane McGonigal, PhD is a world-renowned designer of alternate reality games -- or, games that are designed to improve real lives and solve real problems.

She believes game designers are on a humanitarian mission -- and her #1 goal in life is to see a game developer win a Nobel Peace Prize.

She is the author of Reality is Broken: Why Games Make Us Better and How They Can Change the World (Penguin Press, 2011).

She has created and deployed award-winning games and secret missions in more than 30 countries on six continents, for partners such as the American Heart Association, the International Olympics Committee, the World Bank Institute, and the New York Public Library. She specializes in games that challenge players to tackle real-world problems, such as poverty, hunger and climate change, through planetary-scale collaboration. Her best-known work includes EVOKE, Superstruct, World Without Oil, Cruel 2 B Kind, and The Lost Ring. These games have been featured in The New York Times, Wired, and The Economist, and on MTV, CNN, and NPR.

Jane is also a future forecaster. She currently serves as the Director of Games Research & Development at the Institute for the Future, a non-profit research group in Palo Alto, California. Her research focuses on how games are transforming the way we lead our real lives, and how they can be used to increase our resilience and well-being. Her work has been featured in Vanity Fair, The New Yorker, O(prah) Magazine, Fast Company, The New York Times Science section, and more.

She is the founder of Gameful, "a secret headquarters for worldchanging game developers." (www.gameful.org)

She has a PhD from the University of California at Berkeley in performance studies, and has consulted and developed internal game workshops for more than a dozen Fortune 500 and Global 500 Companies, including Intel, Nike, Disney, McDonalds, Accenture, Microsoft, and Nintendo. Before joining IFTF, she taught game design and game theory at UC Berkeley and the San Francisco Art Institute.

She enjoys speaking to global audiences -- (watch videos). She has appeared at TED and the New Yorker Conference, and keynoted SXSW interactive, the Game Developers Conference, the Idea Festival, the National Association of Broadcasters, the Web 2.0 Summit, UX Week, Webstock, and more.

She currently serves on the advisory board for Games for Change, and for the annual Serious Games Summit at the Game Developers Conference.

A former New Yorker, she now lives in San Francisco with her husband Kiyash and Shetland Sheepdog Meche.

ACHIEVEMENTS: UNLOCKED

Fast Company: "Top 100 Creative People in Business"
Oprah Winfrey for O Magazine: "20 Most Inspiring Women in the World"
MIT Technology Review: "Top 35 innovators changing the world through technology"
Business Week: "Top Ten Innovators to Watch"
Harvard Business Review: "Top 20 Breakthrough Ideas"
Game Developer Magazine: "The Most Important 50 Game Developers"
Gamasutra: "20 Most Important Women in Videogaming"
BrandWeek: #1 Bright Idea of the Year
New York Times: "10 Breakthrough Ideas in Science"
World Technology Forum: "Entertainment Breakthrough of the Year"
Activism Award from SXSW Interactive
Best Storytelling Award at Come Out and Play International Games Festival
Most Important Futures Work of the Year from the Association of Professional Futurists
Innovation Award from the International Game Developers Association
The Gaming Award from the International Academy of Digital Arts and Sciences
Year in Review honors from The New York Times
Ranked #16 All-Time Most Engaging TED talk out of 835 all-time TED talks (as of 2010) .. and that's one ahead of Bill Gates, who's ranked at #17

Customer Reviews

Most Helpful Customer Reviews
50 of 55 people found the following review helpful
Format:Hardcover|Amazon Verified Purchase
McGonigal has written a fun and readable book. She has found a niche here -- the idea that video games express our best selves -- and her enthusiasm on the subject is downright infectious. I kept thinking that she is one of those people in the center of her social network. One of those people that convinces her friends to get out of the house and try new, quirky, interesting things. She makes life fun by making it a game. It's nearly impossible not to get caught up in her enthusiasm.

There are two sides to this enthusiasm. First of all, she has managed to convince people, on a grand scale, that video games can be a force for good. She has actually gone out and done things to reform the way we think about video games by creating ones that tap the potential to be useful in the world. She and game designers like her may well be a force that sees this grand idea through to the end.

On the other hand, there's a nagging feeling (the devil on my shoulder) that tells me that this idea is overstated and undersupported. The "science" here really doesn't (and couldn't, when it comes down to it) say that the world is better off as a direct result of video games. In short-term laboratory experiments, there are some interesting results. But the comparison groups here are what beg the question -- playing video games makes you more optimistic as compared to what? Because playing a role playing game for a few minutes makes you more confident in talking to the opposite sex immediately afterward does not mean that playing WoW for 22 hours a week is going to jazz up your sex life.

I can't help but think that what McGonigal is talking about is absolutely true for a select group of people -- her included, and perhaps other optimistic and playful individuals who like to treat life as a game -- but is overstated as a panacea for the human race.

In the end, I'm glad to have read the book, and would recommend it as a well-articulated vision of a very interesting idea, one that is certainly worth having a debate over.
Was this review helpful to you?
15 of 15 people found the following review helpful
Format:Paperback|Amazon Verified Purchase
I sympathized strongly with McGonigal's viewpoint from the beginning. I've played games for almost all of my life, having been born a few years after the release of the NES, and have long felt like games were responsible for some of the better parts of my education. So when McGonigal began her book heralding the possibilities of games educating and improving society -- one of her strongest arguments -- I was totally on board.

But when McGonigal goes more in-depth, expounding on readings of specific games mixed with hand-picked psychology findings, I was very disappointed. Her readings hardly scratched the surface of these games. Most were structured around some combination of "this is what players do in these games" and "this is how many people play this game", and drew very unearned conclusions on these bases. She explained the games in a very general way that would be clear to non-gamers, but didn't go into any kind of convincing detail. Her summaries of psychological studies were equally unconvincing; to name one example, Tal Ben-Shahar's work is significantly more complex and interesting than how it is presented in McGonigal's book. My biggest complaint along these lines, however, has to be aimed at her extremely low standard of "evidence" or "proof". Two sentences in particular are burned in my memory as examples of the kind of writing that would earn poor marks in a college-freshman-level environment:

"As countless scientists, psychologists, and spiritual leaders have proven..."
"This [that people could have fun playing her cemetary poker game] proves that Alternate Reality Games can change the world in a positive way"

What? No, it doesn't! Neither of these sentences prove anything -- moreso, her poor writing renders interesting and plausible ideas unconvincing and tenuous.

Which is a very unfortunate thing, because some of her formulations are quite challenging and impressive. McGonigal is absolutely right about the incredible amounts of energy and effort expended by gamers in service of play, and that instead of trying to direct that attention away from games, we would benefit much more from games that improve the world. She's right that games fulfill real-life needs that are unsatisfied by reality, and that we need to change reality, rather than make more interesting diversions, to properly harness the latent energy of games. I'm in total lock-step with her up to that point, and it's unfortunate that such a poor writer as McGonigal has been given such a prominent voice with which to represent these ideas.

Perhaps a more competent writer could also see a larger flaw in the argument itself, which is that the problems McGonical seeks to address are, with very few exceptions, extremely bourgeois. Putting it another way, she seeks to transform daily life through games, but her conception of daily life assumes abundance of money and food and material need. Can games change poverty? Hunger? Can they change disenfranchisement of the second- and third-world? How can games transform the world we live in if they cannot change the material conditions of the world? If they truly cannot--as is implied by her failure to consider these topics as worth discussing--are games impotent, useful only for improving the leisure time of the priveleged class?

My most common feeling in this book was that of frustration: there are some truly transformative and interesting ideas buried under layers of oversimplified, overstated arguments. It felt like having to open a hundred empty boxes to find the prize buried in a single layer of annoying packaging. Sure, the prize was good-- but was it worth the drudgery?
Was this review helpful to you?
40 of 50 people found the following review helpful
Format:Hardcover|Amazon Verified Purchase
I encourage anyone who is interested in playing games, whether they be board, video, MMORPGs, or alternative reality games in general (ARGS), to read this book.

I have listened to the author speak, and have participated in a few games of her design, and have always been fascinated by her passion for analyzing the effects of games on its participants and society. She is a scientist of the next generation. As our world becomes smaller and our communities larger, we are beginning to see things in a new world view. Whether your particular political leanings are left or right makes no difference, for how we handle these problems are what needs debate.

Dr. Jane McGonigal recognizes the importance of some of these world issues, and creates unique opportunities to explore solutions in a "game-world". By doing so, we tend to be more focused on fixing problems in a communal sense, and we let go of our own personal prejudices and faults in order to work together for individual and community fulfillment.

She is leading her own personal quest to not only reject the notion that gaming is a waste of time, but that we can learn more about ourselves and each other through gaming. She is one of the few voices who will be leading our society for its own betterment, and I can't recommend enough that everyone read this book Reality is Broken.

She pairs a child's curiosity and wonder with the intelligence and discipline of an adult, and captivates you right from the very beginning. I received my hardcover yesterday, and am currently tearing through it. This will be in my personal library forever, as I can see where I'll need to reference her research and ideas time and time again.
Comment | 
Was this review helpful to you?
Most Recent Customer Reviews
Writing is engaging, but not enough substance to make it meaningful
I saw the author speak at SXSWedu this year and found her really engaging as a speaker but very light on actual substance. Her ideas definitely got my attention though. Read more
Published 12 days ago by Z. Freeman
Games can be used for good or evil
I loved reading this book as I felt like a light bulb went off over my head during every chapter. This book helped to explain Civil War reenacting (hey, it's just Live Action Role... Read more
Published 16 days ago by Mary P. Rayme
Gaming is good for you and your business
The kids are all right

It probably started with "The kids are all right", which one of the first books we read about gaming and how it impacts on business and the next... Read more
Published 27 days ago by Ron Immink
Ms. McGonigal is campaigning for a Nobel prize, nothing more
Reality Is Broken: Why Games Make Us Better and How They Can Change the World contains a wealth of good ideas for improving how the real world functions. Read more
Published 2 months ago by Brian K. Miller
Jane is a naughty girl playing games
Perhaps this is the most important book when it comes to the future of computer communication. I am the kind of person who, virtually, never in my entire life have been playing... Read more
Published 2 months ago by Rune Rindel Hansen
Engineering happiness (in the real world)
There is a pervasive and a frequently negative perception of games as an "escapist", and a "wasteful" exercise. Read more
Published 2 months ago by Ilya Grigorik
Fantastic
I bought this book in order to use said book for a literature review and was not disappointed. I would highly recommend it to anyone that wants to understand youth and a... Read more
Published 4 months ago by Cap'n Cook
Inspirational
This book has sparked me into action like few other books. I've read it six times. I'm looking forward to reading it again.
Published 4 months ago by CosmicEphiphany
Thanks for the invitation to visit your planet...
I'm indebted to Jane McGonigal for a tour of the planet of gamers. What a fascinating world, and one with so much potential. Read more
Published 4 months ago by Judy Ringer
Really Reinventing Reality
Having been an avid gamer since Pong was released, I've often wondered why video games have such an incredible allure. Read more
Published 4 months ago by Bryan S. Kehr
Search Customer Reviews
Only search this product's reviews


Tags Customers Associate with This Product

 (What's this?)
Click on a tag to find related items, discussions, and people.
 
(10)
(4)

Your tags: Add your first tag
 

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 


Active discussions in related forums
Search Customer Discussions
Search all Amazon discussions
   
Related forums



So You'd Like to...

Create a guide


Look for Similar Items by Category


Look for Similar Items by Subject