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Reality Is Broken: Why Games Make Us Better and How They Can Change the World 1st Edition

212 customer reviews
ISBN-13: 978-1594202858
ISBN-10: 1594202850
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Product Details

  • Hardcover: 400 pages
  • Publisher: Penguin Press HC, The; 1 edition (January 20, 2011)
  • Language: English
  • ISBN-10: 1594202850
  • ISBN-13: 978-1594202858
  • Product Dimensions: 6.5 x 1.3 x 9.6 inches
  • Shipping Weight: 1.4 pounds
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (212 customer reviews)
  • Amazon Best Sellers Rank: #85,769 in Books (See Top 100 in Books)
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Customer Reviews

Most Helpful Customer Reviews

Format: Kindle Edition Verified Purchase
I wrote about this book for Wharton Business Magazine
For most of my life, I have not considered myself into games. I was never good at Pong, and was there ever anything simpler than moving that one paddle up and down the screen? I tuned out when people talked about single person shooters, HALO and their favorite thing to do on Xbox. But when a friend suggested Empire Avenue, a stock market simulation social network game, I was intrigued. I loved everything about it especially watching my ratings and getting badges. Then I read the book Reality is Broken by Jane McGonigal, and I began to realize how much I have participated in games before this.

I have used many educational websites in the classroom as a teacher, and I was thrilled when I heard a fifth-grade student say, “Class was so great today. All we did was play.” This was in reference to playing CellCraft, where students have to save a cell from a virus. I loved when students were shouting at one another, “Where are the AA (Amino Acids)? I need to fix my cell wall.” They learned so much as they were enjoying it and moving up levels. Their main concern was beating the game and watching the score, not noticing all the content they learned.

McGonigal states, “Computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy. Games are providing rewards that reality is not. They are teaching and inspiring and engaging us in ways that reality is not.”

Game-playing inspires “fiero,” the feeling of vanquishing the “dragons” of the 21st century in a virtual world—a reaction that McGonigal describes as “one of the most powerful neurochemical highs we can experience.”

Empire Avenue badges
Some of Lisa’s recent Empire Avenue badges.
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Format: Paperback Verified Purchase
It was Jane McGonical's opinion in 2011 that the human race was at a major tipping point. "We can stay on the same course," fleeing the real world for gaming in virtual words or "we can reverse course" and try something else entirely: "What if we decided to use everything we know about game design to fix what's wrong with reality? What if we started to live our real lives like gamers, lead our real businesses and communities like game designers, and think about solving real-world problems like computer and video game theorists?"

OK, how? McGonical wrote this book to share her thoughts and feelings about how such an admirable objective could (perhaps) be achieved. First, defining terms: She suggests there are four defining traits of a game: It has a goal, rules, a feedback system (e.g. score), and voluntary participation. I have been an avid golfer for most of my life and still play about once a week. My goal is to enjoy myself, I follow most of the rules, no longer keep score, and play willingly. According to Bernard Suits, "Playing a game is the voluntary attempt to overcome unnecessary obstacles." In golf, my obstacles include insufficient skill, natural hazards, and impatience.

McGonical identifies twelve unnecessary obstacles in the real world and suggests a how a specific gaming "fix" can overcome each. For example, years ago she coined the term "happiness hacking" which is "the experimental design practice of positive-psychology research findings into game mechanic. It's a way to make happiness activities feel significantly less hokey, and to put them in a bigger social context. Fix #10: "Compared with games, reality is hard to swallow. Games make it easier to take good advice and try out happier habits.
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11 of 15 people found the following review helpful By Robert David STEELE Vivas HALL OF FAMETOP 1000 REVIEWER on February 28, 2011
Format: Hardcover Verified Purchase
I took the time to read all of the reviews to date, and was reminded again of the chasm between those who understand technology and its possibilities, and those who do not. Being among the latter, in part because I am a veteran of 30 years of watching the US Government waste trillions over that period on too much badly designed technology (government specifications, cost plus) for the wrong reasons and generally without a positive outcome [the Internet being an exception], I must respect--as the author respects with her obviously counter-ripostive editorial interview here at Amazon--both the importance of getting a grip on reality, and the importance of being more respectful of past pioneers, such Buckminster Fuller (RIP) and Medard Gabel (co-creator with Fuller of the analog World Game, creator of the architecture for the digital EarthGame(TM), and recent contributing editor to Designing a World That Works for All: How the Youth of the World are Creating Real-World Solutions for the UN Millenium Development Goals and Beyond (Volume 1), and Russell Ackoff [e.g. Redesigning Society (Stanford Business Books) as well as John N. Warfield [e.g Societal Systems: Planning, Policy and Complexity (Wiley Series on Systems Engineering & Analysis).Read more ›
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