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Play Reality: How Video Games are Changing Everything by [Gackenbach, Jayne, Snyder, Teace]
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Play Reality: How Video Games are Changing Everything Kindle Edition

3.0 out of 5 stars 3 customer reviews

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Length: 92 pages Word Wise: Enabled Enhanced Typesetting: Enabled
Page Flip: Enabled

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Editorial Reviews

Review

"Play Reality offers its readers a glimpse into an alternate way of being, a state that has incredible implications for human consciousness and its evolution.. If you know about video games or have played them, this book will deepen your appreciation; if you are ignorant about video gaming, let this book enlighten you!"
Stanley Krippner, Ph.D.
Co-author, Personal Mythology
 
"Reading this book was a truly enjoyable experience. As an avid gamer I found the writing from the perspective of a fellow gamer extremely funny and compelling giving deep insights into corners of the gaming world that I had never thought about before. Any person into videogames or even just those interested in this growing industry should read this book, you will definaetly come away enlightened and with a greater respect for where videogaming might take us."
Carson Flockhart, student and gamer

"I loved the book. I'm a gamer through and through, which usually means I choose a game over any book. But I actually really loved reading this book. It was funny, thought-provoking, relatable. Everything I look for in a book."
Keyfer Mathewson, student and gamer

About the Author

Jayne Gackenbach is a well-respected videogame and dream researcher and Teace Snyder is a 'kind of' well-respected hardcore gamer and lifelong writer. Jayne works at, and can be contacted through, Grant MacEwan University, where she has taught and researched for 21 years, and, Teace, oversees, and can be contacted through his website, teace.ca, which he created and launched in 2007. Oh yeah, and by the way, they're mother and son too, and, are currently living in Edmonton, Alberta, Canada, where they regularly express the endless bounds of their geekiness.

Product Details

  • File Size: 375 KB
  • Print Length: 92 pages
  • Simultaneous Device Usage: Unlimited
  • Publisher: Original Cliché Entertainment (January 1, 2012)
  • Publication Date: January 1, 2012
  • Sold by: Amazon Digital Services LLC
  • Language: English
  • ASIN: B007ARWUCW
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Enabled
  • Lending: Enabled
  • Enhanced Typesetting: Enabled
  • Amazon Best Sellers Rank: #1,839,844 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

Top Customer Reviews

Format: Kindle Edition
Play Reality: How Videogames Are Changing EVERYTHING is a great beginner's guide to serious games writing/games academia. Each chapter covers a particular issue, including gamification, violence, culture and health. Although I was already familiar with many of the topics before I read the book, there's some real insight to be found here. Like how games create temporary aggression (as opposed to breeding violence) and the relationship between play and lucid dreaming. As a primer for players looking to explore games with a bit more depth, Play Reality comes highly recommended.
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Format: Kindle Edition Verified Purchase
Have her for a prof, book is ok. Easy read, has some interesting points. Her son actually wrote the book so it is much better read than most pshychoosocial text books.
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Format: Kindle Edition Verified Purchase
It was apparent that the authors knew they were taking a risk but believed in what they were trying to say. I respect that. However, this book came across as an uninformed rant more than anything else, with a few neat tidbits here and there.

I really wanted to like the kid's humor and laid-back writing style, and I appreciated that it was genuine, but it just didn't work well in the book.

The most interesting part is the second to last chapter about dreams and video games, which contains content and interesting studies that reveal information I haven't heard anywhere else. The rest of the book just spoke casually on material found in-depth in many other books that try to answer the same question "why do video games matter?"

I came away feeling that this book would have been better suited as a well-done thesis paper on the content in the second to last chapter by the PhD holder. Extrapolate that (as it is very interesting and unique), and leave the rest to the other books that do it better. If you write another book on that content, I'll buy it.
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