Here are some facts worth considering: 100s of millions of people worldwide are opting out of reality for hours each week and playing computer or video games. Today this industry is worth an estimated $109b.
I met the author at the BCX Disrupt Conference a few weeks ago, and was struck by the importance of her insights. This is the first book I have reviewed that is 6 years old, but I feel it is so important that people be introduced to its ideas, that I have broken with my 18-year tradition of only reviewing the best of the latest.
“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? Imagine a near future in which most of the real world works more like a game,” author Jane McGonigal asks.
When many people think of games, what comes to mind is wasting time on activities unworthy of their time and attention. Consider how negatively we talk of games: “Don’t play games with me.” “This isn’t a game!” Hardly the stuff most likely to shape the future, solve the most vexing problems facing humanity, and correct a ‘broken’ reality.
Gamers work hard at games: they invest time and effort, they overcome challenges and respond to failure by trying harder. They enthusiastically invest their best efforts in the game with no thought of extrinsic reward.
Game developers clearly know better than almost anyone else how to inspire extreme effort, and facilitate cooperation and collaboration. They seem to continuously find new ways to motivate players to stick with harder challenges, for longer, and in much bigger groups.
“These crucial twenty-first-century skills can help all of us find new ways to make a deep and lasting impact on the world around us,” McGonigal asserts. “Instead of providing gamers with better and more immersive alternatives to reality, I want all of us to be responsible for providing the world at large with a better and more immersive reality.”
I want to focus on just one aspect McGonigal deals with – the world of work.
What exactly is a game? All games have four defining traits: a goal, rules, a feedback system, and voluntary participation.
The goal is the outcome that players will work to achieve. In golf the goal is to get a small ball into a distant hole with fewer strokes than other players. Games have rules that place limitations on how players can achieve the goal, so that players have to be skilled, sometimes creative and strategic.
Games all have feedback systems, so players know how close they are to achieving the goal, and are tacitly promised that the goal is definitely achievable. This provides motivation to keep playing.
And games are voluntary, so participation is a sign that you knowingly and willingly accept the goal, the rules, and the feedback.
The philosopher, Bernard Suits explained playing a game as “the voluntary attempt to overcome unnecessary obstacles.”
In the real world if you wanted to put a little ball in a small hole far away, you would pick it up with your hand and carry it to the hole, and drop it in. Compare the ease of doing that with playing a game of golf! When you play Scrabble, your goal is to spell out long and interesting words with lettered tiles. In the real world we have a name for an easy version of this kind of activity- it’s called typing.
“Compared with games, reality is too easy. Games challenge us with voluntary obstacles and help us put our personal strengths to better use,” explains the author.
In the definition of a game there is nothing about winning, because this is not a necessary condition. In so many games all but one player (or team) must lose; and in most of the online games, you are guaranteed to lose, because if you win once, the game simply gets harder. A good quality game keeps you at the edge between winning and losing - so you continue playing.
The feedback in online games is clear, instant and graphic.
All these factors, game designers and psychologists know, keep us working to the very limits of our ability, in what is called the ‘flow’ state.
Games make people happy which is why we engage. This is because good games are hard work that we choose for ourselves. Almost nothing makes us happier than good, hard work.
“All of the neurological and physiological systems that underlie happiness—our attention systems, our reward centre, our motivation systems, our emotion and memory centres—are fully activated by gameplay,” McGonigal points out. In this state of happiness, we think better, are more positive, make social connections, and build personal strengths.
The ability of digitally-constructed games to have exactly the right effect on people is easier than many other games, but not impossible, which is why so many non-digital games are so satisfying.
When we choose not to exert ourselves at work, it’s usually because it is not the right work, at the right time, for the right person. Consider what a boost to global net happiness and prosperity could be achieved, if we could positively activate the minds and bodies of hundreds of millions of people, by offering them better, hard work.
Quality video games involve many types of work. There is high-stakes work, like saving the world, which is challenging and calls on our cognitive faculties. But there is also completely predictable and monotonous, busywork, which players can choose because it helps them feel contented, and productive. There is discovery work that makes us feel confident, powerful, and motivated. And there is hard, creative work where we can make meaningful decisions that make us feel proud of what we have achieved.
Computer and video games today offer the possibility of teamwork across large groups of people, emphasizing collaboration, cooperation, and contributions not possible in the past.
Some games demand physical work, which raises our heartbeat, gets us breathing harder, and our glands to sweat.
It is not unimaginable that real work can have the same effect on people as work in the world of games.
Compared with games, reality is so unproductive. I often ask clients to evaluate how much of their staff’s capability, that they are paying for, is delivered. I call what they are not getting, the ‘Thank God it’s Friday’ tax. Most of those who do this exercise realise how much ‘tax’ they are paying.
In the world today there are literally, hundreds of millions of adults who voluntarily and enthusiastically play computer or video games 13 hours a week, and tens of millions who play 45 hours a week!
Try this simple thought experiment: What would happen in your workplace is you could apply just some of the insights from gaming? When we’re playing a well-designed game, failure doesn’t disappoint us, and people work hard and love even mundane tasks…
And McGonigal has many more profound insights that I didn’t have space to share. Read this book – it is paradigm-shifting.
Readability Light ---+- Serious
Insights High +---- Low
Practical High ---+- Low
*Ian Mann of Gateways consults internationally on leadership and strategy, and is the author of the recently released ‘Executive Update.
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Reality Is Broken: Why Games Make Us Better and How They Can Change the World Paperback – Illustrated, December 27, 2011
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Print length416 pages
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Publication dateDecember 27, 2011
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Editorial Reviews
Review
“McGonigal proposes a fascinating and provocative, if troubling, manifesto that adds to our understanding of the appeal and potential power of digital games. . . . McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe
“Once you read this remarkable book, you'll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind
“Jane McGonigal is worth hearing out--her point in this provocative manifesto is that the energy and devotion that gamers pour into video games is a powerful force and that we are fools if we fail to harness it. . . . McGonigal marshals convincing evidence in smart and snappy prose, delivered in an old-fashioned book for techno-peasants such as me.” —Janice P. Nimura, Los Angeles Times
“Reality is Broken is a compelling exploration of why playing games makes us feel so good, and why, far from being a distraction from reality, technology-led games are increasingly providing solutions to our daily dissatisfactions. . . . Despite her expertise, McGonigal's book is never overly technical, and as with a good computer game, anyone, regardless of gaming experience, is likely to get sucked in.” —New Scientist
“Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News
“Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother
“Once you read this remarkable book, you'll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind
“Jane McGonigal is worth hearing out--her point in this provocative manifesto is that the energy and devotion that gamers pour into video games is a powerful force and that we are fools if we fail to harness it. . . . McGonigal marshals convincing evidence in smart and snappy prose, delivered in an old-fashioned book for techno-peasants such as me.” —Janice P. Nimura, Los Angeles Times
“Reality is Broken is a compelling exploration of why playing games makes us feel so good, and why, far from being a distraction from reality, technology-led games are increasingly providing solutions to our daily dissatisfactions. . . . Despite her expertise, McGonigal's book is never overly technical, and as with a good computer game, anyone, regardless of gaming experience, is likely to get sucked in.” —New Scientist
“Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News
“Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother
About the Author
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 and raised in New York, Jane now lives in San Francisco with her husband. She is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
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Product details
- ASIN : 0143120611
- Publisher : Penguin Books; Illustrated edition (December 27, 2011)
- Language : English
- Paperback : 416 pages
- ISBN-10 : 9780143120612
- ISBN-13 : 978-0143120612
- Item Weight : 13.6 ounces
- Dimensions : 5.5 x 0.9 x 8.4 inches
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4.0 out of 5 stars
that I have broken with my 18-year tradition of only reviewing the best of the latest
Reviewed in the United States on December 19, 2017Verified Purchase
28 people found this helpful
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Reviewed in the United States on July 13, 2019
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This book contains some excellent examples of how games can change our individual behaviour for the better, as well as how large-scale collaboration to solve daunting challenges is possible through play. It was interesting and encouraging to read about projects like Folding At Home and World Without Oil.
Some of the examples used are, however, a bit dated. For example, as I write this now in July, 2019, the Author refers to this precise year as "ten years into the future". Additionally, some projects mentioned have either evolved or run their course, further dating the narrative.
A point of criticism I have is that the writing is a bit lengthy, and tarries too long on any point. The script could use a lean editorial to help pace the reading.
On the whole, an important and thorough examination on the potential of games beyond simple entertainment, and their place in the future of our increasingly-connected species.
Some of the examples used are, however, a bit dated. For example, as I write this now in July, 2019, the Author refers to this precise year as "ten years into the future". Additionally, some projects mentioned have either evolved or run their course, further dating the narrative.
A point of criticism I have is that the writing is a bit lengthy, and tarries too long on any point. The script could use a lean editorial to help pace the reading.
On the whole, an important and thorough examination on the potential of games beyond simple entertainment, and their place in the future of our increasingly-connected species.
9 people found this helpful
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Reviewed in the United States on January 26, 2019
Verified Purchase
This is a great book that explains how gamification can create a more rewarding life. The only problem I personally have with it is that in my opinion she justifies the submersion into a game world at the expense of the physical one. But for understanding the direction of this world and changing the world as it becomes more virtual, this book is indispensable.
I bought the physical copy because she has 14 principles and after listening I wanted to be able to consider them further and refer to them.
I bought the physical copy because she has 14 principles and after listening I wanted to be able to consider them further and refer to them.
4 people found this helpful
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Reviewed in the United States on May 16, 2018
Verified Purchase
The writing style is too verbose, making the content seem Padded to produce a more weighty book. I get the impression that the author is a more effective public speaker.
10 people found this helpful
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Reviewed in the United States on March 5, 2011
Verified Purchase
Bottom line: Jane McGonigal presents an eloquent and insightful analysis of modern gaming trends and of the psychology of gaming and gamers.
The largest and most daring assertion that the author makes is in the third part of her book, entitled "How Very Big Games Can Change the World."
The book's title refers to the broken nature of our motivational understanding of relationships, occupations, and responsibilities in general.
Daniel Pink similarly discusses this broken phenomenon in Drive: The Surprising Truth About What Motivates Us . In the essential psychology of human motivation, Pink notes that "it's best to try to unleash the positive side of the Sawyer Effect by attempting to turn work into play- to increase the task's variety....to make it more like a game."
The future of our families, our communities, and our world will soon be in the hands of generations that are ubiquitously gamers.
This fact has lead to two polar schools of thought on the subject:
1) That this trend will ultimately be the downfall of society. If people migrate from the real to the virtual, society will not be able to endure, and a degradation or collapse is imminent.
2) That this trend is the fervent hope of humanity. As people synthesize learning in the worlds of the real and the virtual, they will engage, coordinate, collaborate, and communicate in ways never before dreamed in the history of man.
The author provides very real, tangible, and quantifiable evidence that the second assertion is not only plausible, but that it is within our grasp today.
This is the information age, and knowledge is power.
McGonigal provides data that demonstrates how gamers are engaging, persisting, and accomplishing in ways that their non-gaming peers are not.
David Edery documents how ( Changing the Game: How Video Games Are Transforming the Future of Business (paperback) ) corporate America is rapidly beginning to engage this untapped potential. Modern industries are now dynamically attempting to employ real-world game dynamics into their HR programs and their employees' working environments.
Kaplan's GRE 2011 ( Kaplan GRE 2011 Premier with CD-ROM (Kaplan Gre Exam Premier Live) ) prep program offers their proven methodology in the guide's introductory section entitled "Play the Game."
This critically-acclaimed guide series continues by detailing that "high scorers choose to....think of the test as a game- not an instrument for punishment but an opportunity for reward. And like any game, if you play it enough times, you get really good at it."
McGonical's focus in this work is to provide a "fix" for the broken nature of reality by maximizing the benefits of the engaging aspects of games.
This method of engagement will enhance and improve individual and social lifestyles on a scope that is limited only by human ingenuity and imagination.
A must-read.
Five stars.
The largest and most daring assertion that the author makes is in the third part of her book, entitled "How Very Big Games Can Change the World."
The book's title refers to the broken nature of our motivational understanding of relationships, occupations, and responsibilities in general.
Daniel Pink similarly discusses this broken phenomenon in Drive: The Surprising Truth About What Motivates Us . In the essential psychology of human motivation, Pink notes that "it's best to try to unleash the positive side of the Sawyer Effect by attempting to turn work into play- to increase the task's variety....to make it more like a game."
The future of our families, our communities, and our world will soon be in the hands of generations that are ubiquitously gamers.
This fact has lead to two polar schools of thought on the subject:
1) That this trend will ultimately be the downfall of society. If people migrate from the real to the virtual, society will not be able to endure, and a degradation or collapse is imminent.
2) That this trend is the fervent hope of humanity. As people synthesize learning in the worlds of the real and the virtual, they will engage, coordinate, collaborate, and communicate in ways never before dreamed in the history of man.
The author provides very real, tangible, and quantifiable evidence that the second assertion is not only plausible, but that it is within our grasp today.
This is the information age, and knowledge is power.
McGonigal provides data that demonstrates how gamers are engaging, persisting, and accomplishing in ways that their non-gaming peers are not.
David Edery documents how ( Changing the Game: How Video Games Are Transforming the Future of Business (paperback) ) corporate America is rapidly beginning to engage this untapped potential. Modern industries are now dynamically attempting to employ real-world game dynamics into their HR programs and their employees' working environments.
Kaplan's GRE 2011 ( Kaplan GRE 2011 Premier with CD-ROM (Kaplan Gre Exam Premier Live) ) prep program offers their proven methodology in the guide's introductory section entitled "Play the Game."
This critically-acclaimed guide series continues by detailing that "high scorers choose to....think of the test as a game- not an instrument for punishment but an opportunity for reward. And like any game, if you play it enough times, you get really good at it."
McGonical's focus in this work is to provide a "fix" for the broken nature of reality by maximizing the benefits of the engaging aspects of games.
This method of engagement will enhance and improve individual and social lifestyles on a scope that is limited only by human ingenuity and imagination.
A must-read.
Five stars.
18 people found this helpful
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Top reviews from other countries
Charles Vasey
4.0 out of 5 stars
It's An Odd Boy That Doesn't Like Games
Reviewed in the United Kingdom on December 25, 2015Verified Purchase
The concept that real life is somehow lacking and that gaming can not only fill this void but actually improve it is an arresting one. The author did not completely persuade me in the end, though some of her methods deployed among the forgotten and denigrated members of the new underclass might have traction, but I don't think she had yet broken into that audience. Instead she demonstrates that gamers can co-operate and work in deep strength, the sort of strength that might make governments think twice. The mass of men lead lives of quiet suffering has been a commonplace for millennia, a suffering ameliorated by religion or chemicals, could gaming provide the same pleasure jags without quite the same wear and tear? Too much of the book is consumed with calling things epic and awesome (the song from the Lego Movie kept sounding in my head) and thinking that only these elements can be created from games (as against those three major opiates: reading, listening to music, and the craic). For all she oversells the process there must be something here, we don't need games to generate co-operation, but gaming itself so often is a manifestation of other interests. Gaming provides a common language, and one increasingly "spoken" by many
9 people found this helpful
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Mr. R. J. Wright
4.0 out of 5 stars
What Jane does here is first offer an explanation of why gaming is good for you (a refreshing change from all the naysayers ...
Reviewed in the United Kingdom on July 28, 2015Verified Purchase
As a teaching gamer, or gaming teacher, I am always on the look out for making lessons more... playable. What Jane does here is first offer an explanation of why gaming is good for you (a refreshing change from all the naysayers who are, quite clearly, wrong) before laying down a set of strategies for making like more game like. It's references are starting to date (for instance, no mention of Minecraft here) but the reasoning is sound. Next time you get accused of playing too much, produce this book and say "got to play - doctor's orders."
Finlay Cowan
5.0 out of 5 stars
Read this and connect better with your kids !
Reviewed in the United Kingdom on November 26, 2014Verified Purchase
If you have children and are worried about gaming ( as most parents are) READ THIS BOOK ! It will totally change your attitude to gaming and what our children can learn from it. This book gave me the tools to connect with my son and his friends in a way that other parents couldn't... and as a result, the children themselves got a better insight into what they were doing and became empowered by it. We hear all the cliches about gaming but don't know anything about the positives and the potential. Highly recommended for parents.
One person found this helpful
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Mr. AL-BADER
4.0 out of 5 stars
Great insight
Reviewed in the United Kingdom on February 13, 2016Verified Purchase
A really good book with great insight to an interesting subject about games, gamers and how they can contribute to the world. I just didn't feel that the title question was answered but I may need to read it again. It is a good work.
Vinay Babla
2.0 out of 5 stars
Disappointing
Reviewed in the United Kingdom on December 22, 2017Verified Purchase
I'm quite interested in gamification but found this overly descriptive, long-winded and ultimately boring. This took far longer to read than it should've.
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