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Reality Is Broken: Why Games Make Us Better and How They Can Change the World Hardcover – January 20, 2011
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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.
Amazon.com Review
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
Review
About the Author
- Print length400 pages
- LanguageEnglish
- PublisherPenguin Press
- Publication dateJanuary 20, 2011
- Dimensions6.5 x 1.5 x 9.5 inches
- ISBN-101594202850
- ISBN-13978-1594202858
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- Publisher : Penguin Press; 1st edition (January 20, 2011)
- Language : English
- Hardcover : 400 pages
- ISBN-10 : 1594202850
- ISBN-13 : 978-1594202858
- Item Weight : 1.45 pounds
- Dimensions : 6.5 x 1.5 x 9.5 inches
- Best Sellers Rank: #412,715 in Books (See Top 100 in Books)
- #577 in Internet & Telecommunications
- #660 in Medical Cognitive Psychology
- #1,150 in Cognitive Psychology (Books)
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About the author

Jane McGonigal, PhD is a world-renowned designer of games designed to improve real lives and solve real problems.
She is the New York Times bestselling author of Reality is Broken: Why Games Make Us Better and How They Can Change the World(Penguin Press, 2011), SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient—Powered by the Science of Games (Penguin Press, 2015), and Imaginable: How to See the Future Coming and Feel Ready for Anything—Even Things that Seem Impossible Today (Spiegel & Grau, 2022).
She is also the inventor of SuperBetter, a game that has helped more than one million players tackle real-life health challenges such as depression, anxiety, chronic pain, and traumatic brain injury.
She has created and deployed award-winning games 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, Find the Future, and The Lost Ring. These games have been featured in The New York Times, Wired, and The Economist, and on MTV, CNN, and NPR.
A former New Yorker, she now lives in the San Francisco Bay Area with her husband Kiyash, twin daughters, and Shetland sheepdogs.
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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."
These are among the dozens of business subjects and issues of special interest and value to me, also listed to indicate the scope of McGonigal's coverage.
o The Four Defining Traits of a Game (Pages 20-22)
o How Games Provoke Positive Emotion (28-31)
o The Four Secrets to Making Our Own Happiness (45-50)
o Why Failure Makes Us Happy (65-71)
o Happy Embarrassment (83-86)
o Epic Context for Heroic Action (100-104)
o Chore Wars (120-127)
o Jetset and Day in the Cloud (150-157)
o How Alternative Reality Games Can Create New Real-World Communities (168-173)
o The Invention of Happiness Hacking (187-214)
o Making Better Use of Gamers' Participation Bandwidth (232-246)
o The Evolution of Games as a Collaborative Platform (268-295)
o World Without Oil (304-316)
o EVOKE: A Crash Course in Changing the World (333-344)
Jane McGonigal provides an especially appropriate conclusion to her book: "Games aren't leading us to the downfall of human civilization. They're leading us to its reinvention. The great challenge for us today, and for the remainder of the century, is to integrate games more closely into our everyday lives, and to embrace them as a platform for collaborating on our most important planetary efforts. If we commit to harnessing the power of games for real happiness and real change, then a better reality is more than possible -- it is likely. And in that case, our future together will be quite extraordinary."
I share her faith and am in great debt to her for sharing in her book an abundance of information, insights, and counsel as to how all of us, sharing games together, can help to make us and our world better.
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.
Digital badges are appearing in many forums as a way to inspire engagement. At the YMCA in New York City, teenagers who used to do no physical activity are suddenly showing up three times a week and earning a basketball Credly badge. They know that if they make baskets, they will receive another badge. They can see the steps toward a goal. Before, they would not get off the bench to stop texting, but now they are actively engaged in improving their health and in getting to the top of the leaderboard with the most points. Not only are these teenagers losing weight, some of their winnings are exchangeable for physical goods. Teens are happily sharing their badges and weight loss on Facebook and social platforms, and they are growing their support community in the process.
In Dallas, the Museum of Art decided that its goal was for people to engage with the art exhibits. No longer are visitors observing; they are active participants attending lectures, receiving codes and gaining points with Credly digital badges.
There are many ways we can create levels in life that have more privileges or rewards after engagement. In The Social Employee: How Great Companies Make Social Media Work, authors Cheryl and Mark Burgess explain how “gamification can mean a variety of different things, from earning badges through social training programs to interactive approaches for raising brand awareness to getting employees involved in things like product launches.”
With our work lives, gaining badges will tell future employers all about us as a digital portfolio. High school students can display badges about volunteering and scholastic experiences for university admissions departments to see.
Companies want engaged followers and brand ambassadors, schools want students who run into rather than out of the classroom, and museums want patrons who love art and rave about it. Democracy needs life-long learners who are passionate about their beliefs.
Are you ready to play a game?
whartonmagazine: how-empire-avenue-taught-me-to-brandish-my-gaming-badges/










