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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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“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
A visionary game designer reveals how we can harness the power of games to boost global happiness.
With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.
Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
- Print length416 pages
- LanguageEnglish
- PublisherPenguin Books
- Publication dateDecember 27, 2011
- Dimensions5.5 x 0.9 x 8.4 inches
- ISBN-109780143120612
- ISBN-13978-0143120612
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Editorial Reviews
Review
“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
Product details
- ASIN : 0143120611
- Publisher : Penguin Books; Reprint 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
- Best Sellers Rank: #264,858 in Books (See Top 100 in Books)
- #537 in Video & Computer Games
- #794 in Cognitive Psychology (Books)
- #10,917 in Social Sciences (Books)
- Customer Reviews:
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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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.
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.
Top reviews from other countries


see games only as entertaining way to spend your time. There a lot of things which you can learn from this book and apply them to your real life to make it just a little bit more enjoyable, more rewarding and in all more susteinable. Awesome book, Jane !


