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Reality Is Broken Audiobook by Jane McGonigal


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Title: Reality Is Broken
Subtitle: Why Games Make Us Better and How They Can Change the World
Author: Jane McGonigal
Narrator: Julia Whelan
Format: Unabridged
Length: 13 hrs and 25 mins
Language: English
Release date: 01-20-11
Publisher: Brilliance Audio
Ratings: 4 of 5 out of 675 votes
Genres: Science & Technology, Technology
Publisher's Summary:
In todays society, games are fulfilling real human needs in ways that reality is not. Hundreds of millions of people globally 174 million in the United States alone regularly inhabit game worlds because they provide the rewards, stimulating challenges, and epic victories that are so often lacking in the real world. Instead of futile handwringing about this exodus from reality, world-renowned game designer Jane McGonigal argues that we need to figure out how to make the real worldour homes, our businesses and our communitiesengage us in the way that games do.
Drawing on positive psychology and cognitive science, McGonigal reveals how game designers have hit on core truths about what makes us happy, from social connection to having satisfying work to do. Game designers intuitively understand how to optimize human experience. Reality is Broken shows that games can teach us essential lessons about mass collaboration, creating emotional incentives, and increasing engagement that will be relevant to everyone.
Members Reviews:
Starry-eyed but inspiring
Being a developer of games and simulation/training software, myself, I think that this book delves into an important question: why do we play games? After all, when one thinks about it, most games are simply work, a series of repetitive tasks. What makes them *fun*? And why doesnt work we do in real life engage us in the same way? Why do people enjoy doing chores in The Sims and Farmville, but hate doing their actual dishes and laundry? Why are X-Box first person shooter matches so popular with soldiers in Afghanistan, who presumably get enough of the real deal?
If you can mentally compensate for the authors extremely starry-eyed view of gaming and gamers, she does raise some interesting points. Theres no question that games tap into our neurochemical wiring, stimulating our brains' reward systems with bite-sized challenges and constant feedback. We enjoy the competition and freedom of experimentation that games offer. Playing them also has more meaningful benefits, such as building self-confidence, providing healthy escape from stress, allowing us to explore and experiment, fostering community and connection, even creating a feeling of connection to something bigger.
This leads to the book's central questions: how can we apply what works in games to make aspects of the real world more engaging? How can we use game-like systems to solve problems that really matter? Would we have more fun with reality if it was more benignly competitive, more open to experimentation, more full of positive feedback for doing the right thing? If you weren't familiar with buzzy terms like "augmented reality" or "massively single-player", you will be.
While McGonigal probably wont sell you on the notion that games can solve humanitys problems, her anecdotes about successful projects make a convincing case for their future potential. Yes, many of the cutesy social apps she described, such as the one that rewards users with virtual prizes for jogging, seem a little inconsequential, but the point is the *possibility* they imply.
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