Reality is broken : why games make us better and how they can change the world
(Book)
Author
Status
General Shelving - 3rd Floor
GV1201.38 .M34 2011
1 available
GV1201.38 .M34 2011
1 available
Description
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Copies
Location | Call Number | Status |
---|---|---|
General Shelving - 3rd Floor | GV1201.38 .M34 2011 | On Shelf |
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Format
Book
Physical Desc
388 pages : illustrations ; 25 cm
Language
English
Notes
Bibliography
Includes bibliographical references (pages 364-378) and index.
Description
Visionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges.
Description
Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness. 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 video games 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 discoveries to astonishing effect in virtual environments. Video games 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, and play games. -- Publisher description.
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Citations
APA Citation, 7th Edition (style guide)
McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world . Penguin Press.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)McGonigal, Jane. 2011. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin Press.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World New York: Penguin Press, 2011.
Harvard Citation (style guide)McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: Penguin Press.
MLA Citation, 9th Edition (style guide)McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World Penguin Press, 2011.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
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