Jane McGonigal is the director of game research and development at the Institute for the Future. Her work has been featured in The Economist, Wired, and The New York Times; and on MTV, CNN, and NPR. In 2009, BusinessWeek called her one of the ten most important innovators to watch. She has given keynote addresses at TED, South by Southwest Interactive, and the Game Developers Conference and was a featured speaker at The New Yorker Conference.
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 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.
翻阅着这本《游戏改变世界》,诚惶诚恐,我觉得这本书在对我的启发上完全可以媲美甚至超越六月份读过的《暗时间》,有点兴奋,再早点遇到这本书就好了。 其实我自己就是作者描述的这一类人,如今刚满二十岁不久的我,自2004年接触第一款游戏《热血传奇》以来,在游戏中至少已...
评分我是本次 秋叶读书会第6期的书友 齐凯。 在9月2日到6日期间参加了秋叶《游戏改变世界》的读书会。 作为一个待审2-4的准2级拆书家,和参加过其他或长到1年的《非暴力沟通》线下读书会或短的到3小时的线下各个全国共拆。秋叶的读书会确实是最有特色的。 主要体现在下面几点: 1、...
评分一、领域相关背景知识介绍: 我原先供职的公司开发玩游戏学英语软件。我对于人们在学习和游戏这两件事上动机强弱的巨大差距非常感兴趣。——有的人在网吧玩游戏可以1天不吃饭、3天不睡觉、1个月不出网吧,而有的人,例如我的某位大学同学,拿教科书当安眠药。后来观察很多,思...
评分 评分我是本次 秋叶读书会第6期的书友 齐凯。 在9月2日到6日期间参加了秋叶《游戏改变世界》的读书会。 作为一个待审2-4的准2级拆书家,和参加过其他或长到1年的《非暴力沟通》线下读书会或短的到3小时的线下各个全国共拆。秋叶的读书会确实是最有特色的。 主要体现在下面几点: 1、...
这也太无聊了吧,一直说游戏的可能性,实际上在长安街上随便过马路也可能有好处,因为可以锻炼人的胆识,但这不代表这么做是明智的和利大于弊吧
评分除了作者拥有所有宅男梦寐以求的甜美脸庞以外,乏善可陈,内容只有框架没有内涵,只有结论没有论证,只有观点没有可靠事实,深度和信息量远比纽约时报一文相差好几条大街,如果不出中文版实属正常,如果出了中文版,那多半是炒作美女的噱头,浮躁的时代
评分via jeff 想起有阵子WOW是搜索关键词排名第一的,谷歌一高层非常惊讶“大家怎么了?搜索感叹词干嘛?” 这书改变了我对游戏的一些看法,但游戏如何带来更好的现实意义那真是还有长远的路要走啊。
评分这也太无聊了吧,一直说游戏的可能性,实际上在长安街上随便过马路也可能有好处,因为可以锻炼人的胆识,但这不代表这么做是明智的和利大于弊吧
评分内容略拖沓,但是启发性很强
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