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Book Summary and Reviews of Reality Is Broken by Jane McGonigal

Reality Is Broken by Jane McGonigal

Reality Is Broken

Why Games Make Us Better and How They Can Change the World

by Jane McGonigal

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  • Jan 2011, 400 pages
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About this book

Book Summary

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 discoveries to 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.

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Reviews

Media Reviews

"Starred Review. [W]hile not downplaying the potential for negative consequences, such as 'gamer addiction,' McGonigal makes an inspiring case for the way games can both enhance our personal happiness and help society." - Publishers Weekly

"With so many people playing games, this comprehensive, engaging study is an essential read." - Booklist

"Think learning about Halo can't help your life or your company? Think again." - Tim Ferriss, author The 4-Hour Workweek

"Jane McGonigal's groundbreaking research offers a surprising solution to how we can build stronger communities and collaborate at extreme scales: by playing bigger and better games...Reality Is Broken is essential reading for anyone who wants to play a hand in inventing a better future." - Jimmy Wales, Founder of Wikipedia

This information about Reality Is Broken was first featured in "The BookBrowse Review" - BookBrowse's membership magazine, and in our weekly "Publishing This Week" newsletter. Publication information is for the USA, and (unless stated otherwise) represents the first print edition. The reviews are necessarily limited to those that were available to us ahead of publication. If you are the publisher or author and feel that they do not properly reflect the range of media opinion now available, send us a message with the mainstream reviews that you would like to see added.

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Author Information

Jane McGonigal

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.

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