Title
Reality Is Broken: Why Games Make Us Better And How They Can Change The World
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Visionary Game Designer Jane Mcgonigal Reveals How We Can Harness The Power Of Games To Solve Realworld 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 Twentyone. According To Worldrenowned 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 Fastgrowing 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 Twentyfirstcentury Challengesand She Forecasts The Thrilling Possibilities That Lie Ahead. She Introduces Us To Games Like World Without Oil, A Simulation Designed To Brainstormand 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.
⚠️ WARNING (California Proposition 65):
This product may contain chemicals known to the State of California to cause cancer, birth defects, or other reproductive harm.
For more information, please visit www.P65Warnings.ca.gov.
- Q: What is the main premise of 'Reality Is Broken'? A: The book explores how games can fulfill genuine human needs and solve real-world problems while enhancing global happiness.
- Q: Who is the author of 'Reality Is Broken'? A: The author is Jane McGonigal, a visionary game designer known for her work in harnessing the power of games.
- Q: How many pages does 'Reality Is Broken' have? A: The book contains 400 pages.
- Q: What is the publication date of this book? A: The book was published on January 20, 2011.
- Q: What type of binding does this book have? A: The book is available in hardcover binding.
- Q: Is 'Reality Is Broken' suitable for both gamers and non-gamers? A: Yes, the book is written for both gamers and non-gamers alike, making it accessible to a wide audience.
- Q: What are some key themes discussed in the book? A: Key themes include problem-solving, collaboration, and the potential of games to address social issues like depression and obesity.
- Q: Does 'Reality Is Broken' provide real-world applications of gaming? A: Yes, it discusses alternate reality games that aim to improve daily life and tackle significant challenges such as poverty and climate change.
- Q: What condition is the book in when purchased? A: The book is listed as a used book in good condition.
- Q: Is there an edition information available for the book? A: Yes, this is the first edition of 'Reality Is Broken'.