Skip to main content
PBS logo
 
 

Search - Reality is Broken: Why Games Make Us Better and How They Can Change the World

Reality is Broken: Why Games Make Us Better and How They Can Change the World
Reality is Broken Why Games Make Us Better and How They Can Change the World
Author: Jane McGonigal
More than 174 million Americans are gamers, and the average young person in the U.S. will spend 10,000 hours gaming by the age of 21. 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...  more »
Audio Books swap for two (2) credits.
ISBN-13: 9781611064278
ISBN-10: 1611064279
Publication Date: 1/20/2011
Edition: MP3 Una
Rating:
  ?

0 stars, based on 0 rating
Publisher: Brilliance Audio on MP3-CD
Book Type: MP3 CD
Other Versions: Paperback, Hardcover
Members Wishing: 0
Reviews: Member | Amazon | Write a Review
Read All 1 Book Reviews of "Reality is Broken Why Games Make Us Better and How They Can Change the World"

Please Log in to Rate these Book Reviews

SteveTheDM avatar reviewed Reality is Broken: Why Games Make Us Better and How They Can Change the World on + 204 more book reviews
I'm in the game industry, though my design chops are still mired in the 1980s. (My job doesn't actually involve design.) And for me especially, this book was fascinating.

The book posits two polarizing but popular viewpoints: Games are causing our youth to avoid reality, and should thus be banned; and: Reality sucks, and so let's become networked gamers and avoid the real world completely.

And then the book threads its way down the middle: young people today are training themselves on "how to game", so... why? The thesis: because the rewards of gaming are so much better than the rewards of reality. But if society can understand what those rewards actually *are* and how games make them happen, then those same things can be used for real-world issues and suddenly people will become more interested in actually dealing with those real-world issue. (Thus: chorewars.com, as a light-hearted example.)

McGonigal puts it much better than I have. Essentially, I think this book is a great read for anybody actually doing game design, but more importantly, for anybody who wants to motivate people to *do* things. I was quite impressed.

4 of 5 stars.


Genres: