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.
当我还是迷恋跳皮筋的小学生时,假期跟小伙伴聚会玩耍是最开心的事情了。这种快乐一直持续到作为领队的表哥突然宣布,他要退出团队,去做更有意义的事情。从此以后,惨遭抛弃的我们只能眼巴巴地看着他和他伟大的事业——躲在房间里面对屏幕,目不转睛地操纵着一个名叫“超级玛...
评分【活动分享】 10月28日湛庐文化在京举办了《游戏改变世界》庐客会第一期。 活动视频片段: 王煜全 分享片段:http://v.youku.com/v_show/id_XNDcwNjMxMjY4.html 汪冰 分享片段: http://v.youku.com/v_show/id_XNDcwNjIzMTU2.html 11月4日上海众阅读书会沙龙活动分享: http:/...
评分【活动分享】 10月28日湛庐文化在京举办了《游戏改变世界》庐客会第一期。 活动视频片段: 王煜全 分享片段:http://v.youku.com/v_show/id_XNDcwNjMxMjY4.html 汪冰 分享片段: http://v.youku.com/v_show/id_XNDcwNjIzMTU2.html 11月4日上海众阅读书会沙龙活动分享: http:/...
评分#秋叶书友会共读计划第6期# 0. 序言 我主要从事数据分析的工作,喜欢用数据说话,在微博上的名字叫「数据化分析」,寓意是用数据化解分析难题,让数据更有价值,让分析更有效。所以,我们一起先看一组关于游戏的数据,根据 2018 年中国游戏产业报告,中国游戏市场销售收入达 21...
评分9月底刚跟儿子玩了3个多小时桌面游戏大富翁,在他妈的勒令之下我们才散场(请注意孩儿他妈也是游戏成员之一,三个人玩更有意思),最终统计结果是儿子得第一人。他最近一直张罗着要继续玩,可见游戏的魅力很大。我本人玩电游的历史可以追溯到20多年前的街机时代,很上瘾——拿...
值得一读,更值得实践之。
评分也算了,看不下去,后来老是觉得作者在说游戏能干吗干吗,但是举例子老是玩游戏本身,而没有很多具体的“成功把游戏心理应用到生活中'做正事'”的例子,只应用游戏心理玩游戏的话,对我来说没半点意思。
评分换个角度看待,参与这个世界。
评分改变了我对一个熟视无睹的行业的看法,每一个案例都让人耳目一新,对在SNS里如何engage消费者非常有启发。豆瓣上评了3星的人,要不就没有看完,要不就没有真正理解作者的意思。在TED上面也可以找到她的ted talk,有兴趣的同学可以先看看。
评分Is it an epic win? 说白了,人类就只是纯粹享受肾上腺素带来的满足感。这个不单单只是游戏可以完成的。
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