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Original Essays | September 30, 2014

Benjamin Parzybok: IMG A Brief History of Video Games Played by Mayors, Presidents, and Emperors



Brandon Bartlett, the fictional mayor of Portland in my novel Sherwood Nation, is addicted to playing video games. In a city he's all but lost... Continue »

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World

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Reality Is Broken: Why Games Make Us Better and How They Can Change the World Cover

 

Synopses & Reviews

Publisher Comments:

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 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.

Review:

"As addictive as Tetris, McGonigal's penetrating, entertaining look into gaming culture is a vibrant mix of technology, psychology, and sociology, told with the vision of a futurist and the deft touch of a storyteller. For the nearly 183 million Americans who will spend an average of 13 hours a week playing games, McGonigal's book is a welcome validation of their pursuits. But for those who don't understand, or who may worry that our growing preoccupation with games is detrimental to society and culture, McGonigal argues persuasively that games are in fact improving us. 'Game design isn't just technological craft,' she argues, 'it's a 21st Century way of thinking and leading.' And games, she argues, particularly the new wave of Alternative Reality Games, are not about escapism but a powerful new form of collaboration and community building. The book moves effortlessly from Herodotus to Halo, stitching together an intellectually stimulating view of human culture past, present, and future. And while 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. (Jan.)" Publishers Weekly (Starred Review) (Copyright PWyxz LLC)

Synopsis:

Visionary game designer McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.

Synopsis:

Award-winning teacher and high-profile public speaker John Hunter offers insights into conflict resolution and collective problem-solving gleaned from his many years teaching kids through the "world peace game," an innovative global systems simulation he created.

Synopsis:

In John Hunters classroom, students fearlessly tackle global problems and discover surprising solutions by playing his groundbreaking World Peace Game. These kids—from high school all the way down to fourth grade, in schools both well funded and underresourced—take on the roles of politicians, tribal leaders, diplomats, bankers, and military commanders. Through battles and negotiations, standoffs and summits, they strive to resolve dozens of complex, seemingly intractable real-world challenges, from nuclear proliferation to tribal warfare, financial collapse to climate change.

In World Peace and Other 4th-Grade Achievements, Hunter shares the wisdom hes gleaned from over thirty years teaching the World Peace Game. Here he reveals the principles of successful collaboration that people of any age can apply anywhere. His students show us how to break through confusion, bounce back from failure, put our knowledge to use, and fulfill our potential. Hunter offers not only a forward-thinking report from the front lines of American education, but also a generous blueprint for a world that bends toward cooperation rather than conflict. In this deeply hopeful book, a visionary educator shows us what the future can be.

Synopsis:

A fascinating look at how games can help us learn, create, and innovate
 
Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world’s most pressing problems.
 
But according to Adam Penenberg, it’s not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results.
 
Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways.

About the Author

World-renowned game designer and futurist Jane McGonigal, PhD. takes play seriously. McGonigal is the Director of Game Research and Development at the Institute for the Future in Palo Alto, California, where she earned Harvard Business Review honors for "Top 20 Breakthrough Ideas of 2008" for her work on the future of games. Her work has been featured in The Economist, Wired, and The New York Times. Business Week called her one of the 10 most important innovators to watch, and Fast Company hailed her as one of the 100 most creative people in business. She has been a featured speaker at TED, South by Southwest Interactive, the Game Developers Conference, ETech, and the Web 2.0 Summit, as well as appearing at The New Yorker Conference. Born in Philadelphia in 1977 and raised in New York, Jane now lives in San Francisco with her husband.

Product Details

ISBN:
9781594202858
Subtitle:
Why Games Make Us Better and How They Can Change the World
Author:
McGonigal, Jane
Author:
Penenberg, Adam
Author:
Penenberg, Adam L.
Author:
Hunter, John
Publisher:
Penguin Books
Subject:
Video & Electronic - General
Subject:
Telecommunications
Subject:
Games -- Social aspects.
Subject:
Popular Culture - General
Subject:
Video & Electronic
Subject:
Games-Video Games
Subject:
Cognitive Psychology
Subject:
Philosophy & Aspects
Edition Description:
Paperback / softback
Publication Date:
20111227
Binding:
Hardback
Grade Level:
from 12
Language:
English
Illustrations:
b/w photos and illustrations throughout
Pages:
416
Dimensions:
9 x 6 in 1 lb
Age Level:
17-17

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Related Subjects


Computers and Internet » Computers Reference » History and Society
Computers and Internet » Computers Reference » Social Aspects » General
History and Social Science » Sociology » General
Hobbies, Crafts, and Leisure » Games » General
Hobbies, Crafts, and Leisure » Games » Video Games
Reference » Science Reference » Technology
Science and Mathematics » History of Science » Technology

Reality Is Broken: Why Games Make Us Better and How They Can Change the World Used Hardcover
0 stars - 0 reviews
$16.50 In Stock
Product details 416 pages Penguin Press - English 9781594202858 Reviews:
"Publishers Weekly Review" by , "As addictive as Tetris, McGonigal's penetrating, entertaining look into gaming culture is a vibrant mix of technology, psychology, and sociology, told with the vision of a futurist and the deft touch of a storyteller. For the nearly 183 million Americans who will spend an average of 13 hours a week playing games, McGonigal's book is a welcome validation of their pursuits. But for those who don't understand, or who may worry that our growing preoccupation with games is detrimental to society and culture, McGonigal argues persuasively that games are in fact improving us. 'Game design isn't just technological craft,' she argues, 'it's a 21st Century way of thinking and leading.' And games, she argues, particularly the new wave of Alternative Reality Games, are not about escapism but a powerful new form of collaboration and community building. The book moves effortlessly from Herodotus to Halo, stitching together an intellectually stimulating view of human culture past, present, and future. And while 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. (Jan.)" Publishers Weekly (Starred Review) (Copyright PWyxz LLC)
"Synopsis" by , Visionary game designer McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.
"Synopsis" by ,

Award-winning teacher and high-profile public speaker John Hunter offers insights into conflict resolution and collective problem-solving gleaned from his many years teaching kids through the "world peace game," an innovative global systems simulation he created.

"Synopsis" by ,

In John Hunters classroom, students fearlessly tackle global problems and discover surprising solutions by playing his groundbreaking World Peace Game. These kids—from high school all the way down to fourth grade, in schools both well funded and underresourced—take on the roles of politicians, tribal leaders, diplomats, bankers, and military commanders. Through battles and negotiations, standoffs and summits, they strive to resolve dozens of complex, seemingly intractable real-world challenges, from nuclear proliferation to tribal warfare, financial collapse to climate change.

In World Peace and Other 4th-Grade Achievements, Hunter shares the wisdom hes gleaned from over thirty years teaching the World Peace Game. Here he reveals the principles of successful collaboration that people of any age can apply anywhere. His students show us how to break through confusion, bounce back from failure, put our knowledge to use, and fulfill our potential. Hunter offers not only a forward-thinking report from the front lines of American education, but also a generous blueprint for a world that bends toward cooperation rather than conflict. In this deeply hopeful book, a visionary educator shows us what the future can be.

"Synopsis" by ,
A fascinating look at how games can help us learn, create, and innovate
 
Once thought to be nothing more than diversions for children and nerds, games have become an integral part of everyday life. Educators are trying to make learning more fun by introducing games into the classroom while cutting-edge managers are doing the same in the workplace. Doctors, scientists, and entrepreneurs are deploying games to help solve some of the world’s most pressing problems.
 
But according to Adam Penenberg, it’s not the games themselves that improve our lives, but rather smart game design and its impact on the brain that can lead us to become immersed in a task we find enjoyable. The individuals and institutions that have used games to achieve this effect are often rewarded with astounding results.
 
Drawing on the latest brain science on attention and engagement plus his own firsthand reporting, Penenberg shows how organizations like Google, Microsoft, hospitals, and the military have used game design in bold new ways.

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