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

Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Book: Reality Is Broken: Why Games Make Us Better and How They Can Change the World Read Online Free
Author: Jane McGonigal
Tags: General, Social Science, Computers, Essay/s, Technology & Engineering, Games, Social Aspects, Popular Culture, Video & Electronic, Games - Social aspects, Telecommunications
Pages:
Go to
They will be less prepared to shape the future. And therefore they will miss some of the most promising opportunities we have to solve problems, create new experiences, and fix what’s wrong with reality.
    Fortunately, the gap between gamers and nongamers is growing smaller all the time. In the United States, the biggest gaming market in the world, the majority of us are already gamers. Some recent relevant statistics from the Entertainment Software Association’s annual study of game players—the largest and most widely respected market research report of its kind:
    • 69 percent of all heads of household play computer and video games.
    • 97 percent of youth play computer and video games.
    • 40 percent of all gamers are women.
    • One out of four gamers is over the age of fifty.
    • The average game player is thirty-five years old and has been playing for twelve years.
    • Most gamers expect to continue playing games for the rest of their lives. 11
    Meanwhile, the scientific journal Cyberpsychology , Behavior , and Social Networking reported in 2009 that 61 percent of surveyed CEOs, CFOs, and other senior executives say they take daily game breaks at work. 12
    These numbers demonstrate how quickly a gaming culture can take hold. And trends from every continent—from Austria, Brazil, and the United Arab Emirates to Malaysia, Mexico, New Zealand, and South Africa—show that gamer markets are emerging rapidly with similarly diverse demographics. Over the next decade, these new markets will increasingly resemble, if not completely catch up to, those in leading gamer countries like South Korea, the United States, Japan, and the United Kingdom today.
    As games journalist Rob Fahey famously pronounced in 2008: “It’s inevitable: soon we will all be gamers.” 13
    We have to start taking this growing gamer majority seriously. We are living in a world full of games and gamers. And so we need to decide now what kinds of games we should make together and how we will play them together. We need a plan for determining how games will impact our real societies and our real lives. We need a framework for making these decisions and for shaping these plans. This book, I hope, could serve as that framework. It’s written for gamers and for everyone who will one day become a gamer—in other words, for virtually every person on this planet. It’s an opportunity to understand now how games work, why humans are so drawn to them, and what they can do for us in our real lives.
    If you are a gamer, it’s time to get over any regret you might feel about spending so much time playing games. You have not been wasting your time. You have been building up a wealth of virtual experience that, as the first half of this book will show you, can teach you about your true self: what your core strengths are, what really motivates you, and what make you happiest. As you’ll see, you have also developed world-changing ways of thinking, organizing, and acting. And, as this book reveals, there are already plenty of opportunities for you to start using them for real-world good.
    If you don’t have a lot of personal experience with games yet, then this book will help you jump-start your engagement with the most important medium of the twenty-first century. By the time you’re finished reading it, you’ll be deeply familiar with the most important games you can play today—and be able to imagine the kinds of important games we will make and play in the years to come.
    If you’re not already a gamer, it’s entirely possible that you still might not become the kind of person to spend hours in front of a video game. But by reading this book, you will better understand the people who do. And even if you would never play computer or video games, let alone make one, you can benefit enormously from learning exactly how good games work—and how they can be used to fix real-world problems.
    Game developers know better than anyone else how to inspire
Go to

Readers choose

William Bell

The Tiger's Bride

Mavis Arnold, Heather Laskey

Melanie Matthews

Lissa Matthews

Alan Furst

Steven Grey

Sara Fawkes