

Klicka på en bild för att gå till Google Book Search.
Laddar... Reality is Broken: Why Games Make Us Better and How They Can Change the World (utgåvan 2011)av Jane McGonigal (Författare)
VerksinformationReality Is Broken: Why Games Make Us Better and How They Can Change the World av Jane McGonigal
![]() Det finns inga diskussioner på LibraryThing om den här boken. Very interesting take on games to bring about change in oneself and the world around us. I felt better for playing games after reading this book. The author takes a contrarian view on deeply established antipathy towards games. I learnt interesting bit about psychology, sociology, neuroscience. I loved the section on making game out of illness (recuperation). There are a few sections that are repetitive and tedious. I'm not sure I'd say I'm a voracious reader or anything, but this might be one of the worst written books I've ever read. It's not... awful? Thus the 2nd star, but my god. It saddens me because the premise is so fascinating, as someone who's in the recreation and leisure services field I am so onboard with the idea of games and play being integral to human development, and I agree with some of what was being presented, but I could not get through more than about three chapters. The other reviews cover the specifics in much more detail but. This is gonna be a DNF for me.
Despite its title, Reality is Broken is not a rallying call for virtual emigration. According to McGonigal – an American game designer and researcher with some of the last decade's most ambitious experiments in gaming on her CV – what's broken is not so much the physical world we inhabit as the social structures layered on top of it. "Today," she argues, "many of us are suffering from a vast and primal hunger. But it is not a hunger for food – it is a hunger for more and better engagement." Games, she believes, have far more to offer than solipsistic retreat. Uppmärksammade listor
Visionary game designer Jane McGonigal shows how we can harness the power of computer games to solve real-world problems and boost global happiness, since her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges. Inga biblioteksbeskrivningar kunde hittas. |
Pågående diskussionerIngen/ingaPopulära omslag
![]() GenrerMelvil Decimal System (DDC)306.487Social sciences Social Sciences; Sociology and anthropology Culture and Institutions Specific aspects of culture Recreation and performing arts Games and hobbiesKlassifikation enligt LCBetygMedelbetyg:![]()
Är det här du? |
According to McGonigal, electronic games, seen in this light, are not just a medium or even an art form. They are potent engines for creating and enhancing emotional experience: for making our lives "better". But are they?
We crave, she argues, "satisfying work" (which I agree with) that allows us to be "optimistic about our own chances for success"; that involves "social connection"; and that allows us to feel "curiosity, awe and wonder". I agree wholeheartedly with this. I am just not sure if electronic gameplay has reached an era where the good (psychologically speaking) outweighs the bad but I admire McGonigal's vision.
This book does a great job at describing various types of game play but sort of rambles on. I sped read most of the book as many of her conclusions felt simplistic to me and easy to grasp. (