Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Jane McGonigal, Penguin Press, $26.95 (390p) ISBN 978-1-59420-285-8
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.)
Details
Reviewed on: 11/22/2010
Genre: Nonfiction
Compact Disc - 978-1-61106-425-4
Compact Disc - 11 pages - 978-1-4558-3291-0
Downloadable Audio - 978-1-61106-429-2
MP3 CD - 978-1-61106-427-8
MP3 CD - 978-1-4915-9206-9
Open Ebook - 416 pages - 978-1-4090-2898-7
Open Ebook - 400 pages - 978-1-101-47549-2
Paperback - 416 pages - 978-0-14-312061-2
Paperback - 416 pages - 978-0-09-954028-1
Paperback - 388 pages - 978-0-224-08925-8