Reality is broken : why games make us better and how they can change the world / Jane McGonigal.
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.
Record details
- ISBN: 9781594202858
- ISBN: 1594202850
- Physical Description: 388 pages : illustrations ; 25 cm.
- Publisher: New York : Penguin Press, ©2011.
Content descriptions
| Bibliography, etc. Note: | Includes bibliographical references (p. [364]-378) and index. |
| Formatted Contents Note: | Introduction: Reality is broken -- pt. One: Why games make us happy -- 1. What exactly is a game? -- 2. The rise of the happiness engineers -- 3. More satisfying work -- 4. Fun failure and better odds of success -- 5. Strong connectivity -- 6. Becoming a part of something bigger than ourselves -- pt. Two: Reinventing reality -- 7. The benefits of alternate realities -- 8. Leveling up in life -- 9. Fun with strangers -- 10. Happiness hacking -- pt. Three: How very big games can change the world -- 11. The engagement economy -- 12. Missions impossible -- 13. Collaboration superpowers -- 14. Saving the real world together -- Conclusion: Reality is better -- Appendix: How to play. |
Search for related items by subject
| Subject: | Computer games > Social aspects. |
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| 100 | 1 | . | ‡aMcGonigal, Jane. |
| 245 | 1 | 0. | ‡aReality is broken : ‡bwhy games make us better and how they can change the world / ‡cJane McGonigal. |
| 260 | . | ‡aNew York : ‡bPenguin Press, ‡c©2011. | |
| 300 | . | ‡a388 pages : ‡billustrations ; ‡c25 cm. | |
| 504 | . | ‡aIncludes bibliographical references (p. [364]-378) and index. | |
| 505 | 0 | . | ‡aIntroduction: Reality is broken -- pt. One: Why games make us happy -- 1. What exactly is a game? -- 2. The rise of the happiness engineers -- 3. More satisfying work -- 4. Fun failure and better odds of success -- 5. Strong connectivity -- 6. Becoming a part of something bigger than ourselves -- |
| 505 | 0 | . | ‡apt. Two: Reinventing reality -- 7. The benefits of alternate realities -- 8. Leveling up in life -- 9. Fun with strangers -- 10. Happiness hacking -- |
| 505 | 0 | . | ‡apt. Three: How very big games can change the world -- 11. The engagement economy -- 12. Missions impossible -- 13. Collaboration superpowers -- 14. Saving the real world together -- Conclusion: Reality is better -- Appendix: How to play. |
| 520 | . | ‡aVisionary 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. | |
| 650 | 0. | ‡aComputer games ‡xSocial aspects. | |
| 914 | . | ‡dNAC_rg | |
| 959 | . | ‡i32269000992563 ‡l306.4 McG ‡aAdult - Nonfiction ‡tNonFiction ‡g27.00 | |
| 852 | . | ‡p32269000992563 ‡j306.4 McG ‡gAdult - Nonfiction ‡cNonFiction ‡y27.00 ‡bSBPL | |
| 901 | . | ‡a121346 ‡bUnknown ‡c121346 ‡tbiblio | |