StartGroepenDiscussieMeerTijdgeest
Doorzoek de site
Onze site gebruikt cookies om diensten te leveren, prestaties te verbeteren, voor analyse en (indien je niet ingelogd bent) voor advertenties. Door LibraryThing te gebruiken erken je dat je onze Servicevoorwaarden en Privacybeleid gelezen en begrepen hebt. Je gebruik van de site en diensten is onderhevig aan dit beleid en deze voorwaarden.

Resultaten uit Google Boeken

Klik op een omslag om naar Google Boeken te gaan.

Bezig met laden...

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

door Jane McGonigal

Andere auteurs: Zie de sectie andere auteurs.

LedenBesprekingenPopulariteitGemiddelde beoordelingAanhalingen
1,0903518,543 (3.81)4
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.… (meer)
Bezig met laden...

Meld je aan bij LibraryThing om erachter te komen of je dit boek goed zult vinden.

Op dit moment geen Discussie gesprekken over dit boek.

» Zie ook 4 vermeldingen

Engels (34)  Duits (1)  Alle talen (35)
1-5 van 35 worden getoond (volgende | toon alle)
NF
  vorefamily | Feb 22, 2024 |
The most thought-provoking book I've read in a long time. It gives me hope for the future. And a million ideas to experiment with! Got to start playing and making more games. ( )
  roguelike | Feb 4, 2024 |
Sadly dated, full of ideas of the future that didn’t pan out ( )
  danielskatz | Dec 26, 2023 |
The arguement in McGonigal's Reality is Broken is a rather simple one: we slake our miseries with imagined worlds. In the case of the 21st Century, the imagine worlds are electronic games and they have the potential to not only produce happiness but to also change the world. Video games, on-line games are not merely escapists means of ignoring reality but one that is more satisfying and has the capabilities to make us a better species. I'm not sure if I busy her optimistic narrative of digital gameplay. The fact that hard work at activities that provide their own reward (such as electronic games) can deliver real happiness is a contentious one. What happens when a game ends? Do we truly feel satisfied? Furthermore do they make us ethically better (take for instance, violent video games)?
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. ( )
  ryantlaferney87 | Dec 8, 2023 |
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. ( )
  harishwriter | Oct 12, 2023 |
1-5 van 35 worden getoond (volgende | toon alle)
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.
toegevoegd door melmore | bewerkThe Guardian, Tom Chatfield (Apr 30, 2011)
 
toegevoegd door melmore | bewerkWall Street Journal, Andrew Klavan (Feb 21, 2011)
 
toegevoegd door melmore | bewerkNew York Times, William Saletan (Feb 11, 2011)
 
toegevoegd door melmore | bewerkWired, Michael Andersen (Jan 20, 2011)
 

» Andere auteurs toevoegen

AuteursnaamRolType auteurWerk?Status
McGonigal, Janeprimaire auteuralle editiesbevestigd
Whelan, JuliaVertellerSecundaire auteursommige editiesbevestigd
Je moet ingelogd zijn om Algemene Kennis te mogen bewerken.
Voor meer hulp zie de helppagina Algemene Kennis .
Gangbare titel
Informatie afkomstig uit de Engelse Algemene Kennis. Bewerk om naar jouw taal over te brengen.
Oorspronkelijke titel
Alternatieve titels
Oorspronkelijk jaar van uitgave
Mensen/Personages
Belangrijke plaatsen
Belangrijke gebeurtenissen
Verwante films
Motto
Informatie afkomstig uit de Engelse Algemene Kennis. Bewerk om naar jouw taal over te brengen.
It is games that give us something to do when there is nothing to do. We thus call games "pastimes" and regard them as trifling fillers of the interstices of our lives. But they are much more important than that. They are clues to the future. And their serious cultivation now is perhaps our only salvation. - Bernard Suits, philosopher
Opdracht
Informatie afkomstig uit de Engelse Algemene Kennis. Bewerk om naar jouw taal over te brengen.
for my husband, Kiyash,
who is better at every game than I am,
except for Werewolf
Eerste woorden
Informatie afkomstig uit de Engelse Algemene Kennis. Bewerk om naar jouw taal over te brengen.
Gamers have had enough of reality.
Citaten
Informatie afkomstig uit de Duitse Algemene Kennis. Bewerk om naar jouw taal over te brengen.
First and foremost, we crave satisfying work, every single day. The exact nature of this “satisfying work” is different from person to person, but for everyone it means being immersed in clearly defined, demanding activities that allow us to see the direct impact of our efforts.
Second, we crave the experience, or at least the hope, of being successful. We want to feel powerful in our own lives and show off to others what we’re good at. We want to be optimistic about our own chances for success, to aspire to something, and to feel like we’re getting better over time.
Third, we crave social connection. Humans are extremely social creatures, and even the most introverted among us derive a large percentage of our happiness from spending time with the people we care about. We want to share experiences and build bonds, and we most often accomplish that by doing things that matter together.
Fourth, and finally, we crave meaning, or the chance to be a part of something larger than ourselves. We want to feel curiosity, awe, and wonder about things that unfold on epic scales. And most importantly, we want to belong to and contribute to something that has lasting significance beyond our own individual lives.
Laatste woorden
Informatie afkomstig uit de Engelse Algemene Kennis. Bewerk om naar jouw taal over te brengen.
(Klik om weer te geven. Waarschuwing: kan de inhoud verklappen.)
Ontwarringsbericht
Uitgevers redacteuren
Auteur van flaptekst/aanprijzing
Informatie afkomstig uit de Engelse Algemene Kennis. Bewerk om naar jouw taal over te brengen.
Oorspronkelijke taal
Gangbare DDC/MDS
Canonieke LCC
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.

Geen bibliotheekbeschrijvingen gevonden.

Boekbeschrijving
Haiku samenvatting

Actuele discussies

Geen

Populaire omslagen

Snelkoppelingen

Waardering

Gemiddelde: (3.81)
0.5
1 3
1.5
2 15
2.5
3 49
3.5 8
4 71
4.5 7
5 50

Ben jij dit?

Word een LibraryThing Auteur.

 

Over | Contact | LibraryThing.com | Privacy/Voorwaarden | Help/Veelgestelde vragen | Blog | Winkel | APIs | TinyCat | Nagelaten Bibliotheken | Vroege Recensenten | Algemene kennis | 204,247,597 boeken! | Bovenbalk: Altijd zichtbaar