副标题: Why Games Make Us Better and How They Can Change the World
作者: Jane McGonigal
出版社: Penguin Press HC, The
出版年: 2011-1-20
页数: 400
定价: USD 26.95
装帧: Hardcover
ISBN: 9781594202858
作者: Jane McGonigal
出版社: Penguin Press HC, The
出版年: 2011-1-20
页数: 400
定价: USD 26.95
装帧: Hardcover
ISBN: 9781594202858
内容简介 · · · · · ·
Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.
More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for thi... (展开全部) Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.
More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.
Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends.
In Reality Is Broken , she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change.
McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, design, and play games.
More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for thi... (展开全部) Visionary game designer Jane McGonigal reveals how we can harness the power of games to solve real-world problems and boost global happiness.
More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of twenty-one. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that videogames are increasingly fulfilling genuine human needs. In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world.
Drawing on positive psychology, cognitive science, and sociology, Reality Is Broken uncovers how game designers have hit on core truths about what makes us happy and utilized these discoveriesto astonishing effect in virtual environments. Videogames consistently provide the exhilarating rewards, stimulating challenges, and epic victories that are so often lacking in the real world. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? Her research suggests that gamers are expert problem solvers and collaborators because they regularly cooperate with other players to overcome daunting virtual challenges, and she helped pioneer a fast-growing genre of games that aims to turn gameplay to socially positive ends.
In Reality Is Broken , she reveals how these new alternate reality games are already improving the quality of our daily lives, fighting social problems such as depression and obesity, and addressing vital twenty-first-century challenges-and she forecasts the thrilling possibilities that lie ahead. She introduces us to games like World Without Oil, a simulation designed to brainstorm-and therefore avert- the challenges of a worldwide oil shortage, and Evoke, a game commissioned by the World Bank Institute that sends players on missions to address issues from poverty to climate change.
McGonigal persuasively argues that those who continue to dismiss games will be at a major disadvantage in the coming years. Gamers, on the other hand, will be able to leverage the collaborative and motivational power of games in their own lives, communities, and businesses. Written for gamers and nongamers alike, Reality Is Broken shows us that the future will belong to those who can understand, design, and play games.
作者简介 · · · · · ·
Jane McGonigal is the director of game research and development at the Institute for the Future. Her work has been featured in The Economist, Wired, and The New York Times; and on MTV, CNN, and NPR. In 2009, BusinessWeek called her one of the ten most important innovators to watch. She has given keynote addresses at TED, South by Southwest Interactive, and the Game Developers C... (展开全部)
Jane McGonigal is the director of game research and development at the Institute for the Future. Her work has been featured in The Economist, Wired, and The New York Times; and on MTV, CNN, and NPR. In 2009, BusinessWeek called her one of the ten most important innovators to watch. She has given keynote addresses at TED, South by Southwest Interactive, and the Game Developers Conference and was a featured speaker at The New Yorker Conference.
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chp4
口口口算了:@ (不傲不隐不瞽)
游戏能提供现实的工作不能提供的instant gratification, clear goal, less problem solving but more clear instructions, 清楚的看见自己行为的结果,等等。 当然如果现实可以变得这些方面更像游戏会更好,更可以engage所有人参与。但是现实工作很多就是无法清楚定义的--假如真的没有了不确定性,那么社会也无法进步了。不能忘记游戏是人设计出来的,因此缺乏"unpredictable"的成分。而delay instant gratification fo... (更多)游戏能提供现实的工作不能提供的instant gratification, clear goal, less problem solving but more clear instructions, 清楚的看见自己行为的结果,等等。当然如果现实可以变得这些方面更像游戏会更好,更可以engage所有人参与。但是现实工作很多就是无法清楚定义的--假如真的没有了不确定性,那么社会也无法进步了。不能忘记游戏是人设计出来的,因此缺乏"unpredictable"的成分。而delay instant gratification for further gain的能力,不正是棉花糖实验里面证明的,成功的基石么?与其在虚拟世界里面取得这样的成就感,不如学习去cope with reality, accept it and find a way to deal with it emotionally. 发现自己喜欢instant gratification的倾向,一方面尽量让自己做的事情能提供的feedback更准确及时一些,另外一方面也要学习让自己容忍一定程度的“不及时”反馈。而不是说用游戏里面的及时反馈来代替工作吧。。。毕竟virtual achievement跟现实的achievement之间有不可逾越的鸿沟。 (收起)2011-08-02 04:03:36 回应
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Chp2
口口口算了:@ (不傲不隐不瞽)
什么样的工作让我们幸福? 1.Satisfying work 比如目标明确,难度适中,效果直接可见 2.能感受到,或者至少有希望成功 3.社会关联。与喜欢的人共同做有意义的事情 4.意义。做些超越小我的事情。 ------------------------------------------------------------------------ but come on,游戏本身,超越小我的重大意义是什么吧??????!!!!!!居然说游戏涉及世界各地很多人就让人觉得有社会关联了。好吧,关联起来k... (更多)什么样的工作让我们幸福?1.Satisfying work 比如目标明确,难度适中,效果直接可见2.能感受到,或者至少有希望成功3.社会关联。与喜欢的人共同做有意义的事情4.意义。做些超越小我的事情。------------------------------------------------------------------------but come on,游戏本身,超越小我的重大意义是什么吧??????!!!!!!居然说游戏涉及世界各地很多人就让人觉得有社会关联了。好吧,关联起来kill time, kill一个人的时间还不够satisfying要来kill大量人的时间,这个行为就justified。。。。。如果说把吸引人通宵达旦玩游戏的能量和机能tweak一下,用来做其他真的有意义的事情:比如public health方面,让人们多运动吃健康,比如多环保减少污染,比如更好的为别人服务同时自己也赢利(whole foods策略),这样我还可以想象。TED上面曾经有个很年轻的小孩讲利用game dynamics设计social change,那个嘛还有点意思。可是近距离看我家的那个中国young male gamer,真的很难看到什么正面意义。通宵达旦培养的能力也不是啥真能力----有能力做游戏测试吗?P!不过是拿爹妈的血汗人民币去堆积设备而已。。。。。Note I am not talking about the occasional gamer who has a balanced life and play and stop playing games at will. 我说的,是根本就没有能力stop playing的这些addicts....书里说good games are productive - they are producing a higher quality of life.I mean, COME ON!!!!!这样的生产嫩倒看看投入产出比啊?投入的是大量他人的辛苦(比如这个不工作不学习的gamer靠谁来维持生活?靠谁的钱来投入游戏?)。产出的是一个人的转瞬即逝的幸福感,和一个家庭的焦虑。 (收起)2011-07-30 00:20:21 回应
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第1页
玩儿了几天游戏,想问:“甲挣最少的钱只维持温饱,其他时间段都在打游戏,很快乐。说他沉迷于游戏,但说他的人难道不是沉迷于现实么?游戏和现实的边界在哪里?在游戏中做一个现实中做不到的人,不是很好么?”于是买了新出版的书《破碎的现实》,开篇第一句:“玩家们已经受够了现实。” (更多)玩儿了几天游戏,想问:“甲挣最少的钱只维持温饱,其他时间段都在打游戏,很快乐。说他沉迷于游戏,但说他的人难道不是沉迷于现实么?游戏和现实的边界在哪里?在游戏中做一个现实中做不到的人,不是很好么?”于是买了新出版的书《破碎的现实》,开篇第一句:“玩家们已经受够了现实。” (收起)2011-04-04 23:53:21 2回应
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chp4
口口口算了:@ (不傲不隐不瞽)
游戏能提供现实的工作不能提供的instant gratification, clear goal, less problem solving but more clear instructions, 清楚的看见自己行为的结果,等等。 当然如果现实可以变得这些方面更像游戏会更好,更可以engage所有人参与。但是现实工作很多就是无法清楚定义的--假如真的没有了不确定性,那么社会也无法进步了。不能忘记游戏是人设计出来的,因此缺乏"unpredictable"的成分。而delay instant gratification fo... (更多)游戏能提供现实的工作不能提供的instant gratification, clear goal, less problem solving but more clear instructions, 清楚的看见自己行为的结果,等等。当然如果现实可以变得这些方面更像游戏会更好,更可以engage所有人参与。但是现实工作很多就是无法清楚定义的--假如真的没有了不确定性,那么社会也无法进步了。不能忘记游戏是人设计出来的,因此缺乏"unpredictable"的成分。而delay instant gratification for further gain的能力,不正是棉花糖实验里面证明的,成功的基石么?与其在虚拟世界里面取得这样的成就感,不如学习去cope with reality, accept it and find a way to deal with it emotionally. 发现自己喜欢instant gratification的倾向,一方面尽量让自己做的事情能提供的feedback更准确及时一些,另外一方面也要学习让自己容忍一定程度的“不及时”反馈。而不是说用游戏里面的及时反馈来代替工作吧。。。毕竟virtual achievement跟现实的achievement之间有不可逾越的鸿沟。 (收起)2011-08-02 04:03:36 回应
-
Chp2
口口口算了:@ (不傲不隐不瞽)
什么样的工作让我们幸福? 1.Satisfying work 比如目标明确,难度适中,效果直接可见 2.能感受到,或者至少有希望成功 3.社会关联。与喜欢的人共同做有意义的事情 4.意义。做些超越小我的事情。 ------------------------------------------------------------------------ but come on,游戏本身,超越小我的重大意义是什么吧??????!!!!!!居然说游戏涉及世界各地很多人就让人觉得有社会关联了。好吧,关联起来k... (更多)什么样的工作让我们幸福?1.Satisfying work 比如目标明确,难度适中,效果直接可见2.能感受到,或者至少有希望成功3.社会关联。与喜欢的人共同做有意义的事情4.意义。做些超越小我的事情。------------------------------------------------------------------------but come on,游戏本身,超越小我的重大意义是什么吧??????!!!!!!居然说游戏涉及世界各地很多人就让人觉得有社会关联了。好吧,关联起来kill time, kill一个人的时间还不够satisfying要来kill大量人的时间,这个行为就justified。。。。。如果说把吸引人通宵达旦玩游戏的能量和机能tweak一下,用来做其他真的有意义的事情:比如public health方面,让人们多运动吃健康,比如多环保减少污染,比如更好的为别人服务同时自己也赢利(whole foods策略),这样我还可以想象。TED上面曾经有个很年轻的小孩讲利用game dynamics设计social change,那个嘛还有点意思。可是近距离看我家的那个中国young male gamer,真的很难看到什么正面意义。通宵达旦培养的能力也不是啥真能力----有能力做游戏测试吗?P!不过是拿爹妈的血汗人民币去堆积设备而已。。。。。Note I am not talking about the occasional gamer who has a balanced life and play and stop playing games at will. 我说的,是根本就没有能力stop playing的这些addicts....书里说good games are productive - they are producing a higher quality of life.I mean, COME ON!!!!!这样的生产嫩倒看看投入产出比啊?投入的是大量他人的辛苦(比如这个不工作不学习的gamer靠谁来维持生活?靠谁的钱来投入游戏?)。产出的是一个人的转瞬即逝的幸福感,和一个家庭的焦虑。 (收起)2011-07-30 00:20:21 回应
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