Reality is Broken: How Games Can Shape The Future
How many hours a week do you spend playing games? Any games. From simple little time-wasters on your mobile phone, to completely engrossing RPGs involving putting together missions and raids with fellow gamers. What if those hours you spend building and changing virtual worlds could actually be applied to the problems in our every day life? This is the basis for Jane McGonigal’s Reality is Broken.
As a long-time game developer, McGonigal has had the chance to examine, first hand, how gaming can become a very huge part of a person’s every day life. In Reality is Broken, we explore how this is not only a growing trend, but how it can be a very positive one. While non-gamers have always been critical of gaming, there are very clear perks to the lessons gaming teaches us. A particularly interesting fact McGonigal expresses through her research is what she calls ‘the four super powers’ that a person develops through gaming regularly. These include: urgent optimism, social fabric, blissful productivity, and epic meaning. This pretty much means that by being a regular gamer, a person can be their own highly-motivational pep rally, make connections, build trust, and learn team-building skills by working with other gamers, be legitimately happy about putting forth all of this effort, and feel like they’re making a difference. All of these skills are things you just don’t get in the real world very often these days. You don’t get to level up by taking the trash out or recycling. There are no one-up mushrooms for helping old ladies cross the street. Beating your head on a brick definitely does not produce a ride-able miniature dinosaur. …..okay, so maybe nothing can be done about that last one.
The issue here is that by keeping all of these great developments restricted to virtual worlds, we’re taking all of this potential out of the real world, and keeping it smothered in lands of orcs and fairies. Meanwhile, we have issues that need to be addressed in reality. McGonigal’s suggestion to counter this is to create games that address real-world problems and offer legitimate solutions. Through this, we can not only train future generations to look at real solutions critically and creatively, but actually generate those answers quicker and more efficiently. A few games like this already exist. Consider Chore Wars, which is apparently a game similar to World of Warcraft, but played in real life, using daily, household chores as missions and achievements. Additionally, McGonigal, herself, has created three – yes, three! – games in which you address large, real-world problems in a fun, gaming setting. Games like World Without Oil, Superstruct, and Evoke are highly creative ways to brainstorm realistic solutions. Sort of makes you wonder if Left for Dead was actually a way to generate workable zombie plans, huh? To make this idea work, games would need to evolve in the right direction, and we’d all have to step it up on the amount of hours played.
Reality is Broken presents these views in a very thorough and thought-provoking manner. McGonigal offers well-researched scientific fact to back up all of the ideas expressed, and lays out a goal for the future that comes across as realistic and reachable. While the beginning of Reality is Broken is a little long-winded going over qualifications for making these statements, this does establish a trust between the author and reader. McGonigal offers a radical idea backed up by well-documented facts, and a realistic path to get there.
I would highly recommend taking a look at Jane McGonigal’s bio and qualifications, her speech on this topic presented through TED Talks, and, of course, the actual book, Reality is Broken, now available on Amazon.
What do you guys think? Can games change the world?
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