Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 416

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Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Reality Is Broken

Reality Is Broken PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 416

Get Book

Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.

Summary of Jane McGonigal's Reality Is Broken

Summary of Jane McGonigal's Reality Is Broken PDF Author: Everest Media,
Publisher: Everest Media LLC
ISBN:
Category : Games & Activities
Languages : en
Pages : 55

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Book Description
Please note: This is a companion version & not the original book. Sample Book Insights: #1 We all have a bias against games today. We can’t help it. This bias is part of our culture, and it’s even woven into the way we use the words game and player in everyday conversation. #2 All games share four defining traits: a goal, rules, a feedback system, and voluntary participation. The goal is the specific outcome that players will work to achieve. It focuses their attention and continually orient their participation throughout the game. #3 The four traits of games are challenge, feedback, a clear win condition, and arbitrary limitations on your freedom to work in the most efficient way. The opposite of gameplay is not a game. #4 The most important difference between digital and non-digital games is the intensity of the feedback they provide. In computer and video games, the interactive loop is satisfyingly tight. There seems to be no gap between your actions and the game’s responses.

The Circle of Life is Broken

The Circle of Life is Broken PDF Author: Brendan Myers
Publisher: John Hunt Publishing
ISBN: 1789049784
Category : Nature
Languages : en
Pages : 153

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Book Description
The Circle of Life is more than the food web. It's a self-organizing system of global life-cooperation and energy dissipation. Its balance and stability have been taken for granted for millennia. But in the age of the climate crisis, the Circle is breaking down. From the 1960s onward, philosophers, artists and spiritual teachers promoted the idea of the ‘Green Self' to help us understand how the Circle works, and how we harm ourselves when we damage it. But in all that time, the climate crisis only got worse. The Greening of the Self didn't happen. Using the science of ecology and a deep dive into human nature, this book explores what the Circle of Life really is, and what becomes of us when we face it in different ways. The exploration reveals a deeper eco-spiritual perspective, in which the Immensity of the Earth, and the breakdown of the Circle, are calls to action: to heal the Circle, and to create a better world.

You've Been Played

You've Been Played PDF Author: Adrian Hon
Publisher: Basic Books
ISBN: 1541600193
Category : Business & Economics
Languages : en
Pages : 297

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Book Description
How games are being harnessed as instruments of exploitation—and what we can do about it Warehouse workers pack boxes while a virtual dragon races across their screen. If they beat their colleagues, they get an award. If not, they can be fired. Uber presents exhausted drivers with challenges to keep them driving. China scores its citizens so they behave well, and games with in-app purchases use achievements to empty your wallet. Points, badges, and leaderboards are creeping into every aspect of modern life. In You’ve Been Played, game designer Adrian Hon delivers a blistering takedown of how corporations, schools, and governments use games and gamification as tools for profit and coercion. These are games that we often have no choice but to play, where losing has heavy penalties. You’ve Been Played is a scathing indictment of a tech-driven world that wants to convince us that misery is fun, and a call to arms for anyone who hopes to preserve their dignity and autonomy.

Imaginable

Imaginable PDF Author: Jane McGonigal
Publisher: Spiegel & Grau
ISBN: 9781954118096
Category : Social Science
Languages : en
Pages : 432

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Book Description
A dynamic, optimistic, science-driven work by a futurist and renowned gamer that trains us to see the future as a futurist does--and prepares us to thrive in that future when it arrives (sooner than we think), by the New York Times bestselling writer and designer of alternate reality games. After living through the massive global shock and trauma of Covid-19, one of the most disruptive events in human history, we need to find a way to face the future with optimism. But how can we plan for a better future when it feels impossible to predict what the world will be like next week, let alone next year or in the next decade? What we need are new tools to help us recover our confidence, creativity, and hope in the face of an uncertain future. In Imaginable, world-renowned future forecaster and game designer Jane McGonigal draws on the latest scientific research in psychology and neuroscience to show us how to train our brains to think the unthinkable and imagine the unimaginable. Using gaming strategies and fun, thought-provoking challenges that she designed specifically for this book, she helps us build our collective imagination to dive into the future before we live it and envision, in surprising detail, what our lives will look like ten years out. She is the perfect person to lead the way: In 2008 and 2010, with teams at the Institute for the Future and the World Bank, she designed two future simulations with nearly 30,000 participants that predicted a devastating respiratory pandemic in 2020 and the surprising human responses to it: · When social distancing would work and when it would fail · Where super-spreader events would most likely occur · The rise of pods and bubbles · The resistance to mask wearing · The outbreak of misinformation and conspiracy theories · And the complicating effects of climate-change weather events. Not only were these future forecasts shockingly accurate, those who took part in her exercises felt better prepared for Covid-19 when it did arrive. In Imaginable, McGonigal teaches us to identify the challenges that lie ahead in the next decade--big and small, personal and global; shape a better future that solves for those challenges; and access "urgent optimism," an unstoppable motivational force that inspires us to be fearless, resilient, and bold in realizing a world we can only imagine.

What They Don't Teach you at IITs and IIMs!

What They Don't Teach you at IITs and IIMs! PDF Author: Dr Mukesh Jain
Publisher: Notion Press
ISBN:
Category : Self-Help
Languages : en
Pages : 419

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Book Description
In the bustling realm of education, certain institutions have emerged as iconic hubs of intellectual rigor and unparalleled prestige. Among these, the Indian Institutes of Technology (IITs) and the Indian Institutes of Management (IIMs) shine brightly, revered as beacons of academic excellence and incubators of future leaders. These institutions, known for their rigorous curriculum and highachieving students, have long been associated with the pursuit of technical and managerial mastery. Yet, as our understanding of education and personal growth expands, it becomes increasingly apparent that knowledge transcends the boundaries of any particular domain. Education is not confined to textbooks and lecture halls alone but extends far beyond to encompass the multidimensional facets of human existence. This book, "What They Do Not Teach at IITs and IIMs," seeks to bridge the gap between conventional education and the profound wisdom offered by psychologists, neurologists, and the popular authors. It invites readers to explore the untrodden paths of selfawareness, emotional intelligence, and personal development, crucial aspects that are often overlooked in traditional academic settings. In a world driven by rapid technological advancements and the relentless pursuit of success, it is essential to pause and reflect on the true purpose of education. While technical skills and managerial acumen undoubtedly play a pivotal role, they are only a fraction of the expansive mosaic that shapes a wellrounded individual. By delving into the realms of psychology, neuroscience, and timeless philosophical wisdom, we embark on a transformative journey that can enhance our understanding of ourselves and others, enriching our lives in unimaginable ways.

Educational Trauma

Educational Trauma PDF Author: Lee-Anne Gray
Publisher: Springer Nature
ISBN: 3030280837
Category : Education
Languages : en
Pages : 295

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Book Description
This book deconstructs and analyzes the impact of education-based trauma. Drawing on wisdom from the fields of education, psychology, neuroscience, history, political science, social justice, and philosophy, Gray connects the dots across different forms of education trauma that can occur throughout a student’s life: from bullying and anxiety to social inequity and the school-to-prison pipeline. With respect to learning, memory, social group dynamics, democracy, and mental health, this book serves as a call-to-arms, demanding civil rights for all students and for education to fulfill its ultimate duty as a force for the common good.

Life Is a Game

Life Is a Game PDF Author: Edward Castronova
Publisher: Bloomsbury Publishing USA
ISBN: 1501359177
Category : Computers
Languages : en
Pages : 233

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Book Description
What if life is a game? Are you winning? Have you even decided what 'winning' is? Game design could be defined in many ways, but here the term is used to denote the practice of creating choices. Designing a game, in this sense, involves crafting limits, rewards, incentives, and risks in such a way that the person who interacts with the game – the player – makes choices that have consequences. Edward Castronova urges readers to think about the fundamentals of the human condition and compare them to different games that we all know. In some ways, life is like an idle game: providing unchallenging distractions that fit easily into a person's daily routine. In other ways, life is like the game Minesweeper: You poke in different places to learn about what you don't know, taking care to avoid big explosions. Or, life is like a role-playing game: You adopt a persona and speak your part, always seeking adventure. Bringing together questions relating to diverse fields – such as politics, economics, sociology and philosophy - Castronova persuades readers to broaden the scope of game design to answer questions about life's everyday obstacles. The object of this book is to take seriously the idea that life is a game. The goal is not to make readers wealthier or healthier. Its goal is to go on a journey into the human condition, with game design as a guide.

SuperBetter

SuperBetter PDF Author: Jane McGonigal
Publisher: Penguin
ISBN: 0143109774
Category : Self-Help
Languages : en
Pages : 482

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Book Description
An innovative guide to living gamefully, based on the program that has already helped nearly half a million people achieve remarkable personal growth In 2009, internationally renowned game designer Jane McGonigal suffered a severe concussion. Unable to think clearly or work or even get out of bed, she became anxious and depressed, even suicidal. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a resilience-building game. What started as a simple motivational exercise quickly became a set of rules for “post-traumatic growth” that she shared on her blog. These rules led to a digital game and a major research study with the National Institutes of Health. Today nearly half a million people have played SuperBetter to get stronger, happier, and healthier. But the life-changing ideas behind SuperBetter are much bigger than just one game. In this book, McGonigal reveals a decade’s worth of scientific research into the ways all games—including videogames, sports, and puzzles—change how we respond to stress, challenge, and pain. She explains how we can cultivate new powers of recovery and resilience in everyday life simply by adopting a more “gameful” mind-set. Being gameful means bringing the same psychological strengths we naturally display when we play games—such as optimism, creativity, courage, and determination—to real-world goals. Drawing on hundreds of studies, McGonigal shows that getting superbetter is as simple as tapping into the three core psychological strengths that games help you build: • Your ability to control your attention, and therefore your thoughts and feelings • Your power to turn anyone into a potential ally, and to strengthen your existing relationships • Your natural capacity to motivate yourself and super-charge your heroic qualities, like willpower, compassion, and determination SuperBetter contains nearly 100 playful challenges anyone can undertake in order to build these gameful strengths. It includes stories and data from people who have used the SuperBetter method to get stronger in the face of illness, injury, and other major setbacks, as well as to achieve goals like losing weight, running a marathon, and finding a new job. As inspiring as it is down to earth, and grounded in rigorous research, SuperBetter is a proven game plan for a better life. You’ll never say that something is “just a game” again.

Make Way for the Superhumans

Make Way for the Superhumans PDF Author: Michael Bess
Publisher: Icon Books
ISBN: 1785781022
Category : Science
Languages : en
Pages : 453

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Book Description
Biomedical research is changing the both the format and the functions of human beings. Very soon the human race will be faced with a choice: do we join in with the enhancement or not? Make Way for the Superhumans looks at how far this technology has come and what aims and ambitions it has. From robotic implants that restore sight to the blind, to performance enhancing drugs that build muscles, improve concentration, and maintain erections, bio-enhancement has already made massive advances. Humans have already developed the technology to transmit thoughts and actions brain-to-brain using only a computer interface. By the time our grandchildren are born, they will be presented with the option to significantly alter and redesign their bodies. Make Way for the Superhumans is the only book that poses the questions that need answering now: suggesting real, practical ways of dealing with this technology before it reaches a point where it can no longer be controlled.