(This book is going to be part of an online discussion at the National Writing Project Book Group, so I will hold off on a lot of details about the book here. — Kevin)
I guess the title says it all for the underling premise of Reality is Broken by Jane McGonigal. She’s certainly someone with a lot of credibility in a lot of circles — as an academic and as a gamer, and game designer, too. This book delves into the many ways in which reality for many people is boring, unfocused, and unmotivating, and how gaming can bring new possibilities for increasing our satisfaction with reality by inserting challenges, rewards and connections into life.
“If you are a gamer, it’s time to get over any regret you might feel about spending so much time playing games. You have not been wasting your time. You’ve been building up a wealth of virtual experience that …can teach you about your true self: what your core strengths are, what really motivates you, and what makes you happiest.” (p. 12)
McGonigal has a lot of good points about the benefits of gaming to engage us, particularly when she delves into the global social game movements that connect people across the world for information building, cooperative challenges and problem solving that could have an impact on the real world (which is the concluding premise — to solve world problems we need to create a gaming mentality). She also notes that the sheer number of hours that young people are playing, and the complexity of games that people are playing, is changing the way people interact with the world. And if you buy into the 10,000 hours argument of expertise (see Malcolm Gladwells’ Outliers), we are now seeing a generational wave of gaming experts emerging in our ranks. (Although, I wish those hours were creating more than just playing).
But I did find much of the middle of the book veering off a bit too much into happiness quotients and other topics that I had trouble buying into, and I found myself muttering at McGonigal more than once. Some of it felt wish-washy. I understand that she was trying to lay her groundwork for why gaming can positively impact reality, but I didn’t buy all of it. I’ll leave it at that for now.
Still, the book does a nice job of taking a step back from an individual gaming experience and argue on behalf of the gaming experience itself. And as a teacher who is still grappling with the possibilities of how to work gaming into my curriculum in a meaningful way, McGonigal is an experienced voice to turn to (watch some of her video presentations — she’s a great speaker). She really does know her games, and her gaming experiences as a designer were interesting to read about.
I’ll be interested to know how my NWP friends felt about the book when the discussion goes live sometime in early October. I have a ton of pages in Reality is Broken with note tabs, ready to be reviewed again in a few weeks.
Peace (in the game),