Table of Contents
Title Page
Copyright Page
Dedication
Epigraph
Introduction
PART ONE - Why Games Make Us Happy
CHAPTER ONE - What Exactly Is a Game?
CHAPTER TWO - The Rise of the Happiness Engineers
CHAPTER THREE - More Satisfying Work
CHAPTER FOUR - Fun Failure and Better Odds of Success
CHAPTER FIVE - Stronger Social Connectivity
CHAPTER SIX - Becoming a Part of Something Bigger Than Ourselves
PART TWO - Reinventing Reality
CHAPTER SEVEN - The Benefits of Alternate Realities
CHAPTER EIGHT - Leveling Up in Life
CHAPTER NINE - Fun with Strangers
CHAPTER TEN - Happiness Hacking
PART THREE - How Very Big Games Can Change the World
CHAPTER ELEVEN - The Engagement Economy
CHAPTER TWELVE - Missions Impossible
CHAPTER THIRTEEN - Collaboration Superpowers
CHAPTER FOURTEEN - Saving the Real World Together
CONCLUSION
Acknowledgements
Appendix
Notes
Index
ADVANCE PRAISE FOR
Reality Is Broken
“Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.”
—Carl Honoré, author of In Praise of Slowness and Under Pressure
“Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring expertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!”
—Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want
“Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.”
—Daniel H. Pink, author of Drive and A Whole New Mind
“The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. Think learning about Halo can’t help your life or your company? Think again.”
—Timothy Ferriss, author of the #1 New York Times bestseller The 4-Hour Workweek
“Jane McGonigal’s uncanny vision and snappy writing give all of us a plausible glimpse of a positive human future, and of how gaming—of all things—will take us there.”
—Martin Seligman, author of Flourish and Authentic Happiness
“The world has no shortage of creative people with interesting ideas. What it lacks is people who can apply them in ways that really make a difference, and inspire others to do the same. Jane McGonigal is the rare person who delivers on both. Once you start thinking about games as ‘happiness engines,’ and the ways that our lives, our schools, our businesses, and our communities can become more ‘gameful’—more fulfilling, more engaging, and more productive—you’ll see possibilities for changing the real world that you’d never imagined.”
—Tony Hsieh, author of the #1 New York Times bestseller Delivering Happiness and CEO of Zappos.com, Inc.
“Jane McGonigal’s work has helped define a new medium, one that blends reality and fantasy and puts the lie to the idea that there is such a thing as ‘fiction’—we live every story we experience and we become every game we play. Her insights in Reality Is Broken have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.”
—Cory Doctorow, author of Little Brother and coeditor of Boing Boing
“Jane McGonigal’s groundbreaking research offers a surprising solution to how we can build stronger communities and collaborate at extreme scales: by playing bigger and better games. And no one knows more about how to design world-changing games than McGonigal. Reality Is Broken is essential reading for anyone who wants to play a hand in inventing a better future.”
—Jimmy Wales, founder of Wikipedia
“Wonder why we love games? McGonigal has written the best take yet on the deep joys of play—and how to use that force for good. Reality Is Broken is a rare beast: a book that’s both philosophically rich and completely practical. It will change the way you see the world.”
—Clive Thompson, contributing writer for The New York Times Magazine and Wired
THE PENGUIN PRESS
Published by the Penguin Group
Penguin Group (USA) Inc., 375 Hudson Street, New York, New York 10014, U.S.A. Penguin Group (Canada), 90 Eglinton Avenue East, Suite 700, Toronto, Ontario, Canada M4P 2Y3 (a division of Pearson Penguin Canada Inc.) • Penguin Books Ltd, 80 Strand, London WC2R 0RL, England • Penguin Ireland, 25 St. Stephen’s Green, Dublin 2, Ireland (a division of Penguin Books Ltd) • Penguin Books Australia Ltd, 250 Camberwell Road, Camberwell, Victoria 3124, Australia (a division of Pearson Australia Group Pty Ltd) • Penguin Books India Pvt Ltd, 11 Community Centre, Panchsheel Park, New Delhi - 110 017, India • Penguin Group (NZ), 67 Apollo Drive, Rosedale, North Shore 0632, New Zealand (a division of Pearson New Zealand Ltd) • Penguin Books (South Africa) (Pty) Ltd, 24 Sturdee Avenue, Rosebank, Johannesburg 2196, South Africa
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First published in 2011 by The Penguin Press, a member of Penguin Group (USA) Inc.
Copyright © Jane McGonigal, 2011
All rights reserved
Excerpt from The Grasshopper: Games, Life and Utopia by Bernard Suits.
LIBRARY OF CONGRESS CATALOGING IN PUBLICATION DATA
McGonigal, Jane.
Reality is broken : why games make us better and how they can change the world / Jane McGonigal. p. cm.
Includes bibliographical references and index.
eISBN : 978-1-101-47549-2
1. Games--Social aspects. I. Title.
GV1201.38.M34 2011
306.4’87--dc22
2010029619
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for my husband, Kiyash,
who is better at every game than I am,
except for Werewolf
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, philosopher1
INTRODUCTION
Reality Is Broken
Anyone who sees a hurricane coming should warn others. I see a hurricane coming.
Over the next generation or two, ever larger numbers of people, hundreds of millions, will become immersed in virtual worlds and online games. While we are playing, things we used to do on the outside, in “reality,” won’t be happening anymore, or won’t be happening in the same way. You can’t pull millions of person-hours out of a society without creating an atmospheric-level event.
If it happens in a generation, I think the twenty-first century will see a social cataclysm larger than that caused by cars, radios, and TV, combined.... The exodus of these people from the real world, from our normal daily life, will create a change in social climate that makes global warming look like a tempest in a teacup.
—EDWARD CASTRONOVA,
Exodus to the Virtual World1
Gamers have had enough of reality.
They are abandoning it in droves—a few hours here, an entire weekend there, sometimes every spare minute of every day for stretches at a time—in favor of simulated environments and online games. Maybe you are one of these gamers. If not, then you definitely know some of them.
Who are they? They are the nine-to-fivers who come home and apply all of the smarts and talents that are underutilized at work to plan and coordinate complex raids and quests in massively multiplayer online games like Final Fantasy XI and the Lineage worlds. They’re the music lovers who have invested hundreds of dollars on plastic Rock Band and Guitar Hero instruments and spent night after night rehearsing, in order to become virtuosos of video game performance.
They’re the World of Warcraft fans who are so intent on mastering the challenges of their favorite game that, collectively, they’ve written a quarter of a million wiki articles on the WoWWiki—creating the single largest wiki after Wikipedia. They’re the Brain Age and Mario Kart players who take handheld game consoles everywhere they go, sneaking in short puzzles, races, and minigames as often as possible, and as a result nearly eliminating mental downtime from their lives.
They’re the United States troops stationed overseas who dedicate so many hours a week to burnishing their Halo 3 in-game service record that earning virtual combat medals is widely known as the most popular activity for off-duty soldiers. They’re the young adults in China who have spent so much play money, or “QQ coins,” on magical swords and other powerful game objects that the People’s Bank of China intervened to prevent the devaluation of the yuan, China’s real-world currency.2
Most of all, they’re the kids and teenagers worldwide who would rather spend hours in front of just about any computer game or video game than do anything else.
These gamers aren’t rejecting reality entirely. They have jobs, goals, schoolwork, families, commitments, and real lives that they care about. But as they devote more and more of their free time to game worlds, the real world increasingly feels like it’s missing something.
Gamers want to know: Where, in the real world, is that gamer sense of being fully alive, focused, and engaged in every moment? Where is the gamer feeling of power, heroic purpose, and community? Where are the bursts of exhilarating and creative game accomplishment? Where is the heart-expanding thrill of success and team victory? While gamers may experience these pleasures occasionally in their real lives, they experience them almost constantly when they’re playing their favorite games.
The real world just doesn’t offer up as easily the carefully designed pleasures, the thrilling challenges, and the powerful social bonding afforded by virtual environments. Reality doesn’t motivate us as effectively. Reality isn’t engineered to maximize our potential. Reality wasn’t designed from the bottom up to make us happy.
And so, there is a growing perception in the gaming community:
Reality, compared to games, is broken.
In fact, it is more than a perception. It’s a phenomenon. Economist Edward Castronova calls it a “mass exodus” to game spaces, and you can see it already happening in the numbers. Hundreds of millions of people worldwide are opting out of reality for larger and larger chunks of time. In the United States alone, there are 183 million active gamers (individuals who, in surveys, report that they play computer or video games “regularly”—on average, thirteen hours a week).3 Globally, the online gamer community—including console, PC, and mobile phone gaming—counts more than 4 million gamers in the Middle East, 10 million in Russia, 105 million in India, 10 million in Vietnam, 10 million in Mexico, 13 million in Central and South America, 15 million in Australia, 17 million in South Korea, 100 million in Europe, and 200 million in China.4
Although a typical gamer plays for just an hour or two a day, there are now more than 6 million people in China who spend at least twenty-two hours a week gaming, the equivalent of a part-time job.5 More than 10 million “hard-core” gamers in the United Kingdom, France, and Germany spend at least twenty hours a week playing.6 And at the leading edge of this growth curve, more than 5 million “extreme” gamers in the United States play on average forty-five hours a week.7
With all of this play, we have turned digital games—for our computers, for our mobile phones, and for our home entertainment systems—into what is expected to be a $68 billion industry annually by the year 2012.8 And we are creating a massive virtual silo of cognitive effort, emotional energy, and collective attention lavished on game worlds instead of on the real world.
The ever-skyrocketing amounts of time and money spent on games are being observed with alarm by some—concerned parents, teachers, and politicians—and eagerness by others—the many technology industries that expect to profit greatly from the game boom. Meanwhile, they are met with bewilderment and disdain by more than a few nongamers, who still make up nearly half of the U.S. population, although their numbers are rapidly decreasing. Many of them deem gaming a clear waste of time.
As we make these value judgments, hold moral debates over the addictive quality of games, and simultaneously rush to achieve massive industry expansion, a vital point is being missed. The fact that so many people of all ages, all over the world, are choosing to spend so much time in game worlds is a sign of something important, a truth that we urgently need to recognize.
The truth is this: in today’s society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy. Games are providing rewards that reality is not. They are teaching and inspiring and engaging us in ways that reality is not. They are bringing us together in ways that reality is not.
And unless something dramatic happens to reverse the resulting exodus, we’re fast on our way to becoming a society in which a substantial portion of our population devotes its greatest efforts to playing games, creates its best memories in game environments, and experiences its biggest successes in game worlds.
Maybe this sounds hard to believe. To a nongamer, this forecast might seem surreal, or like science fiction. Are huge swaths of civilization really disappearing into game worlds? Are we really rushing headlong into a future where the majority of us use games to satisfy many of our most important needs?
If so, it will not be the first time that such a mass exodus from reality to games has occurred. Indeed, the very first written history of human gameplay, Herodotus’ Histories, the ancient Greek account of the Persian Wars—dating back more than three thousand years—describes a nearly identical scenario. While the oldest known game is the ancient counting game Mancala—evidence shows it was played during Egypt’s age of empires, or the fifteenth to the eleventh centuries BC—it was not until Herodotus that anyone thought to record the origins or cultural functions of these games. And from his ancient text, we can learn a great deal about what’s happening today—and what’s almost certainly coming next.
/> It’s a bit counterintuitive to think about the future in terms of the past. But as a research director at the Institute for the Future—a nonprofit think tank in Palo Alto, California, and the world’s oldest future-forecasting organization—I’ve learned an important trick: to develop foresight, you need to practice hindsight. Technologies, cultures, and climates may change, but our basic human needs and desires—to survive, to care for our families, and to lead happy, purposeful lives—remain the same. So at IFTF we like to say, “To understand the future, you have to look back at least twice as far as you’re looking ahead.” Fortunately, when it comes to games, we can look even farther back than that. Games have been a fundamental part of human civilization for thousands of years.
In the opening book of The Histories, Herodotus writes:When Atys was king of Lydia in Asia Minor some three thousand years ago, a great scarcity threatened his realm. For a while people accepted their lot without complaining, in the hope that times of plenty would return. But when things failed to get better, the Lydians devised a strange remedy for their problem. The plan adopted against the famine was to engage in games one day so entirely as not to feel any craving for food . . . and the next day to eat and abstain from games. In this way they passed eighteen years, and along the way they invented the dice, knuckle-bones, the ball, and all the games which are common.9
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