Read Reality Is Broken: Why Games Make Us Better and How They Can Change the World Online

Authors: Jane McGonigal

Tags: #General, #Technology & Engineering, #Popular Culture, #Social Science, #Computers, #Games, #Video & Electronic, #Social aspects, #Essays, #Games - Social aspects, #Telecommunications

Reality Is Broken: Why Games Make Us Better and How They Can Change the World (57 page)

BOOK: Reality Is Broken: Why Games Make Us Better and How They Can Change the World
10.17Mb size Format: txt, pdf, ePub
ads
7
Brunelli, Richard. “Grand Prize Winner: McDonald’s Brave New World.”
AdWeek
, December 1, 2008.
http://www.adweek.com/aw/content_display/custom-reports/buzzawards/e3i9417c5a4a703467d97b51be9e35149f8
.
8
The term was coined by Sean Stacey, who runs Unfiction (
www.unfiction.com
), the leading community forum since 2003 for chaotic fiction and cross-media alternate reality games.
9
Peterson, Christopher, and Martin Seligman.
Character Strengths and Virtues: A Handbook and Classification
(New York: Oxford, 2004).
10
“The VIA Classification of Character Strengths.” The Values in Action (VIA) Institute, October 23, 2008.
http://www.viacharacter.org/Classification/tabid/56/Default.aspx
.
11
Tapscott, Don, and Anthony D. Williams
. Wikinomics: How Mass Collaboration Changes Everything
(New York: Portfolio, 2008), 33.
12
Ibid., x.
CHAPTER 14
1
Brand, Stewart.
Whole Earth Discipline: An Ecopragmatist Manifesto
(New York: Viking, 2009), 275, 298.
2
Brand, Stewart. “The Purpose of the
Whole Earth Catalog
.”
Whole Earth Catalog
, Fall 1968. Electronic version available at
http://wholeearth.com/issue/1010/article/195/we.are.as.gods
.
3
Brand,
Whole Earth Discipline
, 276.
4
Ibid., 298.
5
Ibid.
6
Ibid., 276.
7
“Jill Tarter and Will Wright in Conversation.”
Seed
, September 2, 2008.
http://seedmagazine.com/content/article/seed_salon_jill_tarter_will_wright/
.
8
“Spore.” Wikipedia entry, accessed May 1, 2010.
http://en.wikipedia.org/wiki/Spore
.
9
For a history of the term “massively multiplayer forecasting games” and their development at the Institute for the Future, see: “Institute for the Future Announces First Massively Multiplayer Forecasting Platform.” Institute for the Future. Palo Alto: September 22, 2008.
http://iftf.org/node/2319
; “Massively Multiplayer Forecasting Games: Making the Future Real.” Institute for the Future. Palo Alto: September 7, 2008.
http://iftf.org/node/2302
.
10
Simon, Nina. “The Aftermath of the ARG World Without Oil.” Museum 2.0, July 27, 2007.
http://museumtwo.blogspot.com/2007/07/game-friday-aftermath-of-arg-world.html
.
11
Cerulo, Karen.
Never Saw It Coming: Cultural Challenges to Envisioning the Worst
(Chicago: University of Chicago Press, 2006).
12
Gravois, John. “Think Negative!” Slate, May 16, 2007.
http://www.slate.com/id/2166211
.
13
“A to Z: A World Beyond Oil.” World Without Oil, May 31, 2007.
http://community.livejournal.com/worldwithoutoil/20306.html
.
14
Guité, François. Quoted on “Buzz: World Without Oil,” World Without Oil.
http://www.worldwithoutoil.org/metabuzz.htm
.
15
“Everything Falls Apart—the End (Semi-OOG).” WWO player blog post, May 31, 2007.
http://fallingintosin.livejournal.com/12325.html
.
16
“Fond and Sad Goodbye.” World Without Oil—The Texts, June 1, 2007.
http://wwotext.blogspot.com/2007/06/fond-and-sad-goodbye.html
.
17
“Ending Thoughts (OOG).” WWO player blog post, May 31, 2007.
http://monkeywithoutoil.blogspot.com/2007/05/ending-thoughts-oog.html
.
18
“New Chess Theory Not for Einstein: Scientist Denies Ever Playing ‘Three-Dimensional’ Game, Even for Relaxation.”
New York Times
, March 28, 1936.
19
Ibid.
20
Reid, Raymond. “Chesmayne: History of Chess.” 1994. Accessible at
http://www.chess-poster.com/english/chesmayne/chesmayne.htm
.
21
Cascio, Jamais. “Super-Empowered Hopeful Individual.” Open the Future, March 2008.
http://openthefuture.com/2008/03/superempowered_hopeful_individ.html
.
22
Friedman, Thomas.
The Lexus and the Olive Tree: Understanding Globalization
(New York: Farrar, Straus and Giroux, 1999), 381.
23
Ibid.
24
This particular saying is taken from “The Fifty-Year View,” Jamais Cascio’s April 2009 Ten-Year Forecast presentation for the Institute for the Future.
http://iftf.org/files/deliverables/50YearScenarios.ppt
.
25
“Superstruct FAQ.” Institute for the Future, September 22, 2008.
http://www.iftf.org/node/2096
.
26
Demographic analysis by Kathi Vian for the 2009 Ten-Year Forecast report, presented at the annual retreat.
http://www.iftf.org/node/2762
.
27
The Institute for the Future.
www.iftf.org
.
28
Hersman, Erik. “Solving Everyday Problems with African Ingenuity.” Africa Good News, February 2009.
http://www.africagoodnews.com/innovation/solving-everyday-problems-with-african-ingenuity.html
.
29
Becker, Gene. “The Long Game.” Superstruct, 2008.
http://www.superstructgame.org/SuperstructView/510
.
30
Internet World Stats—Usage and Population Statistics.
CONCLUSION
1
Yudkowsky, Eliezer. “If You Demand Magic, Magic Won’t Help.” Less Wrong, March 22, 2008.
http://lesswrong.com/lw/ou/if_you_demand_magic_magic_wont_help/
.
2
That’s 5 million years dating back to the start of the hominid species timeline, at
Australopithecus ramidus
.
3
“Archaeological Tree-Ring Dating at the Millennium.”
Journal of Archaeological Research
, September 2002, 10(3): 243-75.
http://www.springerlink.com/content/hhv8qd78hh7r5pfb/
.
4
“Ancient Etruscans Were Immigrants from Anatolia, or What Is Now Turkey.” European Society of Human Genetics, press release, June 16, 2007.
http://www.eurekalert.org/pub_releases/2007-06/esoh-aew061307.php
; see also Wade, Nicholas. “DNA Boosts Herodotus’ Account of Etruscans as Migrants to Italy,”
New York Times
, April 3, 2007.
http://www.nytimes.com/2007/04/03/science/03etruscan.html
.
Index
Page numbers in
italics
refer to illustrations.
actionable next steps
adrenaline
Africa
Age of Conan
Age of Empires
airline travel
AKQA
algorithms
alternate reality games (ARGs)
for airline travel
based on Olympic Games
better hope for success generated by
closing generation gap in
collaboration in
creating new real-world communities with
creative accomplishment enabled in
definitions of
depression, anxiety and loneliness alleviated with
developing individual strengths in
difficult activities made more rewarding with
in educational reform movement
empowerment in
epic meaning in
fear of failing as absent in
feedback systems in
as global collaboratories
happiness hacking with
having more fun with strangers in
heroic purpose in
for illness recovery
main types of
meaningful choice in
meaningful rewards in
museum membership reinvented with
optimal experience design in
quality-of-life goals of
as renewing active community participation
satisfying work generated in real life tasks by
social connections generated by
as social motivation platforms
tracking of progress in
typical game traits shared by
video sharing in
wholehearted participation in
ambient sociability
Andersen, Michael
anxiety
Assassins
asynchronous gameplay
Atari
autotelic activities
avatars
ambient feedback of
leveling up of
in
World of Warcraft
awe
Bateman, Christopher
Bejeweled
Ben-Shahar, Tal
beta-endorphins
Beyond Boredom and Anxiety
(Csíkszentmihályi)
blissful productivity
Blow, Jonathan
Bogost, Ian
Born to Be Good
(Keltner)
Bounce
Braid
Brain Age
Brand, Steward
Breakout
British parliament scandal
Buffy the Vampire Slayer
Bungie
Bushman, Brad
busywork
Call of Duty: Modern Warfare 2
cancer
Card, Nick
caretaking games
Carse, James P.
Cascio, Jamais
Castronova, Edward
casual games
cemeteries
Cerulo, Karen
Character Strengths and Virtues
(Seligman and Peterson)
charter schools
chess
China
Chore Wars
Christel House
Civilization
collaboration
in ancient games
ARGs in
cocreation in
collective intelligence in
common ground in
definition of
as distinctive human capability
distinguishing individual strengths in
evolution of games as platform of
game industry innovations in
games with epic scales of;
see also
forecasting games; massive multiplayer collaboration projects
in MMORPGs
nongamer skills of
shared intentionality in
three distinct kinds of effort in
see also
collective intelligence
collaboration radar
collaboration superpowers
expanded efforts in developing of
global collaboratories for building of
ten-thousand hour reality fix and
collaborative creation systems
collaboratories
collective intelligence in
global cooperation in
collective commitment
collective intelligence
in collaboratories
in forecasting games
in MMORPGs
Wikipedia as project of
see also
human intelligence tasks
Come Out & Play festival
Comfort of Strangers
“communitas,”
community-building games
computer and video games
addictive quality of
algorithms in
ambient sociability in
average time spent on
casual forms of
collaboration and cooperation in
collaboration innovations in
education reform and
empowerment in
enthralling power of
epic meaning in
epic wins in
as “escapist” entertainment
fun failure in
gamer regret and
as global collaboratories
“god” and planetary-simulation
hard fun in
hope for success in
leveling up in
mentoring in
as motivational platforms
New Games theory as influence on
positive activation in
as pushing to limits of own abilities
real-life helpful behavior inspired by
resource building in
satisfying work in
social connections and rewards of
sports genre in
trash-talking in
work and reward cycle in
see also
games, gaming; online games; social network games and applications;
specific digital games
concept ARGs
Cookman, Daniel
co-op mode
Crawford, Matthew
Crecente, Brian
crowd games
dancing in
social connections in
see also
crowdsourcing projects; massive multiplayer collaboration projects
crowdsourcing projects
citizen science research in
clear goals in
collaboration in
distributed computing initiatives in
empowerment in
epic meaning in
feedback in
for fighting diseases
for fighting hunger
fundraising in
game-like structure of
heroic purpose and extreme-scale goals in
human intelligence tasks in
intrinsic rewards of
Investigate Your MP’s Expenses as
satisfying work in
social connections in
social participation games and tasks in
sustainable engagement economy as crucial in
Wikipedia as
see also
massive multiplayer collaboration projects
Crowley, Dennis
Cruel 2 B Kind (C2BK)
Csíkszentmihályi, Mihály
Curry, Andrew
dancing
games of
Davis, Kevan
Day in the Cloud
death, thinking of
de Botton, Alain
DeKoven, Bernie
Democratic Central African Republic (DCAR)
depression
evolutionary origins of
BOOK: Reality Is Broken: Why Games Make Us Better and How They Can Change the World
10.17Mb size Format: txt, pdf, ePub
ads

Other books

The River Rose by Gilbert Morris
The Pirate Prince by Foley, Gaelen
The Far Side of the Sky by Daniel Kalla
Master No by Lexi Blake
Vampire Academy by Richelle Mead
High Sorcery by Andre Norton