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

McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Jonathan Cape Ltd, 2011.

p. 4 : « 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. There are teaching and inspiring and engaging us in ways that reality is not. They are bringing us together in ways reality is not. »

p. 23 : A propos du scrabble : « Freedom to work in the most logical and efficient way possible is the very opposite of gameplay. But add a set of obstacles and a feedback system – in this case, points – that shows you exactly how well you’re spelling long and complicated words in the face of these obstacles? You get a system of completely unnecessary work that has enthralled more than 150 million people in 121 countries over the past seventy years. »

p. 64 : « Rougly four times out of five, gamers don’t complete the mission, run out of time, don’t solve the puzzle, lose the fight, fail to improve their score, crash and burn, or die.
Which makes you wonder: do gamers actually enjoy failing? » (interview of Nicole Lazzaro by Jane McGonigal April 25, 2009)

p. 67 : « “It’s only fun to fail if the game is fair – and you had every chance of success.” (Thompson, Clive. « The Joy of Sucking ». Wired, juillet 17, 2006. http://www.wired.com/gaming/gamingreviews/commentary/games/2006/07/71386)
(…) The trick is simple, but the effect is powerful, you have to show players their own power in the game world, and if possible elicit a smile or a laugh. As long as our failure is interesting, we will keep trying – and remain hopeful that we will succeed eventually. »

p. 93 : « As a society, we may feel increasingly disconnected from family, friends, and neighbors – but, as gamers, we are adopting strategies to reverse the phenomenon. »

p. 125 : A propos des ARG : « Most importantly, it’s provoking innovative ideas about how to blend together what we love most about games and what we want most from our real lives. »

p. 157 : « Clearly, we have to be thoughtful about where and when we apply gamelike feedback systems. If everything in life becomes about tackling harder challenges, scoring more points, and reaching higher levels, we run the risk of becoming too focused on the gratifications of positive feedback. And the last thing we want is to lose our ability to enjoy an activity for its own sake. »

p. 267 : « Over the years, it has become increasingly clear to me that gamers – especially online gamers – are exceptionally skilled at one important thing: collaboration. In fact, I believe online gamers are among the most collaborative people on earth.
Collaboration is a special way of working together. It requires three distinct kinds of concerted effort: cooperating (acting purposefully toward a common goal), coordinating (synchronizing efforts and sharing resources), and cocreating (producing a novel outcome together). This third element, cocreation, is what sets collaboration apart from other collective efforts: it is a fundamentally generative act. »

 

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