Hi, welcome to Bookey. Today we will unlock the book "Reality Is Broken: Why Games Make Us Better and How They Can Change the World."
Reality is broken. Gamers are abandoning reality in droves and migrating into the virtual world. Countless numbers of people detach themselves from society and indulge themselves in games. Some worry that, sooner or later, gamers who escape from the real world and normal life will cause a total social disaster. Is this true?
We are all familiar with the word “game,” and more than likely, we have played games ourselves. Veteran gamers make time for gaming whenever possible. They love to spend the whole weekend or even every day, whenever they are free, playing virtual games. For example, determined to master the challenges of the game, “World of Warcraft” players have written 250 thousand instructional articles on the WoWWiki, the second-largest online encyclopedia worldwide, second only to Wikipedia. Another example is "Mario Kart." Mario Kart fans take their hand-held game consoles everywhere they go. Many young people would spend a fortune buying gaming objects, such as magical swords. Many kids would spend hours and hours playing computer games every day, not willing to do anything else, inevitably leading parents to view games as seriously harmful. Even if you don't play games often, you may have played them occasionally and have experienced addiction, or you may know someone really addicted to games.
The book "Reality Is Broken" tells us, however, that games won't bring disaster; on the contrary, it tells us that they are the key to the future and that they can make the world a better place. How can this be? After listening to this Bookey, you may understand the principles of games and uncover their mysteries.
This book was written by the American author Jane McGonigal, a famous futurist. She is the Director of Game Research and Development at the Institute for the Future. She worked as the chief game designer for 42 Entertainment, a renowned company that specializes in creating and producing alternate reality games. She has been viewed as a kind of ambassador of the $60.4 billion global game industry since she spoke at the influential TED Talk conference in 2010.When she at TED talks that received even more attention than those of Bill Gates.
In the following, we will talk about the key insights of the book in three parts.
The first part: what is a game?
The second part: how games make us better.
The third part: how games can change the world.
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