genre: nonfiction, gaming, life improvement
age: all!, adult
rating: 7/8 tentacles
I spent a large portion of my childhood glued to either the television
screen or computer monitor playing all sorts of games with the ferocity
of a baby drug addict. Reading Blaster, Kings Quest VII: The Princeless
Bride, Super Mario Bros, Super Smash Bros, Mario Kart, Mario Party,
Paper Mario, and (especially) Final Fantasy VIII are some of my
favorites. I understand the joy that comes from abandoning one's self
to the rules and world of a game, from working hard under the constricts
of those rules to achieve an arbitrary goal, the path to which is
strewn with obstacle after obstacle. I understand the determination,
the absorption, and the focus it takes to achieve those goals as well as
the pleasure of these comparatively small successes, the pleasure of
simply escaping.
McGonical, herself a game designer, wonders
why so many gamers choose to spend their time working toward virtual
successes that have little value in the "real world" when they could
dedicate themselves to equal but more practical productivity in their
lives. In her exploration of the human love--need, even--for games,
McGonical references a wide variety examples ranging from Jacks to
Tetris to Words with Friends to World of Warcraft to sports. She then
suggests applying the structure of game-play (a clear goal, clear
instructions, and direct feedback) to real life projects and work. I
think this is a fantastic way to give ourselves the sense of purpose
often found in games.
A lot of what McGonical says here can be
applied to books. A good book allows us to live vicariously through its
characters, who often accomplish great things that might feel more
important or more consequential than the trivialities of our everyday
lives. Books, in addition to games, offer an alternate reality that is
in many ways more satisfying than real life. I find this both sad and
wonderful. Reality is Broken is ultimately a dissection of the
reasons we seek escapist ventures, why we choose the methods of escape
that we do, and how we can mold our worlds into places that mimic the
games that fulfill us and provide us with such satisfaction.
McGonigal's
prose is deliciously clear. She writes with entrancing and efficient
simplicity. Her book was a joy to read and provided some fascinating
insights into the psychology of gaming, the awareness of which will now
influence the way I organize my work projects and my life.
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