More than 174 million Americans are gamers, and the average young person in the United States will spend ten thousand hours gaming by the age of 21. According to world-renowned game designer Jane McGonigal, the reason for this mass exodus to virtual worlds is that video games are increasingly fulfilling genuine human needs.
In this groundbreaking exploration of the power and future of gaming, McGonigal reveals how we can use the lessons of game design to fix what is wrong with the real world, boost global happiness and create engagement that transcends commerce. Jane McGonigal's work has helped define this new medium of gamification with a world view that combines elements of reality and fantasy.
She believes that we live every story we experience and we really do transform ourselves in this process to become every game we play. Her insights have been compared to plutonium in that they are elegant, concise, and pack an enormous amount of force.
Bio
Liz Gannes
Liz Gannes is senior editor of All Things Digital.
Jane McGonigal
Jane McGonigal is the director of games research & development at the Institute for the Future in Palo Alto, California.
She has created and deployed games and missions in more than 30 countries on six continents. She specializes in games that help gamers enjoy their real lives more -- and games that challenge players to tackle real-world problems, through planetary-scale collaboration.
McGonigal is the author of the newly released book, Reality Is Broken: Why Games Make Us Better and How They Can Change the World.
Branch of applied mathematics devised to analyze certain situations in which there is an interplay between parties that may have similar, opposed, or mixed interests. Game theory was originally developed by John von Neumann and Oscar Morgenstern in their book The Theory of Games and Economic Behavior (1944). In a typical game, or competition with fixed rules, players try to outsmart one another by anticipating the others' decisions, or moves. A solution to a game prescribes the optimal strategy or strategies for each player and predicts the average, or expected, outcome. Until a highly contrived counterexample was devised in 1967, it was thought that every contest had at least one solution. See alsodecision theory; prisoner's dilemma.
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5.93 million is measured in man-years. In the email it says we have spent more in WoW than the rest of human evolution. This is true only if human evolution is measured in Earth-years.
Why does an intelligent website like Fora change the unit of measure in mid-statement? It is not by accident, I can assure you. It is a deliberate attempt to show that we are wasting time with the internet and internet games.
This is surprising. They must have little knowledge of the development of the internet and computers in general. Much of it was driven, and paid for, by games. As was much math, logic, language and music development. Game theory drives economic theory.
What we need is another method for FORA.TV to earn the dollars so that more people can see the premium content without having to pay for it. Maybe then we will get a larger representation of viewer's thoughts on these programs. Some of the poorer and disadvantaged members of the world community are not able to pay for the Premium content and thus their wisdom and valid comments are lost to us all.