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Wednesday 13 November 2013

McGonigal and her Games

"In fact, as Brian Sutton-Smith, a leading psychologist of play, once said, 'The opposite of play isn't work. It's depression.'" (McGonigal, Pg 28, 2011)

Many gamers and none gamers out there probably would not have known that work in fact is not the opposite to play. The majority of gamers out there believe that when they leave their work and come home and play their video games that this is an escape from what they believe is the enemy, work. This however from reading McGonigal's text is not the case, in fact we as gamers are actually looking for harder work out of a video game, work that challenges our brains and puts us to our maximum potentials to complete task that keep us active. We as gamers are not trying to escape work, we are trying to escape the boredom of tasks that are too easy and that can lead us into depression where as video games give us harder and more entertaining challenges that allow our brains to expand more and be free from boredom. This information is useful to gamers as they are slated fro being lazy just because they enjoy challenging gaming experiences over the boredom of tasks set out for them that do not stimulate their brains enough. (McGonigal, Pg 28, 2011)

"When you strip away the genre differences and technological complexities, all games share four defining traits: a goal, rules, a feedback system and voluntary participation." (McGonigal, Pg 21, 2011)



From this quote McGonigal is trying to tell us that not all different types of games are that different after all. For example this may sound a bit far fetched but we could compare the video game Call Of Duty and its Search and Destroy mode to a game of golf. In the Search and Destroy mode the goal is to find the enemies bomb and blow it up, the rules are simple, each player has one life and only one player can carry the bomb at once, in the feedback system it tells us how many players are left and how long we have left on the time limit. Golf has got all these defining traits, the goal is to get a ball in a hole, the rules are that you must stand so far back and hit the ball with golf clubs and the feedback system is seeing how many shots it takes to get the ball in the hole. With this quote and text McGonigal could change the way people view games altogether.

BIBLIOGRAPHY

J.McGonigal, Reality Is Broken, The Penguin Press, 2011

Infinity Ward, 2003-2013, Call of Duty, Video Games, Activision.

McGonigal's Analysis of Game Culture

Games  have been a crucial aspect of our culture for millenia, and its analysis is significant in relation to how we understand new media. In modern society, games have become more universally accessible and varied. "You have games you can play on your personal computer, your console, your hand-held device, and your mobile phone- not to mention the games we still play on fields or on courts." (McGonigal, 2011:20)  McGonigal argues that there are four main characteristics that define what a game actually is . These are a goal, a feedback system, a set of rules and voluntary participation. Anything else, although possibly important, is not defining. These characterises can be applied to any sort of gaming, from golf to gameboys. 

Essentially, philosopher Bernard Suits argues that, "Playing a game is the voluntary attempt to overcome unnecessary obstacles." (Suits, 2005:54)  McGonigal demonstrates how this simple statement explains everything that is enjoyable about gaming. One of these enjoyable elements can be the impossibility of winning. Although it may sound bizarre at first, incredibly popular games like Tetris have used this format, whereby the player is, "playing to the very edge of [their] skill level, always on the brink of falling off." (McGonigal, 2011:24) The player becomes engaged in a "flow," whereby quitting or winning are equally unsatisfying. This is due to the feedback system that games such as Tetris employ. 

McGonigal asks why so many people are prepared to volunteer, collectively, 3 billion hours a week to tackle the unnecessary problems that games provide us. Psychologist Brian Sutton-Smith reveals that opposed to "work," depression is in actuality the opposite of "play." McGonigal even goes as far to debate that playing and working are very similar concepts. We work just as hard to complete a game, as for example we would to complete mundane paperwork. The difference lies in the way that we accept each task. "Hard work is often something that we do because we have to do it... We resent that kind of work." (McGonigal, 2011: 29) This is in direct contrast to when we voluntarily challenge ourselves to tackle a game. The game industry today is fulfilling our need for better hard work, and helps us to choose the right work at the right time. "When we do hard work that we care about, we are priming our minds for happiness." (McGonigal, 2011:29) Games are now offering a diverse range of work. There is high-stake work, busywork, mental work, physical work and teamwork. These types of work create a sense of positive stress, or "eustress" within the gamers mind, stimulating confidence and optimism. 



BIBLIOGRAPHY:
McGonigal J | Reality if Broken | 2011 | The Penguin Press
Suits B | The Grasshopper: Life, Games and Utopia | 2005 | Broadview Press 

McGonigal's Analysis of Games

Games are a substantial part of our culture today. They come in many different forms, platforms and genres for example card games, quiz games, puzzle games and console games. However as McGonigal states “When you strip away the genre differences and the technological complexities, all games share four defining traits” (McGonigal; 2011, pg. 21).


Firstly there is the goal; that all players strive to achieve, to ‘beat’ the game. Although there is no reward when completing a game, players feel the sense of accomplishment and self-belief if they manage to reach the goal.  The rules are another trait that makes the goal more difficult to reach. This trait creates restraint and makes the player think and unleash creativity in order to complete the game. The feedback system is provides the motivation to keep playing the game as it lets the gamer know how far they are and how close they are to achieving the goal. Finally there is voluntary participation that is up to the player to accept the other three traits in order to play the game correctly. Bernard Suits expands on this trait by stating “Playing a game is the voluntary attempt to overcome unnecessary obstacles.” (McGonigal; 2011, pg. 22). In our day to day lives, we develop a routine that sometimes doesn’t push us to our limits. Gaming provide us with voluntary obstacles that help us put our personal strengths to better use.


Although games are seen as a hobbie, they still make us work and think to reach the goal. Gamers can get lost in the game, play them for numbers of hours, keep being defeated but still will consider it as an enjoyable experience. “Games make us happy because they are hard work that we choose for ourselves, and it turns out that almost nothing makes us happier than good, hard work.” (McGonigal; 2011, pg. 28)


Games, especially computer games are known to receive bad press and how they are a bad influence for children growing up today. However after reading this text, I agree with McGonigal that games give us a sense of freedom and personal accomplishment. “A good game is a unique way of structuring experience and provoking positive emotion. It is an extremely powerful tool for inspiring participation and motivating hard work” (McGonigal; 2011, pg. 33)



Bibliography:

McGonigal. J (2011) - Reality is Broken




Gameness of Games

Video games, board games, card games, roll-playing games, play-ground games and so on. There are countless numbers of games to be played and a large variety of consoles and devices to be played on. Bernard Suits states, 'Playing a game is the voluntary attempt to overcome unnecessary obstacles!' (McGonigal, 2011, P.22) When we play games we are coming to do voluntary hard work, work we enjoy doing, unlike work in real-life.

There are four defining traits of games; a goal, rules, a feedback system and voluntary participation. The ability to win is not a necessary trait of games. (McGonigal, 2011) Tetris, one of the most popular computer games of all time is the perfect example of a game in which you cannot win. If you play tetris you are always guaranteed to loose, so why it is so addictive? Many gamers do not wish to win the games they play, 'in high feedback games, such as Tetris, 'the value of being intensely engaged may ultimately be more pleasurable than even the satisfaction of winning.' (McGonigal, 2011, P.25) Gamers would rather work at playing a game rather than be entertained. This is why gamers spend less time watching television and more time playing games. (McGonigal, 2011)

'There are two different kinds of games: finite games, which we play to win, and infinite games, which we play in order to keep playing as long as possible.' (McGonigal, 2011, P.25) 'Jack-Change-It' is an example of a finite card game, once a player has gotten rid of all their cards they are the winner and the game is over. 'The Sims' is an example of an infinite computer game, the game has no end so the player keeps on playing because they enjoy the game.

Games have the ability to make us feel happier. 'A game is an opportunity to focus our energy, with relentless optimism, at something we're good at and enjoy.' (McGonigal, 2011, P.28) Games today are addictive and mood-boosting, which make them extremely popular. We feel more satisfaction with ourselves from doing hard work in games than doing work in real life.

Finally, 'the most primal emotional rush we can experience is called 'fiero." (McGonigal, 2011, P. 33) The Italian word for 'Pride', fiero is the emotion we feel after we triumph. It is extremely powerful in producing motivation for hard work. The bigger and harder the obstacle is to overcome, the more powerful and intense the fiero. (McGonigal, 2011) 

Bibliography
McGonigal, J., (2011), 'Reality is Broken, Why games make us better and how they can change the world, Penguin Press HC




Gaming I.R.L.

'Gamers' can be seen as a cultural group that some people do not want to belong to. In an 'IGN' interview the massively popular video game franchise 'Call of Duty' (2003 - 2013) creators 'Infinity Ward' stated that their fans and players "aren't hardcore gamers, or even gamers, but they play Call of Duty every night." (IGN, 2013) This throws up a question of what a gamer is, which differs to what person you ask. Jane McGonigal would argue that games make us better and she dies so in her book 'Reality is Broken'.

When describing a game McGonigal states, "When you strip away the genre differences and technological complexities, all games share four defining traits: a goal, rules, a feedback system, a voluntary participation" (McGonigal, 2011: 21). If we look at an  example we can easily see what she is talking about, let's look at the Nintendo Entertainment System (NES) title 'Super Mario Bros.' (1985). The goal in Super Mario Bros. was to rescue the Princess, the rules were that you have a certain number of lives, creatures can kill you and you can get power ups for your character. A feedback system was in place that told us how we got on, how many coin we have collected and how far into the game we are. As for voluntary participation, at anytime we can walk away from the game if we choose. McGonigal's explanation of a game in this sense seems spots on though what if we looked deeper into why we play the games?

Video Games can be viewed as an escape from real life, a common new media term when talking online and even when in person is 'I.R.L.' (in real life). Even this term suggests that we view games as another 'universe', somewhere were our lives are different. Our own realities are not as satisfying as within our games, no stimulation, challenge or goals. This could end in no enjoyment in our life, although with games we can have immediate gratification, whether it be saving the universe in 'Mass Effect 3' (2012) or living a fantasy life of adventure in 'World of Warcraft' (2004).

Games can have a good effect on our lives in real situations, take the game 'Tetris' for example, this improves our puzzle solving skills while we play, or our team building in the 'Halo' series (2001 - 2013) while playing team objective game types. There are even games designed to improve us, like 'Dr. Kawashima's Brain Training' (2006) which tries to improve our reaction time, mathematics, spelling and more.
"A game is an opportunity to focus our energy, with relentless optimism, at something we're good at." (McGonigal, 2011: 22)


Bibliography

Bioware, 2012, Mass Effect 3, Computer and Console Game, Multiple Formats, Electronic Arts.

Blizzard Entertainment, 2004, World of Warcraft, Computer Game, PC and OS, Blizzard Entertainment.

Bungie, 2001, Halo: Combat Evolved, Console Game, Xbox, Microsoft Studios.

IGN (2013) Call of Duty Players 'Aren't Hardcore Gamers', Says Infinity Ward [Online]. Available at: http://uk.ign.com/articles/2013/10/21/call-of-duty-players-arent-hardcore-gamers-says-infinity-ward (Accessed: 13 November 2013)

Infinity Ward, 2003, Call of Duty, Computer and Console Game, Multiple Formats, Activision.

McGonigal, J (2011) Reality is Broken: Why Games Make Us Better And Why They Can Change The World. Penguin Press HC.

Nintendo, 2006, Dr. Kawashima's Brain Training: How Old Is Your Brain?, Nintendo DS, Nintendo.

Nintendo EAD, 1985, Super Mario Bros., Console Game, NES, Nintendo.

Pajitnov, A, 1984, Tetris, Computer and Console Game, Multiple Formats, Spectrum HoloByte.



Game Definition

 Nearly everbody the plays game at least once in own your life.From the tetris game, millions of people try to play diferent types of games. Every years many games and player participates supply and demand equilibrium.In this complicated balance, game desciribing from McGonical(2011) and he says own the essay that "When you strip away thr genre diiferences and technological complexities, all games share four defining traits: a goal, rules, feedback system and voluntary participation."

 Firstly the goal "the specific outcome that players will work to achieve."(McGonical 2011) Getting high level and finishing stage are minor part of goal  . Every game creater know player's optimum level and they create the game in this optimum goal.  In the some games , achievement is unlimited. Forexample, football games are continuing every time and not finihing  when player played manager game, league will not finish and can win everything but not finish.

Second one is rules, "place limitations on how players can achieve the goal"(McGonical 2011) This rules need to measure player's skils for the game. Forexample Some games have limited  time and equipment for player and this cause stress for achieve. This stress increse blood presure and body's other mechanism and this rule effect cause depending the game and playing more than more.

 Third feedback system, "tells players how close they are to achieving the goal"(McGonical 2011) This feedback system calculate player's game performans and guide to player for achieving. Forexample, counter strike showed player score end of part and player try to kill more for succesing the game.

 Last one voluntary participation "requires that everyone who is playing the game knowingly and wilingly accepts the goal the rules and the feedback."(McGonical 2011) All these tree definition is relevent the game and succes. The most important one is voluntary for the game. Because people who want to play the game can do everyting for this. Forexample, firstly pay for buying game after that buy some credit or equipment. This desire create more profit for game developer.

Bibliography
McGonical, J. (2011) Reality is Broken: Why game make us better and how they can create the world, penguein press

'The Gameness of Games

Games have become increasingly used in today's society. We can play games on a number of different platforms and can play games almost anywhere due to mobile phones, tablets and laptops.

McGonical states when playing games we are 'actively participating' (McGonical 2011 pg:21) In other words we are willing to overcome obstacles that we would never be willing to do in reality. Gamer's knowingly accept the rules and the goals of the game they are playing and have the freedom to enter or leave a game whenever they choose to. (McGonical 2011) This ensures that the game is as a safe and pleasurable to play as possible. But why are games so satisfying to play? McGonical writes 'Compared with games, reality is too easy. Games challenge us with voluntary obstacles and help us put our strengths to better use' (McGonical 2011 pg:22)

Games provoke positive emotions because they let the gamer have a sense of achievement through the game. In reality we see hard work as something that we have to do to earn a living and to keep ourselves and our families in good health, care etc.. We usually try to avoid hard work as we see it as something that will stress us out. McGonical states that games are a form of hard work. It is because of this that games can help us feel positive. 'Games make us happy because they are hard work that we choose for ourselves, and it turns out that almost nothing makes us happier than, good hard work' (McGonical 2011 pg:28) This is why games are so mood boosting. It may be hard work even though we do not usually think of playing a game as hard work, but when we play a game we are working but it is work that we enjoy doing. So we both have a feeling of enjoyment and fulfillment when playing a game.

An important benefit on emotions when playing a game is 'Fiero' (McGonical 2011 pg:33) this term is an Italian phrase that for 'pride' it's when we have a sense of triumph which we often feel when playing a game. When shouting and throwing your hands in the air after finishing a mission on Grand Theft Auto or Getting a nuke on Call of Duty.

Overall games can have a positive effect on your emotional state. They may be hard work but it's fun work. Work that you the gamer can enjoy and leave you on the edge of you're seat. 'It is an extremely powerful tool for inspiring participation and motivating hard work. And when this tool is deployed on a top network, it can inspire and motivate tens, hundreds, thousands, or millions of people at a time' (McGonical 2011 pg:33/34)

Bibliography: Jane McGonical, Reality is Broken, 2011, The Penguin Press (USA)


McGonigal: Gameness of games

McGonigal states that we have taken games into our culture and use it in our language.  She mentions that we use the words 'game' and 'player' in our everyday language. Other terms such as "Don't play games with me" and  "This isn't a game" are all things that I along with friend, family and other people that share in the same culture as me have used. (McGonigal 2011, pg: 19 & 20)  "This admonishment implies that games encourage and train people to act in ways that aren’t appropriate for real life." I think that McGonigal is making a valid point here, when we think about it we are actually aware of what we may become due to playing games. Even though these metaphors so not 'reflect' what it means to play a well-designed game, they are just reminders of our 'worst fears' about games. (McGonigal 2011, pg 20)


Gaming is becoming more and more popular year on year. "Games today come in more forms, platforms, and genres than at any other time in human history." (McGonigal 2011, pg: 20) There are many forms of games and gaming platforms in the 21st century. There are many forms of gaming around like video games, board games, internet games, arcade games and much more, too much to mention really. This just shows the sheer size of the market for gaming. A game invites the ‘gamer’ to come up against needless hurdles which involve hard work and optimistic engagement. McGonigal believes there are four defining traits of games. They are the goal, the rules, feedback system and voluntary participation. (McGonigal 2011, pg: 21)

McGonigal points out to us that ‘winning’ and ‘competition’ are features which enhance the gaming experience. However, they are not considered as defining traits of gaming. The defining traits are broken down;
The Goal: The end achievement, the purpose of starting the game there must be a triumph
The Rules: The restrictions that the gamer must obey to get to ‘The Goal’
Feedback system:  A personal/unique reflection of the gamers performance which include levels and scores, unlocked items etc.
Voluntary participation: The gamers ability to follow the above traits in order to play the game correctly

Games have lots of benefits like being a form of physiotherapy, improve hand-eye co-ordination, induce decision making, team building and communicating, enhance creativity and can teach you problem solving, motivation and cognitive skills. I agree with gaming for all the above benefits but not all is so positive. Gaming can encourage violence, crime, alcohol and drug misuse as well as that it can effect academic studies and can even lead to addiction.

 

 

The Gameness of Games..

McGonigal firstly talks about what a game is and how they can be attached to certain types of behaviours, such as 'players' and there ability to manipulate others into getting what they want. (McGonigal,2001,PG.20)

I also understand that the word 'game' can used in other references completely unrelated to video games. Such as people using certain metaphors such as 'Don't play games with me'. although these metaphors are widely used everyday, the fact that they are unrelated to actual gaming activity raises the suspicious that a lot more people know and accept gaming as more widely used within society.
'Games these days come in more forms, platforms and genres than in any other time in human history' (McGonigal,2001,PG.20)
This statement is true, simply for the fact that gaming and the ability that game designers have nowadays is unbelievably more advanced than at any other time and they will only continue to become more advanced with better traits such as graphics and online game play. Also for the fact that we can play games on so many different platforms which gives us almost 100% of the time access to gaming. For example, gaming in the house would be easily done on the XBOX, PS3, laptops and personal computers. And gaming on the 'go' can happen on iPads and mobile phones. All this ability and connectivity to games gives it a huge advantage to prospective game designers and software companies. 

Games share four defining traits which are Goals, rules, feedback system and voluntary participation.(McGonigal,2001,PG.21). Goals which the player hopes to achieve, rules which place limitations on how the achieve that goal. A Feedback system which tells players how close they are and voluntary participation which need the participation of all players regarding the first three traits. 

McGonigal states that when we are playing a good game, we are placing ourselves at the positive side of the emotional spectrum. (PG.28). I think this is very important when it comes to gaming, as we all have things that play 'games' with our emotions and the fact that games developers can make something as to affect your very emotion with simple touches of a button is something to be amazed at. 


Bibliography - Reality is Broken, Jane McGonigal, 2011 - The Penguin Press


Defining 'Game'

 
Although the majority of us have played or participated in numerous different games, not many of us consider the actual definition of the word 'Game'.

According to McGonigal, "Games come in more forms, platforms, and genres than at any other time in human history" (McGonigal: 2011: pg.20). Whether it is a card game, online game, board game or a games console, it is still a game, but the only thing making it different is the format which we play the game in. In this day and age, you can play board games such as monopoly and the popular card game 'Uno' online.

McGonigal argues that "all games share four defining traits: a goal, rules, a feedback system and voluntary participation" (McGonigal: 2011: pg.21) each trait system has a function.
  1. Goal: gives a "sense of purpose" to the player
  2. Rules: "place limitations" on the way the player can accomplish his goal, making the game more challenging
  3. Feedback system: indicates to the player "how close they are" to finally achieving their goal
  4. Voluntary participation: where "everyone accepts the goal, the rules and the feedback" (McGonigal: 2011: pg. 21)
According to McGonigal, regardless to the format of the game, it must share those four traits in any way for it to be a game. Bernard Suits, a great philosopher, according to McGonigal provides the best concluded definition of a game, "playing a game is the voluntary attempt to overcome unnecessary obstacles" (McGonigal: 2011: pg. 22)
 
"Many gamers would rather keep playing than win" (McGonigal: 2011: pg. 25)
 
In her book, McGonigal refers to several examples of games which support her theory amongst which was the 'addictive' game Tetris, which "awaits for you to fail" and one is "gauranteed to lose" but we continure playing the game because as we lose, we "feel the urge to climb back on" (McGonigal: 2011: pg. 24), attempting to beat our high score.
 
Another example that would support her theory is the Candy Crush Saga which became increasingly popular over the past 2 years, where there are different goals for each level and you are given tasks which become increasingly challenging as you go through the levels, and the moves you are allowed become limited, where in some cases causes the player to lose the level and becomes addictive in the sense that one feels the urge to pass the level and the next and so on.
 
References:
 
McGonigal, J. 2011 'Reality Is Broken: Why Games Make Us Better and How They Can Change The World' ,The Penguin Press

Tuesday 12 November 2013

Gamification & Work.

"A good game is a unique way of structuring experience and provoking positive emotion. It is an extremely powerful tool for inspiring participation and motivating hard work" (McGonigal, 2011, p.33). This sums up the point that McGonigal is trying to convey, that being the gamification of the work process. McGonigal states that the emotional state of the worker and the work being done are closely related. When one is doing 'busywork' it is often seen as predictable and boring, a chore. However when we choose to do this work for ourselves we feel more invigorated and productive, we feel that what we are doing is having a real time impact on the world around us. (McGonigal, 2011, p.30)

McGonigal states that all games share four defining traits: a goal, rules, a feedback system and voluntary participation. These traits are designed to give players a "sense of purpose...foster strategic thinking...motivation to keep playing" and "to establish common ground for multiple people to play together" (McGonigal, 2011, p.21). These four traits describe what is so compelling and addictive about games, games are engaging because the players have agreed upon a predetermined set of rules which limits their actions, they have "agreed to make the work more challenging than it has any reasonable right to be" (McGonigal, 2011, p.23). McGonigal proposes that reality is too easy as games challenge us with these voluntary obstacles that put our personal strengths to better use and we should incorporate this into everyday life.

McGonigals theory's in action are evident in the PSB Idea Channel video "Is Minecraft The Ultimate Educational Tool?". The video explains the processes in which educational work is becoming gamified. Although not necessarily a game created with educating in mind, the video explains that teachers have been using minecraft to teach a variety of subjects such as computer science, foreign languages, art etc. Mods have been developed which allows the players to create, code and execute programmes within the game effectively teaching them computer science. This is due to its ability to become a creative, collaborative, entertaining environment where the students themselves are in control of their own challenges. McGonigal envisions a school and a world which does not use games but is a game in itself.

Bibliography

McGonigal, J., Reality Is Broken: Why Games Make Us Better and How They Can Change the World..[Online]
Available at: https://learning.ulster.ac.uk/webapps/portal/frameset.jsp?tab_group=courses&url=%2Fwebapps%2Fblackboard%2Fcontent%2FcontentWrapper.jsp%3Fcontent_id%3D_1811422_1%26displayName%3DLinked%2BFile%26course_id%3D_62517_1%26navItem%3Dcontent%26attachment%3Dtrue%26href%3Dhttps%253A%252F%252Flearning.ulster.ac.uk%252Fbbcswebdav%252Fpid-1811422-dt-content-rid-4330029_1%252Fxid-4330029_1
[Accessed 11th November 2013]

Is Minecraft The Ultimate Education Tool? 2013, video, PSB Idea Channel, 6th March [Viewed 11th November 2013] <http://www.youtube.com/watch?v=RI0BN5AWOe8>.

Reality is Broken But Games Are Fun!

"Games today come in more forms, platforms and genres than at any other time in the human race." (McGonigal; 2011, pg. 20)

With this quote McGonigal simply states that in today's world there is many many forms of games available to the population, these range from Board games, Card games, Puzzle games, Quiz games, Computer games and Console games. She goes onto tell us that even though there is all these kinds of games out there they all share the same attributes that essentially make them games.

"When you strip away the genre differences and technological complexities, all games share four defining traits: a goal, rules, a feedback system and voluntary participation." (McGonigal; 2011 pg. 21)

These four defining traits are what make games what they are, each one of these traits add another level of structure to a game and each one makes them entertaining for the participant. Each trait has its own purpose for a game.
The first trait the Goal is what any participant strives to achieve when they first start to play whichever game they tackle. With the Goal it gives every gamer a purpose to play.
The second trait Rules, this trait is what binds the participant to what the restraints of the game and also gives it a purpose otherwise there would be no challenge for the gamer.
The third trait Feedback System, this is the trait tells the participant how they are doing in the game and how close they are to their main objective. It comes in forms of levels, scores and progress bars.
The final trait is Voluntary Participation, the last trait is the one that combines the first three traits, this one is accepted by every player who starts the game as they agree to abide by the first three.

"A game is an opportunity to focus our energy, with relentless optimism  at something were good at and enjoy" (McGonigal; 2011 pg. 28)

McGonigal goes on to talk about the effects that games have on people outside of the gaming world. She believes that taking all the benefits that video games give to the participants and utilizing them in the real world would make the human race is some way thrive as everyone would be testing their limits daily and enjoying what they do.

Bibliography: 

McGonigal. J (2011) - Reality is Broken