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Reality is broken by jane mcgonigal5/22/2023 It is divided into fourteen chapters under three main sections – “Why Games Make Us Happy,” Reinventing Reality,” and “How Very Big Games Can Change the World,” which I’ll summarize below. McGonigal is writing to a very broad audience – designers, theorists, academics, the public – and so it is a very readable, lucid text. Ian Bogost wrote that it “is destined to be one of the most influential works about videogames ever published,” and it has become a New York Times Bestseller. Reality is Broken has become a bit of a big deal in gaming, both in the academic and popular presses. “Where, in the real world, is that gamer sense of being fully alive, focused, and engaged in every moment? Where is the gamer feeling of power, heroic purpose, and community?… The real world just doesn’t offer up as easily the carefully designed pleasures, the thrilling challenges, and the powerful social bonding afforded by virtual environments.” (Jane McGonigal p. My research examines the cultural and psychological functions of gaming and gamer culture. in English Language and Literature at the University of Waterloo. I’m in the midst of finishing up my Ph.D. I’m the Essays editor on First Person Scholar.
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