000 | 01836cam a22002897i 4500 | ||
---|---|---|---|
001 | 1058024620 | ||
003 | OCoLC | ||
005 | 20220901104320.0 | ||
008 | 111229t20112011nyua e b 001 0 eng d | ||
010 | _a2010029619 | ||
020 |
_a9780143120612 _q(paperback) |
||
020 |
_a0143120611 _q(paperback) |
||
040 |
_aAU@ _beng _erda _cAU@ _dOCLCO _dOCL _dNLHHG _dOCLCO _dKSU |
||
050 | 1 | 4 |
_aGV1201.38 _b.M34 2011b |
082 | 0 | 4 |
_a306.4 MCG _223 |
100 | 1 |
_aMcGonigal, Jane, _eauthor |
|
245 | 1 | 0 |
_aReality is broken : _bwhy games make us better and how they can change the world / _cJane McGonigal |
250 | _a[Updated ed.] | ||
300 |
_a396 pages : _billustrations ; _c22 cm |
||
500 | _aReprint. Originally published: New York : Penguin Press, 2011. With a new appendix 2 | ||
504 | _aIncludes bibliographical references (pages 371-386) and index | ||
505 | 0 | _aMachine generated contents note: pt. ONE Why Games Make Us Happy -- 1.What Exactly Is a Game? -- 2.The Rise of the Happiness Engineers -- 3.More Satisfying Work -- 4.Fun Failure and Better Odds of Success -- 5.Stronger Social Connectivity -- 6.Becoming a Part of Something Bigger Than Ourselves -- pt. TWO Reinventing Reality -- 7.The Benefits of Alternate Realities -- 8.Leveling Up in Life -- 9.Fun with Strangers -- 10.Happiness Hacking -- pt. THREE How Very Big Games Can Change the World -- 11.The Engagement Economy -- 12.Missions Impossible -- 13.Collaboration Superpowers -- 14.Saving the Real World Together | |
520 | _aA visionary game designer explains how video games are increasingly fulfilling genuine human needs, revealing how to use the lessons of game design to address pressing real-world issues, from mental illness to social disparities | ||
650 | 0 |
_aVideo games _xSocial aspects |
|
650 | 0 |
_aComputer games _xSocial aspects |
|
942 |
_2ddc _cNON-FIC |
||
999 |
_c60360 _d59030 |