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