18
Lyubomirsky, Sonja.
The How of Happiness: A Scientific Approach to Getting the Life You Want
(New York: Penguin Press, 2008), 64.
19
Nelson, Debra L., and Bret L. Simmons. “Eustress: An Elusive Construct, and Engaging Pursuit.”
Research in Occupational Stress and Well-being
, 2003, 3: 265-322.
21
Berns, G. S. “Something Funny Happened to Reward.”
Trends in Cognitive Sciences
, 2004, 8(5): 193-94. DOI: 10.1016/j.tics.2004.03.007.
22
Keltner, Dacher.
Born to Be Good: The Science of a Meaningful Life
(New York: Norton, 2009), 219-20.
24
Gilbert, Elizabeth.
Eat, Pray, Love
(New York: Viking, 2006), 260.
25
Many of the studies whose results I’ve based this set of intrinsic rewards on are reviewed in the following books: Martin Seligman’s
Authentic Happiness
and
Learned Optimism
; Seligman and Christopher Peterson’s
Character Strengths and Virtues
; Sonja Lyubomirsky’s
The How of Happiness
; Tal Ben-Shahar’s
Happier
; Jean M. Twenge’s
Generation Me
; Mihály Csíkszentmihályi’s
Beyond Boredom and Anxiety
; and Eric Weiner’s
The Geography of Bliss
.
26
Lyubomirsky,
The How of Happiness
, 16.
CHAPTER 3
1
That’s a back-of-the-envelope calculation—derived from adding up the average number of subscribers each year since 2004, ranging from 2 million to 11.5 million, times the average hours per player according to Blizzard statistics and Stanford University research, added up through early 2010. This isn’t a precise way to measure gameplay, but even with a margin of error of as much as 50 percent, we’re still talking about gameplay on the magnitude of millions of years.
2
In 2008, scientists discovered fossils suggesting man’s earliest upright ancestors date to 6 million years ago. Richmond, Brian G., and William L. Jungers. “
Orrorin tugenensis
Femoral Morphology and the Evolution of Hominin Bipedalism.”
Science
, March 21, 2008, 319(5870): 1662. DOI: 10.1126/ science.1154197.
5
The term “blissful productivity” was first applied to
WoW
by a team of computer scientists at the Indiana University School of Informatics; they were studying the unusually high gaming stamina of
WoW
players, particularly in the face of what seemed like repetitive and often tedious tasks. Bardzell, S., J. Bardzell, T. Pace, and K. Reed. “Blissfully Productive: Grouping and Cooperation in
World of Warcraft
Instance Runs.” In
Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work
, San Diego, November 8-12, 2008 (New York: ACM, 2008), 357-60. DOI:
http://doi.acm.org/10.1145/1460563.1460621
.
6
Castronova,
Exodus to the Virtual World
, 124.
9
Cavalli, “Age of Conan’s Maximum Level.”
10
Lyubomirsky,
The How of Happiness
, 67.
12
Seligman, Martin.
Authentic Happiness
(New York: Free Press, 2004), 40.
16
De Botton, Alain.
The Pleasures and Sorrows of Work
(New York: Pantheon, 2009), 80.
18
Reinecke, Leonard, “Games at Work.”
19
De Botton,
The Pleasures and Sorrows of Work
, 260.
CHAPTER 4
1
Personal interview with Nicole Lazzaro, April 25, 2009.
2
Ravaja, Niklas, Timo Saari, Jari Laarni, Kari Kallinen, and Mikko Salminen. “The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events.”
Changing Views: World in Play
. Digital Games Research Association, June 2005.
http://www.digra.org/dl/db/06278.36196.pdf
.
3
The study was named #1 Finding in Games Research at the annual Game Developers Conference in 2006. References for all of the top studies can be found at
http://www.avantgame.com/top10.htm
.
6
Koster, Raph.
A Theory of Fun for Game Design
(Phoenix: Paraglyph Press, 2004), 8-9.
9
Seligman, Martin.
Learned Optimism: How to Change Your Mind and Your Life
(New York: Free Press, 1998), 164-66.
12
Lyubomirsky,
The How of Happiness,
213.
18
Seligman,
Learned Optimism
, 174.
CHAPTER 5
1
The gameplay is so similar, in fact, Lexulous (formerly known as Scrabulous) barely survived a copyright infringement lawsuit by the creators of the original board game. Timmons, Heather. “Scrabble Tries to Fight a Popular Impostor at Its Own Game.”
New York Times
, April 7, 2008.
http://www.nytimes.com/2008/04/07/technology/07scrabulous.html
.
12
Weiner, Eric.
The Geography of Bliss
(New York: Twelve, 2008), 325.
16
“Online Scrabble with Mom.”
19
Keltner,
Born to Be Good
, 163.
21
Bateman, “Top Ten Videogame Emotions.”
23
Ekman, Paul.
Emotions Revealed: Recognizing Faces and Feelings to Improve Communication and Emotional Life
(New York: Times Books, 2003), 197.
24
Seligman,
Learned Optimism
, 282.