Reality Is Broken: Why Games Make Us Better and How They Can Change the World (55 page)

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Authors: Jane McGonigal

Tags: #General, #Technology & Engineering, #Popular Culture, #Social Science, #Computers, #Games, #Video & Electronic, #Social aspects, #Essays, #Games - Social aspects, #Telecommunications

BOOK: Reality Is Broken: Why Games Make Us Better and How They Can Change the World
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30
Ducheneaut, Nicolas, Nicholas Yee, Eric Nickell, and Robert J. Moore. “Alone Together? Exploring the Dynamics of Massively Multiplayer Online Games.” In Conference Proceedings on Human Factors in Computing Systems, CHI 2006, Montreal, Canada, April 22-27, 2006, 407-16.
http://www.nickyee.com/pubs/Ducheneaut,%20Yee,%20Nickell,%20Moore% 20-% 20Alone% 20Together % 20(2006).pdf
.
31
Short, J., E. Williams, and B. Christie.
The Social Psychology of Telecommunications
(London: Wiley, 1976).
32
Morrill, Calvin, David A. Snow, and Cindy H. White.
Together Alone
:
Personal Relationships in Public Spaces
(Berkeley: University of California Press, 2005). The term “alone together” in the gaming context is inspired by this social theory text, which describes “social ties that paradoxically blend aspects of durability and brevity, of emotional closeness and distance, of being together and alone.”
33
“That’s Right! I Solo in Your MMOs!” Mystic Worlds, June 9, 2009.
http://notadiary.typepad.com/mysticworlds/2009/06/thats-right-i-solo-in-your-mmos.html
.
34
Ibid.
35
Myers, David G. “The Secrets of Happiness.”
Psychology Today
, October 2009.
http://www.psychologytoday.com/articles/199207/the-secrets-happiness?page=2
.
36
Ito, Mizuko, et al.
Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media
(Cambridge: MIT Press, 2009), 195.
37
Cookman, Daniel. “Pick Your Game Community: Virtual, or Real?” Lost Garden, February 5, 2006.
http://lostgarden.com/2006/02/pick-your-game-community-virtual-or.html
.
38
Ibid.
39
“12 Ways Video Games Actually Benefit ‘Real Life.’” Pwn or Die, May 12, 2009.
http://www.pwnordie.com/blog/posts/15739
.
CHAPTER 6
1
“13 Billion Kills: Join the Mission.”
Halo 3
forum,
Bungie.net
, February 20, 2009.
http://www.bungie.net/News/content.aspx?type=topnews&link=TenBillionKills
.
2
Ibid.
3
“Players Attempt to Hit 7 Billion Kills While
Halo 3
Killcount Exceeds Global Population.” Joystiq, June 27, 2008.
http://xbox.joystiq.com/2008/06/27/players-attempt-to-hit-7-billion-kills-while-halo-3-killcount-ex/
.
4
Leith, Sam. “
Halo 3
: Blown Away.”
Telegraph
, September 22, 2007.
http://www.telegraph.co.uk/culture/3668103/Halo-3-blown-away.html
.
5
“Campaign Kill Count: 10,000,000,000.”
Halo 3
forum,
Bungie.net
, April 13, 2009.
http://www.bungie.net/Forums/posts.aspx?postID=32064021&postRepeater1-p=3
.
6
Ibid.
7
Ibid.
8
Seligman,
Learned Optimism
, 287.
9
“Bungie: 10 Billion Covenant Killed in
Halo 3
. . . and Growing.” Joystiq, April 13, 2009.
http://xbox.joystiq.com/2009/04/13/bungie-10-billion-covenant-killed-in-halo-3-and-growing/
.
10

Halo 3
Review.” NZGamer, September 24, 2007.
http://nzgamer.com/x360/reviews/538/halo-3.html
.
11
Paul Pearsall.
Awe: The Delights and Dangers of Our Eleventh Emotion
(Deerfield Beach, Florida: HCI, 2007), 193.
12
Keltner,
Born to Be Good
, 268.
13
Polack, Trent. “Epic Scale.” Gamasutra, July 16, 2009.
http://www.gamasutra.com/blogs/TrentPolack/20090716/2412/Epic_Scale.php
.
14
Kuhrcke, Tim, Christoph Klimmt, and Peter Vorderer. “Why Is Virtual Fighting Fun? Motivational Predictors of Exposure to Violent Video Games.” Paper presented at the annual meeting of the International Communication Association, Dresden, Germany, May 25, 2009.
http://www.allacademic.com/meta/p91358_index.html
.
16
Kelly, Kevin. “Scan This Book!”
New York Times
, March 14, 2006.
http://www.nytimes.com/2006/05/14/magazine/14publishing.html
.
17
“Watch New
Halo 3
Ad: ‘Two Soldiers Reminisce.’” Joystiq, September 22, 2007.
http://www.joystiq.com/2007/09/22/watch-new-halo-3-ad-two-soldiers-reminisce/
.
18

Halo 3
Ad Brings Battle to Reality.”
Escapist
, September 12, 2007.
http://www.escapistmagazine.com/forums/read/7.48542
.
19
Crecente, Brian. “
Halo
Diorama May Tour Country.” Kotaku, September 13, 2007.
http://kotaku.com/gaming/gallery/halo-diorama-may-tour-country-299470.php
.
20
“Watch New
Halo 3
Ad,” Joystiq.
21
“Hindsight:
Halo 3
.” Ascendant Justice, March 1, 2008.
http://blog.ascendantjustice.com/halo-3/hindsight-halo-3/
.
22
Leith, “
Halo 3
: Blown Away.”
23
Curry, Andrew. “Gobekli Tepe: The World’s First Temple?”
Smithsonian
, November 2008.
http://www.smithsonianmag.com/history-archaeology/gobekli-tepe.html#ixzz0T0oKlRQ6
.
24
McIntosh, Lindsay. “‘Neolithic Cathedral Built to Amaze’ Unearthed in Orkney Dig.”
The Times
(UK), August 14, 2009.
http://www.timesonline.co.uk/tol/news/uk/scotland/article6795316.ece
.
25
Curry, “Gobekli Tepe.”
26
Ibid.
27
“Just the Right Sense of ‘Ancient.’”
Xbox.com
, February 19, 2002.
www.xbox.com/en-US/games/splash/h/halo/themakers3.htm
. Referenced in Wikipedia entry, “Halo Original Soundtrack,” accessed May 1, 2010.
http://en.wikipedia.org/wiki/Halo_Original_Soundtrack
. Originally quoted in
http://www.xbox.com/en-US/games/h/halo/themakers3.htm
.
28

NCAA Football 10
Review.” Team Xbox, IGN, July 10, 2009.
http://r.views.teamxbox.com/xbox-360/1736/NCAA-Football-10/p1/
.
29
Robertson, Margaret. “One More Go: Why
Halo
Makes Me Want to Lay Down and Die.” Offworld, September 25, 2009.
http://www.offworld.com/2009/09/one-more-go-why-halo-makes-me.html
.
30

Halo 3
Wiki: About.” HaloWiki, version 22:53, February 13, 2009.
http://halowiki.net/p/Main_Page
.
32
Huizinga, Johan.
Homo Ludens
(Boston: Beacon Press, 1971), 446.
33
Gentile, Douglas A., Craig A. Anderson, Shintaro Yukawa, et al. “The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies.”
Personality and Social Psychology Bulletin
, 2009, 35: 752-63.
34
“Some Video Games Can Make Children Kinder and More Likely to Help.” Science Daily, June 18, 2009.
http://www.sciencedaily.com/releases/2009/06/090617171819.htm
.
35
Maslow, Abraham.
Motivation and Personality
(New York: Harper Collins, 1987), 113.
CHAPTER 7
1
Personal website of Kevan Davis, accessed May 1, 2010.
http://kevan.org/cv
.
2
“Chore Wars Player Testimonials.” Chore Wars.
http://www.chorewars.com/testimonials.php
.
3
McGonigal, Jane.
This Might Be Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century.
Dissertion for the PhD in Performace Studies at the University of California, Berkeley. 2006.
http://avantgame.com/McGonigal_THIS_MIGHT_BE_A_GAME_sm.pdf
4
For example, the alternate reality game Why So Serious? by 42 Entertainment for
The Dark Knight
achieved an audience of more than 10 million people, according to the viral
Dark Knight
“Why So Serious?” case study. (viewable at
http://www.youtube.com/watch?v=cD-HRI-N3Lg
). The huge success of this ARG can be attributed not only to excellent game design, but also to the global popularity of the
Batman
movie franchise with which the game was linked.
5
Ito, Mizuko, Heather A. Horst, Matteo Bittanti, Danah Boyd, Becky Herr-Stephenson, Patricia G. Lange, C. J. Pascoe, and Laura Robinson, et al. “Living and Learning with New Media: Summary of Findings from the Digital Youth Project.” White paper, The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning, November 2008.
http://digitalyouth.ischool.berkeley.edu/report
.
6
Prensky, Marc. “Engage Me or Enrage Me: What Today’s Learners Demand.”
Educause Review
, September/October 2005, 40(5): 60.
http://net.educause.edu/ir/library/pdf/erm0553.pdf
.
7
King, Nigel S. “Post-Concussion Syndrome: Clarity Amid the Controversy?”
British Journal of Psychiatry
, 2003, 183: 276-78.
8
Thompson, Bronwyn. “Goals and Goal Setting in Pain Management.” HealthSkills, December 1, 2008.
http://healthskills.wordpress.com/2008/12/01/goals-and-goal-setting-in-pain-management/
.
9
McGonigal, Jane. “SuperBetter: Or How to Turn Recovery into a Multiplayer Experience.” Avant Game, September 25, 2009.
http://blog.avantgame.com/2009/09/super-better-or-how-to-turn-recovery.html
.
10
DeKoven, Bernie. “Creating the Play Community.” In
The New Games Book
(Garden City, NY: Doubleday, 1976), 41-42.
CHAPTER 8
1
“Key Findings from a Survey of Air Travelers.” Peter D. Hart Research Associates/The Winston Group, May 30, 2008.
http://www.poweroftravel.org/statistics/pdf/ki_dom_atp_summary.pdf
.
2
Seligman,
Learned Optimism
, 17-30.
3
“Jetset: A Serious Game for iPhones.” VuBlog, February 16, 2009.
http://blog.vudat.msu.edu/?p=232
.
4
Day in the Cloud Challenge. Official website, accessed June 24, 2009.
http://www.dayinthecloud.com
.
5
The correct answer is
The Graduate
, for the phrase “Mrs. Robinson, are you trying to seduce me?”
6
Creative submissions work differently from the puzzles; they don’t automatically unlock points while you’re on the plane, because they have to be judged for creative merit by game masters on the ground. It’s a bit of delayed gratification in its current design, but you could easily imagine an updated version that allows travelers waiting at boarding gates or buying tickets online, for example, to browse and rate submissions so that creative submissions would be rated before the players land.
7
“Day in the Cloud—Virgin Flight 921.” Onigame, June 24, 2009.
http://onigame.livejournal.com/41979.html
.
8
Ibid.
9
“Nike Plus Is a Statwhore Online Game That You Play by Running.”
Ilxor.com
, July 13, 2009.
http://www.ilxor.com/ILX/ThreadSelectedControllerServlet?boardid=67&threadid=73699
.
10
Fox, Jesse, and Jeremy N. Bailenson. “Virtual Self-Modeling: The Effects of Vicarious Reinforcement and Identification on Exercise Behaviors.”
Media Psychology
, 2009, 12: 1-25. DOI: 10.1080/15213260802669474.
11
Donath, Judith. “Artificial Pets: Simple Behaviors Elicit Complex Attachments.” In Marc Bekoff, ed.,
The Encyclopedia of Animal Behavior
(Santa Barbara, CA: Greenwood Press, 2004).
12
“How Often Do Foursquare Users Actually Check In?”
Business Insider
, May 7, 2010.
http://www.businessinsider.com/how-often-do-foursquare-user-actually-check-in-2010-5
.
13
“Left the House.” Product page on Split Reason.
http://www.splitreason.com/product/622
.
CHAPTER 9
1
Evans, Simon, and Simon Johnson. “The Comfort of Strangers.” Swarm Toolkit.
http://swarmtoolkit.net/index.php?option=com_content&task=view&id=18&Itemid=49
.
2
E-mail interview with Simon Johnson, May 3, 2009.
3
Turner, Victor.
Dramas, Fields, and Metaphors: Symbolic Action in Human Society
(Ithaca: Cornell University Press, 1975), 45.
4
“Necklace of the Subaltern Betrayer.” Ghosts of a Chance, September 15, 2008.
http://ghostsofachance.com/main_site/index.php?p=object&id=1
.
5
Bath, Georgina. “Ghosts of a Chance Alternate Reality Game Report.” Smithsonian American Art Museum, Washington, D.C., November 6, 2008.
http://ghostsofachance.com/GhostsofaChance_Report2.pdf
.
6
Simon, Nina K. “An ARG at the Smithsonian: Games, Collections, and Ghosts.” Museum 2.0, September 8, 2008.
http://museumtwo.blogspot.com/2008/09/arg-at-smithsonian-games-collections.html
.
7
Increased age is associated with negative qualities, such as decreases in stature, power, and cognitive ability, according to Mahzarin Banaji, who led the ageism studies at Harvard University. Published findings include Cunningham, W. A., M. K. Johnson, J. C. Gatenby, J. C. Gore, and M. R. Banaji. “Neural Components of Social Evaluation.”
Journal of Personality and Social Psychology
, 2003, 85: 639-49.
CHAPTER 10

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