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现实是破碎的 游戏改变世界 英文原版 Reality Is Broken 英文版罗辑思维书单 未来学家 游戏女神 TED 新锐演讲者 Jane McGonigal

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现实是破碎的 游戏改变世界 英文原版 Reality Is Broken 英文版罗辑思维书单 未来学家 游戏女神 TED 新锐演讲者 Jane McGonigal 商品图0
现实是破碎的 游戏改变世界 英文原版 Reality Is Broken 英文版罗辑思维书单 未来学家 游戏女神 TED 新锐演讲者 Jane McGonigal 商品图1
现实是破碎的 游戏改变世界 英文原版 Reality Is Broken 英文版罗辑思维书单 未来学家 游戏女神 TED 新锐演讲者 Jane McGonigal 商品图2
现实是破碎的 游戏改变世界 英文原版 Reality Is Broken 英文版罗辑思维书单 未来学家 游戏女神 TED 新锐演讲者 Jane McGonigal 商品缩略图0 现实是破碎的 游戏改变世界 英文原版 Reality Is Broken 英文版罗辑思维书单 未来学家 游戏女神 TED 新锐演讲者 Jane McGonigal 商品缩略图1 现实是破碎的 游戏改变世界 英文原版 Reality Is Broken 英文版罗辑思维书单 未来学家 游戏女神 TED 新锐演讲者 Jane McGonigal 商品缩略图2

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书名:Reality Is Broken游戏改变世界
作者:Jane McGonigal
出版社名称:Penguin Books
出版时间:2011
语种:英文 
ISBN9780143120612
商品尺寸:13.7 x 2.1 x 21.3 cm
包装:平装
页数:416 (以实物为准)


★TED大会新锐演讲者,“纽约客大会”(New Yorker Conference)特邀演讲人,游戏开发者大会主讲人,“游戏女神”——简·麦戈尼格尔(Jane McGonigal
★全球50位具有影响力商业思想家之一、畅销书《驱动力》《全新思维》作者丹尼尔·平克,积极心理学之父、畅销书《真实的幸福》作者马丁·塞利格曼倾情推荐

Reality Is Broken《游戏改变世界》的作者简·麦戈尼格尔是著名未来学家、未来趋势智库“未来研究所”游戏研发总监,被《商业周刊》誉为“十大重要创新人士之一”,被《快公司》誉为“全球百位创意商业人士之一”,被脱口秀女王奥普拉誉为“全球令人惊叹的20位女性之一”,她的观点被《哈佛商业评论》誉为“具有突破性的观念”。

本书探索了游戏化的力量,揭示了互联时代的未来趋势,颠覆了普通人对游戏的一切认知。游戏不是小孩子的玩意儿,不是时间杀手,不是让人自闭、上瘾、丧失活力的毒品,而是解决现实问题、改善生活质量、创造美好未来的利器!

作者在书中指出:游戏可以弥补现实世界的不足和缺陷,重塑人类积极的未来。未来属于能够理解、设计并会玩游戏的那些人,而如果人们继续忽视游戏,就会错失良机、失去未来。

A visionary game designer reveals how we can harness the power of games to boost global happiness.
With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games.

Review
"McGonigal proposes a fascinating and provocative, if troubling, manifesto that adds to our understanding of the appeal and potential power of digital games… McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies." --The Boston Globe

"Once you read this remarkable book, you'll never look at games--or yourself--quite the same way." --Daniel H. Pink, author of Drive and A Whole New Mind

"Jane McGonigal is worth hearing out--her point in this provocative manifesto is that the energy and devotion that gamers pour into video games is a powerful force and that we are fools if we fail to harness it… McGonigal marshals convincing evidence in smart and snappy prose, delivered in an old-fashioned book for techno-peasants such as me." --Janice P. Nimura, Los Angeles Times

"Powerful and provocative… McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better." --San Jose Mercury News

"Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force." --Cory Doctorow, author of Little Brother


游戏化,可以重塑人类积极的未来。玩游戏,是21世纪携手工作、实现真正变革的方式。我们的未来,要靠懂得游戏的力量和潜能的人去创造。

数字游戏,有望发展成一门价值680亿美元的产业。世界所有玩家花在《魔兽世界》上的总时间超过593万年,相当于人类的演进时长;美国青年在21岁以前,玩游戏的平均时长超过10000小时,10000小时的练习足以让任何人成为专家;通过游戏,我们帮助他人改善生活,甚至解决能源危机,创造出任何符合我们想象的未来。

游戏,占据和改变了我们的生活;那么,它将如何击中人类幸福的核心,提供现实世界中匮乏的奖励、挑战和宏伟的意义?Reality Is Broken《游戏改变世界》作者、TED新锐演讲者简·麦戈尼格尔为我们揭开真相,游戏可以弥补现实世界的不足和缺陷,如果我们肯真心尝试驾驭游戏的力量,重塑人类积极的未来,让“现实变得更美好”,就不再只是一句空话,而是真的有可能发生。

在书中,作者用大量实践告诉我们,该如何驾驭游戏的力量,解决现实问题、塑造美好的未来。作者从“游戏,通往未来的线索”入手,逐步分析了“游戏化,互联时代的重要趋势”“游戏化的4大目标”,进而详细讲述了“游戏化的运作机制”,探讨了“游戏化带给互联时代的现实价值”,并得出本书的核心理念:“游戏化,重塑人类积极的未来。”

在书中,作者告诫我们:如果人们继续忽视游戏,就会错失良机,失去未来。而如果我们可以借助游戏的力量,便可以让生活变得像游戏一样精彩,我们的未来将焕然一新!


简·麦戈尼格尔(Jane McGonigal),著名未来学家,未来趋势智库“未来研究所”游戏研发总监,美国著名交互式娱乐服务公司42 Entertainment首席设计师,全球产值达604亿美元的视频游戏行业大使。同时,她也是TED大会新锐演讲者,受关注度超过比尔·盖茨,位居第16位,被《商业周刊》誉为“十大重要创新人士之一”。她的作品经常发表在《经济学人》、《连线》、《纽约时报》、MTV、CNN及NPR等知名媒体上。

World-renowned game designer and futuristJane McGonigal, PhD. takes play seriously. McGonigal is the Director of Game Research and Development at the Institute for the Future in Palo Alto, California, where she earned Harvard Business Review honors for "Top 20 Breakthrough Ideas of 2008" for her work on the future of games. Her work has been featured in The Economist, Wired, and The New York Times hailed her as one of the 100 most creative people in business. She has been a featured speaker at TED, South by Southwest Interactive, the Game Developers Conference, ETech, and the Web 2.0 Summit, as well as appearing at The New Yorker Conference. Born in Philadelphia in 1977 and raised in New York, Jane now lives in San Francisco with her husband.


Part One Why Games Make Us Happy
Part Two Reinventing Reality
Part Three How Very Big Games Can Change the World


What Exactly Is a Game?
Almost all of us are biased against games today—even garners. We can’t help it. This bias is part of our culture, part of our language, and it’s even woven into the way we use the words “game” and “player” in everyday conversation.
Consider the popular expression “gaming the system.” If I say that you’re gaming the system, what I mean is that you’re exploiting it for your own personal gain. Sure, you’re technically following the rules, but you’re playing in ways you’re not meant to play. Generally speaking, we don’t admire this kind of behavior. Yet paradoxically, we often give people this advice: “You’d better start playing the game.” What we mean is, just do whatever it takes to get ahead. When we talk about “playing the game” in this way, we’re really talking about potentially abandoning our own morals and ethics in favor of someone else’s rules.
Meanwhile, we frequently use the term “player” to describe someone who manipulates others to get what they want. We don’t really trust players. We have to be on our guard around people who play games—and that’s why we might warn someone, “Don’t play games with me.” We don’t like to feel that someone is using strategy against us, or manipulating us for their personal amusement. We don’t like to be played with. And when we say, “This isn’t a game!,” what we mean is that someone is behaving recklessly or not taking a situation seriously. This admonishment implies that games encourage and train people to act in ways that aren’t appropriate for real life.
When you start to pay attention, you realize how collectively suspicious we are of games. Just by looking at the language we use, you can see we’re wary of how games encourage us to act and who we are liable to become if we play them.
But these metaphors don’t accurately reflect what it really means to play a well-designed game. They’re just a reflection of our worst fears about games. And it turns out that what we’re really afraid of isn’t games; we’re afraid of losing track of where the game ends and where reality begins.
If we’re going to fix reality with games, we have to overcome this fear. We need to focus on how real games actually work, and how we act and interact when we’re playing the same game together.
Let’s start with a really good definition of game.

 

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