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Wednesday 13 November 2013

You'd Better Start Playing The Game

‘We’re afraid of losing track of where the game ends and where reality begins’ (McGonigal 2011, p.20)

Jane McGonigal starts her book, Reality is Broken, by giving what she believes is a true definition of what a game is. She defines a game by outlining four traits they must have to be considered as a game. These characteristics are ‘a goal, rules a feedback system, and voluntary participation’. (McGonigal 2011, p.21) McGonigal defines the goal by giving players a sense of purpose which directs the gamer on what to strive towards and what they should do throughout the game. The rules give the user boundaries on how to attain the goal. This means it pushes players to use their knowledge and work out how to do this. The third feature of a game is the feedback system which ‘tells players how close they are to achieving the goal’. (McGonigal 2011, p.21) The feedback system makes it certain that the goal is achievable and keeps the player interested in the game. The final attribute of McGonigal’s definition is voluntary participation. This ‘requires that everyone who is playing the game knowingly and willingly accepts the goal, the rules, and the feedback. Knowingness establishes common ground for multiple people to play together’. (McGonigal 2011, p.21)
Even though many players think that winning a game is the main aim and therefore a trait of one: winning does not apply to every game. Examples such as Tetris were the aim is to fit different shapes together with no gaps. The shapes come faster and faster and your goal is not to lose.
This definition of a game does not just apply to video or computer games, it relates to all sorts of games, from Call of Duty to Monopoly and even physical games such as tennis. Golf is an example which is a particular favourite of Bernard Suit. He believes that it is an ‘elegant explanation of exactly how and why we get so thoroughly engaged when we play’. (McGonigal 2011, p.23)

‘The opposite of play isn’t work. It’s depression’. (McGonigal 2011, p.28)


McGonigal goes on to talk about how games make us happy. Games are full of thrills and hard work which releases endorphins in the user’s brains, making them ‘addicted’ to playing. The work that is created in games is much different to that of our real lives. It doesn’t stress us out and cause us to feel unsatisfied. ‘We’re much happier enlivening time rather than killing time’. (McGonigal 2011, p.33)


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Bibliography
MCGONIGAL, Jane (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. New York, The Penguin Press.

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This is a class blog for students enrolled on the History and Analysis of New Media Module at The University of Ulster. Please keep comments constructive to help students progress with the given text